I want to make a building that is as polished as possible from its placement to the end of its construction. I have been looking at the Mecha Mod to use as a model for my own game mod. I liked how the build models slowly inflate themselves to the full size while the construction model continues through its various phases. I have, to the best of my ability, attempted to copy those elements that made this effect possible from the Mecha Mod map. I have all the actor events set up, but whenever I test out the results I get something different. The terran build model is also starting of flattened and slowly rising. Where have I gone wrong in emulating this?
The building that I am trying to accomplish this with is the one called "Command Post"
I put in the map that has the mod I am making and the Mecha mod that I am styling my build animations after. Thanks for checking it out.
Oh boy! Someone has a similar idea to my own. I would love to see you make headway on this project. My lack of skill in using the editor is the only thing holding me back from working on a map like this. Hopefully you are not as editor impaired as me.
My map idea.
- Six players preferable. Three to each team. The bigger the teams the more the weaknesses of a particular person can be abated and smoothed over.
- Small group of starting units for each player, a mobile resource structure (Think a supply depot mounted on a flatbed truck) , and workers.
- The map has four kinds of minerals. Each mineral has its own color to identify it with a corresponding tier of unit tech. Example (Green = marines, zerglings, zealots). add a seasoning of campaign units to the list.
- The mineral fields, when depleted, yield relics or some kind of item that can be picked up by a unit. (Name it whatever you like) These items spawn based on loot tables from the data editor. Trigger > Minerals = 0 then kill unit mineral field.
- The mineral fields are randomized on the map and hidden from player view in the fog of war. Meaning that each player must scout out to find a mineral field.
- Basically the higher the tier of mineral the harder it is to mine it. Its position on the map and the time it takes to mine it are more challenging. The carrying amount for workers becomes less on these patches. This idea helps dissuade players from mining these minerals early game to get an advantage since they are hurt economically by gathering fewer resources. It is the opposite of high-yield minerals in melee.
- Units are created based upon what relics you have stashed in your main base structure. (This can be the mobile command or a new sedentary building that needs to be made and guarded.) Example: A marine relic gathered from a tier one patch, once placed inside this building, would allow that player to produce marines. Relics could also be stolen from enemy players and swapped between allies.
- To help promote styles of play, modifications of all kinds. (Use lots of imagination. I.E. armor, attack damage, attack speed, movement speed, health regeneration, etc.) are also gathered from depleted minerals to modify units. When I say modify I do not mean enhance or upgrade. The modifications change how the units ought to be played and adjust for weaknesses but do not make them better. These modifications might be something like this Ex: < +10% movement speed +10% damage taken > This means that the player can change how he uses his units. In this particular example this modification might help a player do more hit and run styled attacks. These modifications might be made purchasable from a building that a player makes just as any research upgrade might in melee, rather than be mined from minerals, as stated earlier. This would further complicate and randomize things but allow for in game customization of a players army. This might help players steer the game in the direction they choose even in a sea of randomness.
- The modifiers could be percentages or flat stats. Not sure which would be better.
I think a game like this would have a lot of potential to be fun and inviting to play even after a defeat. It would allow for players' preparation and experience to shine through even in the chaotic game play. I hope I have not written too much, so as to scare away anyone that thought to read it. These are just some ideas I have had for a working map.
What i mean is this The behavior Nuclear Reactor - Queue Buff has beneath it the requirement Have Attached Nuclear Reactor In this requirement it has Count Unit > Alias_Reactor > Completed at Unit. Is this alias listed rather than the reactor actor because the tech-reactor from the campaign also applies a reactor buff? If that is the reason, how might I make a similar alias for my custom addons to share in the requirements field?
I have been trying to make an alias for a building addon I have made in the editor. It is an addon that is based off of the standard reactor, but I don't want it to be fulfilling requirements of the standard reactor behavior when it comes to an additional build queue. This is why I wanted to make my own alias for this unit so it could be completely independent of the melee reactor. In creating an alias I thought that all one needed to do was assign it a custom alias in the unit tab of the custom addon, but when I go to reference that alias in the requirements tab it won't show on the list. Why is this happening?
@CrazyTwigman: GoI got it to work while tweaking with the radii on the unit. Once i made both of them inert with everything, the transporter was able to stop. However this brings up a new problem. The transporter will have its model become eclipsed by whatever building it nears since its radius of interaction is set to 0. Is there a way to have it stop but still not basically pass through other buildings?
I made a unit in the editor the "transporter" and have it set up to be made from one of my custom buildings "workshop", but once it comes out of the building it will not stop moving. I gave it the ability to stop and hold position yet it seems to just continue on its way. Its odd for another reason, since i have made the exact same unit placed through the editor and it works fine. The only difference between these units is that the in game transporter has a trigger that attaches another unit to its top. However, I cannot understand how this could cause the unit to endlessly move about. If anyone knows how to fix this and would care to explain how it can be done I would be greatly appreciative.
Hey everyone, I am having trouble trying to make a custom creep tumor. I want this tumor to have a larger than normal growth size and abnormal spread (not a circular pattern) which I was successful in doing, but I also want the creep tumor to grow this footprint and have a very slow rate of growth. I found the field that augments the growth rate and so I changed that but the pre-placed tumor I have is not creating this creep on the map. It seems that the creep footprint is either there at the start of the map fully grown or it is not there and never going to be. I get these two results whenever I tinker with the footprint fields, but never the one I want. How can I make a tumor with this kind of slow growth? If it helps I will include my map. The tumor that I am trying to change is the Map Creep Spawner (Burrowed)
Hey everyone,
If anyone is familiar with onetwosc then you may also know of his Diablo styled movement tutorial, which is exactly what I am trying to recreate (following his instructions). However, after having made the triggers as he did, I find that the game runs really slowly. My hero, who is meant to follow the mouse while its left button is held down, does so, but the real problem seems to lie in the fact that whenever the mouse is moved and a new trigger is fired to calculate the new angle of movement the computer seems to run the trigger too frequently and causes a ton of lag. I would like it if someone could open my map and perhaps test it to see if they too are getting this kind of lag. Also, what might be the cause of this if it happens to be slow for other people? How can I make the movement less taxing on the computer? Thanks
I am having an issue with the editor that has only happened recently. When I start up the editor and open up to a map the terrain looks very odd. It seems as though there is some kind of overlay that I have checked off on accident but I looked through and couldn't discover what it was that was making the editor look this way. I want rid of it so that I can begin to edit terrain and just see again. Any ideas what is causing this?
Oh man thank you so much. I was really thrown off by that size change I presumed that the scaling was similar to the data editor lol. Also that unit type function makes sense now. If invulnerability occurs at the sixth cycle I might just allow that to happen, but thanks for the heads up. In future, I will label the trigger variables next time so as not to cause any headaches. Again thanks to both of you!
Hello everyone, I have been having some difficulty with re-scaling a unit. I made a stamina trigger to conduct two things; 1) to augment the current health of my Black Mouth unit and, 2) To re proportion the unit to match the new health that it has received (To give some visual aspect to the change). Instead, however, the trigger takes my unit and makes it smaller and not bigger and does not continue to adjust the health of the unit after the first cycle. Six cycles should occur each making my unit bigger and stronger in but this is not what is happening. I would be really appreciative if someone could explain what would need to be changed with my current trigger, as I am still a big scrub nub with the editor. Thanks for reading.
Had some trouble finding the correct map, but have now successfully located it. lol
<<reply 338792>Cheers! Thanks for your help. Had never noticed the text key name above the unit name. That fixed it perfectly. I know there are a lot of these modified b net maps, but i only wanted to try my hand at making one for myself. This map is purely for fun between my friends and I, since we play lots of ffa melee games, so again thanks for the help.
0
I want to make a building that is as polished as possible from its placement to the end of its construction. I have been looking at the Mecha Mod to use as a model for my own game mod. I liked how the build models slowly inflate themselves to the full size while the construction model continues through its various phases. I have, to the best of my ability, attempted to copy those elements that made this effect possible from the Mecha Mod map. I have all the actor events set up, but whenever I test out the results I get something different. The terran build model is also starting of flattened and slowly rising. Where have I gone wrong in emulating this?
The building that I am trying to accomplish this with is the one called "Command Post"
I put in the map that has the mod I am making and the Mecha mod that I am styling my build animations after. Thanks for checking it out.
0
@tdhsst: Go
Oh boy! Someone has a similar idea to my own. I would love to see you make headway on this project. My lack of skill in using the editor is the only thing holding me back from working on a map like this. Hopefully you are not as editor impaired as me.
My map idea. - Six players preferable. Three to each team. The bigger the teams the more the weaknesses of a particular person can be abated and smoothed over.
- Small group of starting units for each player, a mobile resource structure (Think a supply depot mounted on a flatbed truck) , and workers.
- The map has four kinds of minerals. Each mineral has its own color to identify it with a corresponding tier of unit tech. Example (Green = marines, zerglings, zealots). add a seasoning of campaign units to the list.
- The mineral fields, when depleted, yield relics or some kind of item that can be picked up by a unit. (Name it whatever you like) These items spawn based on loot tables from the data editor. Trigger > Minerals = 0 then kill unit mineral field.
- The mineral fields are randomized on the map and hidden from player view in the fog of war. Meaning that each player must scout out to find a mineral field.
- Basically the higher the tier of mineral the harder it is to mine it. Its position on the map and the time it takes to mine it are more challenging. The carrying amount for workers becomes less on these patches. This idea helps dissuade players from mining these minerals early game to get an advantage since they are hurt economically by gathering fewer resources. It is the opposite of high-yield minerals in melee.
- Units are created based upon what relics you have stashed in your main base structure. (This can be the mobile command or a new sedentary building that needs to be made and guarded.) Example: A marine relic gathered from a tier one patch, once placed inside this building, would allow that player to produce marines. Relics could also be stolen from enemy players and swapped between allies.
- To help promote styles of play, modifications of all kinds. (Use lots of imagination. I.E. armor, attack damage, attack speed, movement speed, health regeneration, etc.) are also gathered from depleted minerals to modify units. When I say modify I do not mean enhance or upgrade. The modifications change how the units ought to be played and adjust for weaknesses but do not make them better. These modifications might be something like this Ex: < +10% movement speed +10% damage taken > This means that the player can change how he uses his units. In this particular example this modification might help a player do more hit and run styled attacks. These modifications might be made purchasable from a building that a player makes just as any research upgrade might in melee, rather than be mined from minerals, as stated earlier. This would further complicate and randomize things but allow for in game customization of a players army. This might help players steer the game in the direction they choose even in a sea of randomness.
- The modifiers could be percentages or flat stats. Not sure which would be better.
I think a game like this would have a lot of potential to be fun and inviting to play even after a defeat. It would allow for players' preparation and experience to shine through even in the chaotic game play. I hope I have not written too much, so as to scare away anyone that thought to read it. These are just some ideas I have had for a working map.
0
@DrSuperEvil: Go
What i mean is this The behavior Nuclear Reactor - Queue Buff has beneath it the requirement Have Attached Nuclear Reactor In this requirement it has Count Unit > Alias_Reactor > Completed at Unit. Is this alias listed rather than the reactor actor because the tech-reactor from the campaign also applies a reactor buff? If that is the reason, how might I make a similar alias for my custom addons to share in the requirements field?
0
I have been trying to make an alias for a building addon I have made in the editor. It is an addon that is based off of the standard reactor, but I don't want it to be fulfilling requirements of the standard reactor behavior when it comes to an additional build queue. This is why I wanted to make my own alias for this unit so it could be completely independent of the melee reactor. In creating an alias I thought that all one needed to do was assign it a custom alias in the unit tab of the custom addon, but when I go to reference that alias in the requirements tab it won't show on the list. Why is this happening?
0
@Manifect: Go
Did you ever figure out how to apply more than one addon?
0
Make sure you have the build in progress ability added to your structure... I think that is the culprit.
0
@CrazyTwigman: GoI got it to work while tweaking with the radii on the unit. Once i made both of them inert with everything, the transporter was able to stop. However this brings up a new problem. The transporter will have its model become eclipsed by whatever building it nears since its radius of interaction is set to 0. Is there a way to have it stop but still not basically pass through other buildings?
0
I made a unit in the editor the "transporter" and have it set up to be made from one of my custom buildings "workshop", but once it comes out of the building it will not stop moving. I gave it the ability to stop and hold position yet it seems to just continue on its way. Its odd for another reason, since i have made the exact same unit placed through the editor and it works fine. The only difference between these units is that the in game transporter has a trigger that attaches another unit to its top. However, I cannot understand how this could cause the unit to endlessly move about. If anyone knows how to fix this and would care to explain how it can be done I would be greatly appreciative.
0
Hey everyone, I am having trouble trying to make a custom creep tumor. I want this tumor to have a larger than normal growth size and abnormal spread (not a circular pattern) which I was successful in doing, but I also want the creep tumor to grow this footprint and have a very slow rate of growth. I found the field that augments the growth rate and so I changed that but the pre-placed tumor I have is not creating this creep on the map. It seems that the creep footprint is either there at the start of the map fully grown or it is not there and never going to be. I get these two results whenever I tinker with the footprint fields, but never the one I want. How can I make a tumor with this kind of slow growth? If it helps I will include my map. The tumor that I am trying to change is the Map Creep Spawner (Burrowed)
0
Hey everyone, If anyone is familiar with onetwosc then you may also know of his Diablo styled movement tutorial, which is exactly what I am trying to recreate (following his instructions). However, after having made the triggers as he did, I find that the game runs really slowly. My hero, who is meant to follow the mouse while its left button is held down, does so, but the real problem seems to lie in the fact that whenever the mouse is moved and a new trigger is fired to calculate the new angle of movement the computer seems to run the trigger too frequently and causes a ton of lag. I would like it if someone could open my map and perhaps test it to see if they too are getting this kind of lag. Also, what might be the cause of this if it happens to be slow for other people? How can I make the movement less taxing on the computer? Thanks
0
@DemonSlayer98: Go
Woot. simple fix in just switching from units to terrain and back again. Thanks mate. =)
0
Hey everyone,
I am having an issue with the editor that has only happened recently. When I start up the editor and open up to a map the terrain looks very odd. It seems as though there is some kind of overlay that I have checked off on accident but I looked through and couldn't discover what it was that was making the editor look this way. I want rid of it so that I can begin to edit terrain and just see again. Any ideas what is causing this?
0
@Jentzsch: Go
Oh man thank you so much. I was really thrown off by that size change I presumed that the scaling was similar to the data editor lol. Also that unit type function makes sense now. If invulnerability occurs at the sixth cycle I might just allow that to happen, but thanks for the heads up. In future, I will label the trigger variables next time so as not to cause any headaches. Again thanks to both of you!
0
Hello everyone, I have been having some difficulty with re-scaling a unit. I made a stamina trigger to conduct two things; 1) to augment the current health of my Black Mouth unit and, 2) To re proportion the unit to match the new health that it has received (To give some visual aspect to the change). Instead, however, the trigger takes my unit and makes it smaller and not bigger and does not continue to adjust the health of the unit after the first cycle. Six cycles should occur each making my unit bigger and stronger in but this is not what is happening. I would be really appreciative if someone could explain what would need to be changed with my current trigger, as I am still a big scrub nub with the editor. Thanks for reading.
Had some trouble finding the correct map, but have now successfully located it. lol
0
<<reply 338792>Cheers! Thanks for your help. Had never noticed the text key name above the unit name. That fixed it perfectly. I know there are a lot of these modified b net maps, but i only wanted to try my hand at making one for myself. This map is purely for fun between my friends and I, since we play lots of ffa melee games, so again thanks for the help.