Actors use morph start and end events to sometimes determine when they need to be created/destroyed so you have to add those to the unit actors of the unit that morphs and the unit that is morphed into(seige tank, viking).
@RCIX: Go
Its obviously the data side of the game is supposed to compile and run faster while the scripting side is slower because it's interpreted.
I think some of the engine is designed around a data oriented paradigm. Under that paradigm a program is seen as something that does a series of transforms on data in order to turn it into a desirable output. Data oriented design is a little harder to grasp than object oriented design but it also lends itself to being more efficient with respect to ram usage and easier to maintain as the variables and properties are serialized by how they are modified and manipulated rather than how they are understood intuitively.
First thing you have to do is add the buildable(build in progress) ability to the unit. It won't add an under construction animation but units don't have them, at least the unit wont run around while it's supposed to be building. Also if you don't want the unit to be animated you can go to the unit's actor and add an event for the ability to pause while it is building and to start the animation when the ability ends. That may make it look a little better.
"Oracle: Preordain.
Basically, building starts to treat us like we're it's allies (can see what it's researching).
Data way: not possible?
Trigger way: use dialogs and click detection? "
Sure it can be done. Behavior buff can change owner easy and give it back when it is disabled/removed.
"Oracle: Entomb.
Creates a block on minerals. Block prevents minerals from being mined. Block is destroyable. Apparently, these blocks have shared health.
Is shared health possible in data?"
Conjoined Behavior I think distributes damage.
Working on this for the Team Liquid Melee Map contest. Probably won't win, it's unconventional, large map, no ramps up into main small base size contrasted by large open areas but walls that extend and a natural that's part of the base, lots of custom pathing.
I decided to add a custom camera for the test map to generate some novelty for testing. It allows the zoom to modify the depth of field to create a models on a table top view.
Name: Ancient Hub (Open Test)
Map size: 174x174
Bases: 12 normal, 2 high yield.(may add 2 more)
Tileset: Ul
Overview:
Entrance:
Map Analyser
The entrance was originally an idea for a moba. Minions would spawn along the side channels and a healing fountain would be in the middle.
Load bearing columns and the distance across the chasm wouldn't support that amount of track with the columns on either end so the mayor came to an agreement with the civil engineers to make use of the bridge as a support and to cross the smaller gap from there. :P
As for why the track can't do the same trick with the next bridge. Monorails can't turn on a dime... Or can they?
The nature of the grey wall was because in a ladder players with more knowledge of the map have an advantage, as they do not have to search for expands. The same problem applies to generating a random map, a player may get lucky and find the best expansion location before the opponent.
Players like Slayer's Boxer did a lot of their thinking ahead of time and with hours of practice not just mastering the game but studying the ins and outs of every map.. being able to express an even higher level of creativity through such mastery was definitely something that you can't just add to a game. It's pretty much why a sport is a sport and a game is a game.
That being said, StarCraft 2 as a competitive game that has its problems that still need to be addressed.
Timing windows are too small and too effective. Battles are too Decisive. Disparity of map control among the races is also an issue. I assume part of the reason the game is like this is because of Blizzard's post warcraft 3 mentality of game design oriented around shorter game durations.
Need to mention to have post processing set to ultra in preferences, and also shader set to high, medium shader seems to only blur based on the distance from the camera rather than to blur based on distance from the focus. You can use shift+alt+c to modify the editor camera to mess with settings if you just want to take a screenshot in the editor.
For a really cool basic tabletop effect you can start with these settings:
Distance 52
Depth of Field - Depth 52
Depth of Field - Falloff Start 0.0003
Depth of Field - Falloff End .177
Messing with falloff start and end will make the blur interpolate better and also determine the focus.
0
Yes and thanks to patch 1.4 adding triggers and moving data into a mod is much easier.
0
Actors use morph start and end events to sometimes determine when they need to be created/destroyed so you have to add those to the unit actors of the unit that morphs and the unit that is morphed into(seige tank, viking).
0
@RCIX: Go Its obviously the data side of the game is supposed to compile and run faster while the scripting side is slower because it's interpreted.
I think some of the engine is designed around a data oriented paradigm. Under that paradigm a program is seen as something that does a series of transforms on data in order to turn it into a desirable output. Data oriented design is a little harder to grasp than object oriented design but it also lends itself to being more efficient with respect to ram usage and easier to maintain as the variables and properties are serialized by how they are modified and manipulated rather than how they are understood intuitively.
Just speculation.
0
Is it possible to create a timer and when it expires create it again? That would be a loop wouldn't it?
0
Maybe people could copy his layout to make even people who aren't disabled able to do more with less movement :P.
0
'we're probably not going to make any more units for the expansion.'
Yea sure Blizzard....
0
First thing you have to do is add the buildable(build in progress) ability to the unit. It won't add an under construction animation but units don't have them, at least the unit wont run around while it's supposed to be building. Also if you don't want the unit to be animated you can go to the unit's actor and add an event for the ability to pause while it is building and to start the animation when the ability ends. That may make it look a little better.
0
@DuckyTheDuck: Go
"Oracle: Preordain.
Basically, building starts to treat us like we're it's allies (can see what it's researching).
Data way: not possible?
Trigger way: use dialogs and click detection? "
Sure it can be done. Behavior buff can change owner easy and give it back when it is disabled/removed.
"Oracle: Entomb.
Creates a block on minerals. Block prevents minerals from being mined. Block is destroyable. Apparently, these blocks have shared health.
Is shared health possible in data?"
Conjoined Behavior I think distributes damage.
0
I was almost going to flip when I heard the word proving grounds. I loved that map in bw. :/.
0
Working on this for the Team Liquid Melee Map contest. Probably won't win, it's unconventional, large map, no ramps up into main small base size contrasted by large open areas but walls that extend and a natural that's part of the base, lots of custom pathing.
I decided to add a custom camera for the test map to generate some novelty for testing. It allows the zoom to modify the depth of field to create a models on a table top view.
Name: Ancient Hub (Open Test)
![http://img812.imageshack.us/img812/7600/mapdj.png](http://img812.imageshack.us/img812/7600/mapdj.png)
Map size: 174x174
Bases: 12 normal, 2 high yield.(may add 2 more)
Tileset: Ul
Overview:
Entrance:
![http://img192.imageshack.us/img192/8027/conceptdescription.png](http://img192.imageshack.us/img192/8027/conceptdescription.png)
![http://img195.imageshack.us/img195/8571/terrain019.jpg](http://img195.imageshack.us/img195/8571/terrain019.jpg)
![http://img97.imageshack.us/img97/1994/modelentrance.jpg](http://img97.imageshack.us/img97/1994/modelentrance.jpg)
Map Analyser
![http://img823.imageshack.us/img823/2800/ancienthubopentestsumma.png](http://img823.imageshack.us/img823/2800/ancienthubopentestsumma.png)
![http://img831.imageshack.us/img831/8011/ancienthubopentestshort.png](http://img831.imageshack.us/img831/8011/ancienthubopentestshort.png)
The entrance was originally an idea for a moba. Minions would spawn along the side channels and a healing fountain would be in the middle.
0
Yea angling to the left would be more aesthetic. Agreed.
0
Load bearing columns and the distance across the chasm wouldn't support that amount of track with the columns on either end so the mayor came to an agreement with the civil engineers to make use of the bridge as a support and to cross the smaller gap from there. :P
As for why the track can't do the same trick with the next bridge. Monorails can't turn on a dime... Or can they?
0
April fools already?
0
The nature of the grey wall was because in a ladder players with more knowledge of the map have an advantage, as they do not have to search for expands. The same problem applies to generating a random map, a player may get lucky and find the best expansion location before the opponent.
Players like Slayer's Boxer did a lot of their thinking ahead of time and with hours of practice not just mastering the game but studying the ins and outs of every map.. being able to express an even higher level of creativity through such mastery was definitely something that you can't just add to a game. It's pretty much why a sport is a sport and a game is a game.
That being said, StarCraft 2 as a competitive game that has its problems that still need to be addressed.
Timing windows are too small and too effective. Battles are too Decisive. Disparity of map control among the races is also an issue. I assume part of the reason the game is like this is because of Blizzard's post warcraft 3 mentality of game design oriented around shorter game durations.
0
Depth of Field.
Need to mention to have post processing set to ultra in preferences, and also shader set to high, medium shader seems to only blur based on the distance from the camera rather than to blur based on distance from the focus. You can use shift+alt+c to modify the editor camera to mess with settings if you just want to take a screenshot in the editor.
For a really cool basic tabletop effect you can start with these settings:
Messing with falloff start and end will make the blur interpolate better and also determine the focus.