Heh, not to be a downer, but I can't stand typing in the sc2 chat either. Just add some annotations in the youtube video editor or add description text. Like, 13:00 - "blah happens". The terrain looks symmetrical, good starting point - obviously there's room for a lot more details.
- Added 4 new large health pickup (+30%) locations.
Cosmetic
- Added casting effect for Power Advocate - Fire Elemental.
Gameplay
- Added revealer for fire elemental explosion (3 seconds).
Bugs
- Removed usage of trigger queue, hopefully fixing strange random crash.
2.32-2.48
New Features
- New Ultimate Ability 'Cow-pocalpyse': Cows rain down from the sky exploding for area effect damage.
- Added name tags for player heroes (on by default). Name tags can be disabled in the top left HUD.
Gameplay
- Reduced bomber range by 2.
Bugs
- Fixed latest StarCraft patch issues.
- Fixed Power Beam ability so that it snares enemies again.
- Numerous attempts to figure out / fix an issue that causes SC2 to crash.
- Changed model for bomber explosions from Large Terran Building Explosion to Siege tank hit. The
explosions were slowing down the game.
2.49
New Features
- New boss hazard type - Odin. The boss hazard type is selected once per game. Odin is mutually exlusive with bombers. Odin may be killed by players for lots of bonus power level, but watch out for its deadly attacks!
Gameplay
- Improved PvP kill and assist reward scaling.
- Improved power beam vs. NPC squads at lower levels.
- Modified forked beam behavior.
- Battle Cry does not effect massive units anymore.
2.50 / 2.51
Gameplay
- Odin health reduced.
- Reduced countdown time and cooldown for odin nuke.
2.53
Cosmetic
- Improved Power(-up) Overwhelming Cinematic.
Gameplay
- Increased max allowed players to 7 from 6.
- Increased all hero run speeds by 10%
- Hero health bonus per level reduced to 90 from 100.
- Hostile squad damage levels reduced by aprox. 10% across the board.
- Increased power gain rate across the board by 10%.
- Summoned void beast health reduced by 10%.
Bugs
- The spectator dialog will no longer show up while the upgrade screen is open.
Java is a good 'bread and butter' language. Java is still maintained by oracle, which acquired Sun. There will be a new JDK release soon. Is Java in decline? No. Is The java user base growing as fast as other languages? No.
Make sure to have your effect targets / sources and offsets set correctly. You could also post / send me the map and I could look at it, but I'm tied up for the next few days - week due to school + work. ><
As a software engineer, I take offense to this. Art is worth money, but logic, game design, and testing are not? Have to agree with OneTwo - it's just writing code at a higher level of abstraction. Building on a solid API / existing assets just makes sense if you think about it. No one discredits database apps because they didnt rewrite mysql or oracle.
This tutorial explains how to use patch 1.2 effect Z-offsets with projectiles. In this tutorial, basic data editing knowledge is assumed (intermediate level or advanced). We will re-create an example from my custom map:
Cow-pocalypse - Exploding cows rain from the heavens.
Tutorial note: Many of the values below, such as offsets and actor event data can be copied and pasted in raw mode. From there you can view it in the editor.
Key points will be highlighted like this
Videos
Cow-pocalypse
Cow-pocalpyse ability
1. New Projectile Unit - Cow-pocalpyse Cow Missile
Inherit from invulnerable missile
Set Movement - Mover = Missile Default "Moo!-ver"
Set UI - Height = 20
Setting the height to 20 is important, otherwise the missile will not *appear* to be falling from the height we use later.
2. New Damage Effect - Cow-pocalpyse explosion impact damage (Damage)
Set Combat - Amount = 60
Set Effect - Death = Blast
Set Effect - Flags = Notification
Set Effect - Response Flags = Acquire, Flee
Set Target - Impact Location + (None):Target Unit
Set the damage effect however you would like. Just an extra detail.
3. New Search Effect - Cow-pocalpyse explosion (Search)
Set Search - Areas + = (360):(-1):(3):(0):(Cow-pocalypse explosion impact (Damage))
Set Target - Impact Location + = Cow-pocalypse Launch Offset (Persistant):Target Point
Pay careful attention to the impact location field. It's the target of an effect we define later. The explosion needs to happen at the target of the cow-pocalypse launch offset, which is actually determined in cow-pocalypse (persistent).
4. New Set Effect - Cow-pocalpyse explode (Set)
Set Effect - Effects = (Cow-pocalypse explosion (Search))
Not necessary to use a set, but you may want to add other effects to the explosion. This is the 'entry point' to our explosion effect.
5. New Launch Missile Effect - Cow-pocalpyse (Launch Missile)
Set Effect - Impact Effect = Cow-pocalpyse explode (Set)
Set Movement - Movers + = (Cow-pocalypse Missile Default):(0)
Set Target - Impact Location + = Cow-pocalypse Launch Offset (Persistant):Target Point
Set Target - Launch Location + = (None):Target Point
Set Unit - Ammo Unit = Cow-pocalpyse Cow Missile
Also pay careful attention to the impact / launch targets. The explosion needs to happen at the target of the cow-pocalypse launch offset, which is actually determined in cow-pocalypse (persistent).
6. New Persistent Effect - Cow-pocalpyse Launch Offset (Persistent)
Set Effect - Flags = Random Offset
Set Effect - Period Count = 1
Set Effect - Period Durations = (0.0)
Set Effect - Period Effects = (Cow-pocalpyse (Launch Missle))
Set Effect - Periodic Offsets = ((2,2,20)) Note: You can add other offsets
This causes the cow to be launched from +2x,+2y,+20z. Without adjusting the height of the cow projectile to 20, it just appears to fall in one small area for a long time.
7. New Persistent Effect - Cow-pocalpyse (Persistent)
Set Effect - Flags = Random Offset, Random Period
Set Effect - Period Durations = (2.5000|3.0000|2.0000|1.0000|1.5000|1.5000|1.0000|0.5000|0.7500|0.7500|1.0000|1.5000|1.0000)
Set Effect - Period Effects = (Cow-pocalypse Launch Offset (Persistent))
Set Effect - Periodic Offsets = ((1.5,1.5,0)|(-1.5,-1.5,0)|(-1.5,1.5,0)|(1.5,-1.5,0)|(3,3,0)|(-3,-3,0)|(-3,3,0)|(3,-3,0)|(5,5,0)|(-5,-5,0)|(-5,5,0)|(5,-5,0)|(0,3,0)|(0,-3,0)|(3,0,0)|(-3,0,0)|(5,0,0)|(-5,0,0)|(0,5,0)|(0,-5,0))
Set Effect - Periodic Validator = Caster Not Dead
Set Target - Location + = (None):Source Unit
Set Effect - Period Count = 20
This effect randomizes the impact locations and duration between cows falling.
8. New Instant Effect Ability - Cow-pocalpyse
Set Effect - Effect = (Cow-pocalypse (Persistent))
Set Stats - Cast Start Time as you see fit...
Set Cost - Cost+ as you see fit...
Set Ability - Cancelable: Cast
This ability starts the cow-pocalypse persistent effect.
9. New Missile Actor - Cow-pocalpyse Cow Missile
Set Token - Unit Name = - Cow-pocalpyse Cow Missile
Set Hosting - Host + = Implicit:Implicit:(None):Disabled
Set Hosting - Host Site Operations + = SOpShadow:Disabled:Disabled
Set Properties - Accepted Property Transfers = Model Scale, Cast Shadows, Cloak Effect, Decal, Local Tint Color, Opacity, Scale, Team Color, Time Scale, Tint Color, Visibility, Warp Group
Set Properties - Accepted Transfers = Position
12. New Sound Actor - Cow-pocalypse Launch (Sound)
Set Hosting - Host Site Operations + = SOpShadow:Disabled:Disabled
Set Sound - Sound Cow Moo
The PassChance 17 means that the sound will only play 17% of the time a cow is launched.
Conclusion
This tutorial exploits the new Z offset for persistent effects, projectile height, and target/source fields which reference targets of other effects in the effect chain.
For more flexible methods using Z offsets, see my other tutorial [Data] Random Actor Effects which attaches actors to effect locations. This works for Z offsets as well.
Maybe, I don't disagree it's a good practice. Any documentation is good really, but sometimes when you're starved for resources you do what's practical and can be achieved. For small projects, you can probably get by with good communication and minimal docs b/c you doubled your work writing over-detailed specs when the game is still changing. Games changes during testing, gotta go update the doc, remember what needs to be updated, etc. Don't know what the new project is about? -> go play the project or ask someone. Again, don't take that argument to the extremity, doc-ing is always required to some extent.
0
Heh, not to be a downer, but I can't stand typing in the sc2 chat either. Just add some annotations in the youtube video editor or add description text. Like, 13:00 - "blah happens". The terrain looks symmetrical, good starting point - obviously there's room for a lot more details.
0
Pretty exciting, hope this patch can fix PLO bugs. I've def. hit the 'weapon firing' validator crash before and reported it.
0
2.32
New Features
- Added 4 new large health pickup (+30%) locations.
Cosmetic
- Added casting effect for Power Advocate - Fire Elemental.
Gameplay
- Added revealer for fire elemental explosion (3 seconds).
Bugs
- Removed usage of trigger queue, hopefully fixing strange random crash.
2.32-2.48
New Features
- New Ultimate Ability 'Cow-pocalpyse': Cows rain down from the sky exploding for area effect damage.
- Added name tags for player heroes (on by default). Name tags can be disabled in the top left HUD.
Gameplay
- Reduced bomber range by 2.
Bugs
- Fixed latest StarCraft patch issues.
- Fixed Power Beam ability so that it snares enemies again.
- Numerous attempts to figure out / fix an issue that causes SC2 to crash.
- Changed model for bomber explosions from Large Terran Building Explosion to Siege tank hit. The explosions were slowing down the game.
2.49
New Features
- New boss hazard type - Odin. The boss hazard type is selected once per game. Odin is mutually exlusive with bombers. Odin may be killed by players for lots of bonus power level, but watch out for its deadly attacks!
Gameplay
- Improved PvP kill and assist reward scaling.
- Improved power beam vs. NPC squads at lower levels.
- Modified forked beam behavior.
- Battle Cry does not effect massive units anymore.
2.50 / 2.51
Gameplay
- Odin health reduced.
- Reduced countdown time and cooldown for odin nuke.
2.53
Cosmetic
- Improved Power(-up) Overwhelming Cinematic.
Gameplay
- Increased max allowed players to 7 from 6.
- Increased all hero run speeds by 10%
- Hero health bonus per level reduced to 90 from 100.
- Hostile squad damage levels reduced by aprox. 10% across the board.
- Increased power gain rate across the board by 10%.
- Summoned void beast health reduced by 10%.
Bugs
- The spectator dialog will no longer show up while the upgrade screen is open.
0
Mac default UI is probably more pretty, that's probably the only advantage there.
Pc you can do cool stuff like pop in an SSD or easily make a ram drive w your massive amount of ram.
0
Java is a good 'bread and butter' language. Java is still maintained by oracle, which acquired Sun. There will be a new JDK release soon. Is Java in decline? No. Is The java user base growing as fast as other languages? No.
0
feel free to add my pumpkin probe if you want
0
@iOverflow: Go
Awesome, glad to hear it :]
0
@iOverflow: Go
Make sure to have your effect targets / sources and offsets set correctly. You could also post / send me the map and I could look at it, but I'm tied up for the next few days - week due to school + work. ><
0
As a software engineer, I take offense to this. Art is worth money, but logic, game design, and testing are not? Have to agree with OneTwo - it's just writing code at a higher level of abstraction. Building on a solid API / existing assets just makes sense if you think about it. No one discredits database apps because they didnt rewrite mysql or oracle.
0
Introduction
This tutorial explains how to use patch 1.2 effect Z-offsets with projectiles. In this tutorial, basic data editing knowledge is assumed (intermediate level or advanced). We will re-create an example from my custom map:
Tutorial note: Many of the values below, such as offsets and actor event data can be copied and pasted in raw mode. From there you can view it in the editor.
Key points will be highlighted like this
Videos
Cow-pocalypse
Cow-pocalpyse ability
1. New Projectile Unit - Cow-pocalpyse Cow Missile
Inherit from invulnerable missile
Setting the height to 20 is important, otherwise the missile will not *appear* to be falling from the height we use later.
2. New Damage Effect - Cow-pocalpyse explosion impact damage (Damage)
Set the damage effect however you would like. Just an extra detail.
3. New Search Effect - Cow-pocalpyse explosion (Search)
Pay careful attention to the impact location field. It's the target of an effect we define later. The explosion needs to happen at the target of the cow-pocalypse launch offset, which is actually determined in cow-pocalypse (persistent).
4. New Set Effect - Cow-pocalpyse explode (Set)
Not necessary to use a set, but you may want to add other effects to the explosion. This is the 'entry point' to our explosion effect.
5. New Launch Missile Effect - Cow-pocalpyse (Launch Missile)
Also pay careful attention to the impact / launch targets. The explosion needs to happen at the target of the cow-pocalypse launch offset, which is actually determined in cow-pocalypse (persistent).
6. New Persistent Effect - Cow-pocalpyse Launch Offset (Persistent)
This causes the cow to be launched from +2x,+2y,+20z. Without adjusting the height of the cow projectile to 20, it just appears to fall in one small area for a long time.
7. New Persistent Effect - Cow-pocalpyse (Persistent)
This effect randomizes the impact locations and duration between cows falling.
8. New Instant Effect Ability - Cow-pocalpyse
This ability starts the cow-pocalypse persistent effect.
9. New Missile Actor - Cow-pocalpyse Cow Missile
10. New Model Actor (Animation one-shot) - Cow Bubble FX
11. New Model Actor (Animation one-shot) - Cow Splat FX
12. New Sound Actor - Cow-pocalypse Launch (Sound)
The PassChance 17 means that the sound will only play 17% of the time a cow is launched.
Conclusion
This tutorial exploits the new Z offset for persistent effects, projectile height, and target/source fields which reference targets of other effects in the effect chain.
For more flexible methods using Z offsets, see my other tutorial [Data] Random Actor Effects which attaches actors to effect locations. This works for Z offsets as well.
0
The article is mostly 'filler' sadly.
0
Most of my inspiration is being able to play the idea. The idea comes from different past experiences like movies, books, games, dreams, etc.
0
@ZealNaga: Go
Maybe, I don't disagree it's a good practice. Any documentation is good really, but sometimes when you're starved for resources you do what's practical and can be achieved. For small projects, you can probably get by with good communication and minimal docs b/c you doubled your work writing over-detailed specs when the game is still changing. Games changes during testing, gotta go update the doc, remember what needs to be updated, etc. Don't know what the new project is about? -> go play the project or ask someone. Again, don't take that argument to the extremity, doc-ing is always required to some extent.
0
@h34dl4g: Go
This is how rumors start.
0
Looking through the left 2 die triggers, looks like achievements were planned, or are being planned for later:
Achievement - Normal - Victory Achievement - Hard - Flawless Stank Kill Achievement - Hard - Victory Achievement - Brutal - Fast Win Achievement - Brutal - Victory Achievement - N2D - Survive 5 Waves Achievement - N2D - Survive 10 Waves Achievement - N2D - Survive 15 Waves
It's all disabled atm.