Somehow you feel less alone when someone else can relate to what you've been through. So thanks for sharing. I went through exactly what you just described before. And you're right, its not pretty. Hurt me deeply.. haha, thats an understatement.. She destroyed me.. The me of 2 years ago, is dead. I was able to build myself back to be a much stronger person now thanks to support from my family and friends. You could say it triggered somewhat of an epiphany.. Being sad is a choice. Being offended by what someone says is a choice. Hell, getting angry is a choice. In the end, you are in control.
That's exactly what happened to me these times I was hurt - I ended up having a sort of an epiphany. It's not so much an epiphany as a slow realization, though. I believe that we are most introspective when we hurt, perhaps in part because we're trying to figure out what went wrong, why it happened, and how we can fix the situation or how to fix ourselves so that the situation doesn't occur again in the future. Precisely as you said, it seems that the solution you came to was to give trust in small amounts; you've realized how to prevent something like that from happening to you again. While your solution isn't exactly what I would say is optimal; while it would certainly be a step in protecting yourself from being hurt again, it would also affect your ability to form deep relationships with people. This may give you a less-than-optimistic outlook on life, you'd see people as shallow. I know because I'm there... but I know that if I want to have a deep relationship with someone again, I've got to let them come near me.
As for the God stuff, I'd love to chat about that with you, but I'd rather go over that elsewhere where it's more appropriate.
Finally, you do not have to forgive anyone. That is religious dogma being fed to you. I am a firm believer that some things simply can't be taken back or made up for. However, this doesn't mean you should manifest it into negative actions or hate.
It's foolish to dismiss something simply because it's religious dogma. To do so is to fail to examine its meaning and the reason it exists. And even so, can you dispute that forgiveness is inherently a good thing? Is it not right to set right a wrong? Anyway, I tend to think of forgiveness as a response. (Full disclosure: I also agree that there are some things that can't be taken back or made up for, but these number very, very few compared to the things that can. Are you willing to risk not even bothering mending something that turned out to actually be mendable?).
Oh no, I really wasn't trying to turn this into a religious discussion - it's just a saying I found really relevant to his situation and I thought it was sound advice.
I agree with Status. Hating that guy won't get you anywhere. If you harbor that hatred in your heart, it will grow and fester, and it will destroy you. You don't have to like him, but the best course of action IMHO is to forget about him and if she comes back wanting forgiveness, be ready to forgive her. Whether or not you take her back is entirely up to you; I won't tell you whether or not to take her back.
It sounds like she really hurt you deeply... and I know your pain. I've been hurt by people I held dear to my heart, and at one point, I hated them for it. But what did that gain me? That gained me nothing but harm - it messed up my sleep schedule, it made me unable to focus, it just really threw my life out of order. Trust me, it's not pretty. But you know, this isn't the end of your life. I imagine you still have many years ahead of you, possibly an even better girl down the road waiting for you (but don't wait passively - go get 'em!).
I don't know if you believe in God or not, but there's a saying: God makes good come out of evil. In the end, it will work out, you'll be better off - in circumstances or in character.
My main point was that there are so many mappers on these forums and on the official custom maps forums that think that because their map isn't at the top of the list, that the popularity system is broken and that it is Blizzard's fault that no one likes their maps. While, at least in the case of the post this topic is referring to, it is really just a mapper who is way too full of themselves and thinks that his maps are better than everyone else's. Basically I just want people to take a step back and realize that not every map ever made deserves to be popular.
That's not entirely true. The popularity system is mostly to blame. Maps don't have the visibility they had before in older Blizzard games. How are you supposed to GET people to join in the first place, without spending unfathomable hours boosting your map?
Besides, I really don't think mapmakers care that much about their map being "popular", they care more about it being VISIBLE and READILY PLAYABLE.
While I have a personal motto of "If it can be done in data, that's where it should be done", I really don't see anything wrong with mixing data with trigger for spells. In fact, right now, I'm working on a map for demonstration purposes in which I create spells planned to be "ultimate" abilities in a later map I intend to start (and publish). I have completed one such ability using a fairly half-and-half mix of data and trigger. It's the kind of ability that might make one's jaw drop at its sheer awesomeness, but the fact here is that I found myself more or less having to use trigger so I could get certain effects I was unable to through the data editor alone. The ability has an omnislash-like component to it that wouldn't look very proper if done alone in the data, so I had to trigger that.
I really wouldn't say that there's much of an efficiency hit from using triggers over data. It's not even noticeable, unless you're using a trigger that gets heavily, heavily used by a LOT of units. That's where I would recommend using data, of course, but there's no reason to be so excessively paranoid about the efficiency of your abilities that you absolutely refuse to take a trigger approach.
Still, it's a good idea to stick to data where you can, so to avoid issues and complications from arising in the future when you get a lot more stuff going on at the same time. So just remember: if it can be done in data, that's where it should be done.
Makes me think, wouldn't it be kind of cool to have a SC2 card game map with cards that looked as good as these? I don't mean these maps already on Bnet that use nothing but default dialog backgrounds for the cards. :P
Maybe a community card game where there's a card for each member and stuff...
when "CTL-targeting" on, it makes your strafe, and constantly makes him and the camera face your current target. Turned out to a lot nicer than I anticipated. Rolling sideways and jumping back probably won't happen due to lack of animations. Might add an ability that lets you teleport behind your target.
Couldn't you have him do a side-jump instead of rolling sideways?
Sounds like it's not playing its BSD/standard animations, so you may need to change the events in the actor to point to your custom unit, since they are most likely pointing to the original Colossus.
So for example, you'll see stuff like...
UnitBirth.Colossus
Change all occurrences of "Colossus" in the actor events to your new custom unit.
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Whoaaaaaaa. Lots of stuff went on while I was away. Alright, let's see what 2ยข I can throw in this time.
That's exactly what happened to me these times I was hurt - I ended up having a sort of an epiphany. It's not so much an epiphany as a slow realization, though. I believe that we are most introspective when we hurt, perhaps in part because we're trying to figure out what went wrong, why it happened, and how we can fix the situation or how to fix ourselves so that the situation doesn't occur again in the future. Precisely as you said, it seems that the solution you came to was to give trust in small amounts; you've realized how to prevent something like that from happening to you again. While your solution isn't exactly what I would say is optimal; while it would certainly be a step in protecting yourself from being hurt again, it would also affect your ability to form deep relationships with people. This may give you a less-than-optimistic outlook on life, you'd see people as shallow. I know because I'm there... but I know that if I want to have a deep relationship with someone again, I've got to let them come near me.
As for the God stuff, I'd love to chat about that with you, but I'd rather go over that elsewhere where it's more appropriate.
It's foolish to dismiss something simply because it's religious dogma. To do so is to fail to examine its meaning and the reason it exists. And even so, can you dispute that forgiveness is inherently a good thing? Is it not right to set right a wrong? Anyway, I tend to think of forgiveness as a response. (Full disclosure: I also agree that there are some things that can't be taken back or made up for, but these number very, very few compared to the things that can. Are you willing to risk not even bothering mending something that turned out to actually be mendable?).
Phew! This really has taken a philosophical turn.
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Oh no, I really wasn't trying to turn this into a religious discussion - it's just a saying I found really relevant to his situation and I thought it was sound advice.
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I agree with Status. Hating that guy won't get you anywhere. If you harbor that hatred in your heart, it will grow and fester, and it will destroy you. You don't have to like him, but the best course of action IMHO is to forget about him and if she comes back wanting forgiveness, be ready to forgive her. Whether or not you take her back is entirely up to you; I won't tell you whether or not to take her back.
It sounds like she really hurt you deeply... and I know your pain. I've been hurt by people I held dear to my heart, and at one point, I hated them for it. But what did that gain me? That gained me nothing but harm - it messed up my sleep schedule, it made me unable to focus, it just really threw my life out of order. Trust me, it's not pretty. But you know, this isn't the end of your life. I imagine you still have many years ahead of you, possibly an even better girl down the road waiting for you (but don't wait passively - go get 'em!).
I don't know if you believe in God or not, but there's a saying: God makes good come out of evil. In the end, it will work out, you'll be better off - in circumstances or in character.
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Check your Bnet post. I answered your issue with repeated-damage spells (it's easy-peasy too! :O).
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Nope.
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Melee heroes have auto attack. Their A attack is just an extra thing to give you more DPS if you can land it right.
He changed that in a semi-recent update, making the models bigger and easier to click on.
That's because it really isn't that kind of map. It's more of a fighting game than a MOBA.
Hm. If there were items, they wouldn't do too much for your guy (would screw up balance otherwise).
Because... it is a fighting game. That's the point. The game takes much of its inspiration from Blazblue. Look it up.
Anyway, not to add heat to this discussion - I just wanted to clear up some confusion about what Smashcraft is and what it isn't.
EDIT:
That's not entirely true. The popularity system is mostly to blame. Maps don't have the visibility they had before in older Blizzard games. How are you supposed to GET people to join in the first place, without spending unfathomable hours boosting your map?
Besides, I really don't think mapmakers care that much about their map being "popular", they care more about it being VISIBLE and READILY PLAYABLE.
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I'll keep that thread bumped to serve as a constant reminder to Blizzard that they need to stop ignoring us.
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While I have a personal motto of "If it can be done in data, that's where it should be done", I really don't see anything wrong with mixing data with trigger for spells. In fact, right now, I'm working on a map for demonstration purposes in which I create spells planned to be "ultimate" abilities in a later map I intend to start (and publish). I have completed one such ability using a fairly half-and-half mix of data and trigger. It's the kind of ability that might make one's jaw drop at its sheer awesomeness, but the fact here is that I found myself more or less having to use trigger so I could get certain effects I was unable to through the data editor alone. The ability has an omnislash-like component to it that wouldn't look very proper if done alone in the data, so I had to trigger that.
I really wouldn't say that there's much of an efficiency hit from using triggers over data. It's not even noticeable, unless you're using a trigger that gets heavily, heavily used by a LOT of units. That's where I would recommend using data, of course, but there's no reason to be so excessively paranoid about the efficiency of your abilities that you absolutely refuse to take a trigger approach.
Still, it's a good idea to stick to data where you can, so to avoid issues and complications from arising in the future when you get a lot more stuff going on at the same time. So just remember: if it can be done in data, that's where it should be done.
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I propose a workaround using the InvisibleUnit model for an unit with an attached forcefield model actor.
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Count me in as well.
sent
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Makes me think, wouldn't it be kind of cool to have a SC2 card game map with cards that looked as good as these? I don't mean these maps already on Bnet that use nothing but default dialog backgrounds for the cards. :P
Maybe a community card game where there's a card for each member and stuff...
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I would recommend something to the effect of this:
If you want to ensure that only player, not enemy computer, units get healed, you'd tweak it to:
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Couldn't you have him do a side-jump instead of rolling sideways?
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Sounds like it's not playing its BSD/standard animations, so you may need to change the events in the actor to point to your custom unit, since they are most likely pointing to the original Colossus.
So for example, you'll see stuff like...
UnitBirth.Colossus
Change all occurrences of "Colossus" in the actor events to your new custom unit.
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That made my day.