Hello everyone. I'm DarlD. I'm a member of the Warcraft a new Dawn project porting warcraft to Starcraft two engine. I'm the one responsible for some of the campaign's triggering and while looking at tutorials of onetwosc, I discovered his Diablo mode triggers. I fell in love with the style and decided to create my own version based on his and make a Diablo styled adventure in Sc2.
So as I experimented with more way's to create my own Diablo adventure, I realised I could also port some aspects from wow as well. The result is Island of Despair.
Edit: Currently have two casual Data artists and myself as trigger/terrain artist.
I currently have 1 or two Trigger man position open.
If you are interested contact me on skype or send me a pm. I'll get back to you shortly.
Hello everyone! I'm trying to create a LoS aggro system but I'm not too sure how I should proceed. I was wondering if anyone could point me in the right direction.
In the first picture we see the ultralisk facing the opposite direction from the marine. This would enable the marine to move freely behind the ultralisk. In the second picture we see the ultralisk facing the marine. In that situation he would aggro and most likely kill the marine. Any thought on how I could achieve this? Thanks all!
I had the same idea. Only thing stopping me is the fact that I need a model cut in half to actually get the feet going with the WASD and the Torso moving with the mouse movement. Here is a youtube demo of what I've tried.
I created a Sound Actor. Its event is Unit Damaged and it play's Wounded sounds. My problem is that when its created where ever you are on the map, you can hear it. Is there a way for me to make it so that the sound can only be heard if the player's camera is over it or near?
Hey guys. I woke up this morning and I opened my editor. As I started playing with the terrain tools I noticed my cliffs glitched when I raised or lowered them. has any had this glitch before?
Here is a picture.
It din't do this before. It just started this morning. maybe is something with my computer's hardware but if its just a glitch in the software that would make me feel better.
So if I understand correctly. Trap on the floor, Player steps on trap and you want a ping to happen on the mini-map at the location of the triggering unit.
TestEventsUnit-AnyUnittakesFatalorNon-FatalAnydamage(from[YOURTRAPEFFECTHERE] effects)
Local Variables
Position of Unit = No Point <Point>
Conditions
Actions
Variable - Set Position of Unit = (Position of (Triggering unit))
Ping - Ping the minimap at Position of Unit for (All players) over 2.0 seconds, using the color (100%, 0%, 0%)
you could go into more detail and actually create an action def but this should work too. Very basic but it should work easy breezy
I downloaded your map and I fail to understand what you mean threw your post and by looking at your triggers i see you want a 20% chance do deal 300% dmg and you want your unit to do an other animation when that happens. You could do all of this threw the data editor by creating a critical effect ability and having the crits deal 300% of your dmg. Just a thought.
I believe the Site operation would be what you want to look into for the location of where your weapon shoots and I think you need to add an actor for the actual zealot attack with the said weapon in question. Please someone correct me if I'm wrong. (sorry for the lack of details on how to fix this, I'm not the best data guy. Look up the wiki on Site Operations and look up tutorials on actors. That's the best way to learn!)
A weapon is basically just an ability that fire's when you use the default attack of a unit. So I'm guessing that if you create a Effect - Set and link up all your abilities in it you could just link your weapon to the set and it would fire all of your abilities at once. Please someone correct me if I'm wrong.
Yes actualy thats what I meant, Sorry. I created a Remove Behavior and I wanted to find the field to select weather the ability positive or negative. I did stumble across Unit Compare Behavior Count Validator but did not figure how to use it with the negative ability or the positive. Does anyone know how I could achieve this?
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@DarlD: Go
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Hello everyone. I'm DarlD. I'm a member of the Warcraft a new Dawn project porting warcraft to Starcraft two engine. I'm the one responsible for some of the campaign's triggering and while looking at tutorials of onetwosc, I discovered his Diablo mode triggers. I fell in love with the style and decided to create my own version based on his and make a Diablo styled adventure in Sc2.
So as I experimented with more way's to create my own Diablo adventure, I realised I could also port some aspects from wow as well. The result is Island of Despair.
Edit: Currently have two casual Data artists and myself as trigger/terrain artist.
I currently have 1 or two Trigger man position open.
If you are interested contact me on skype or send me a pm. I'll get back to you shortly.
Skype username: Mab.youyoux
Looking forward to working with you. Thank you.
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Apparently this is do-able threw Data editing. I found this reference. Could anyone elaborate? Forum Post Here
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Hello everyone! I'm trying to create a LoS aggro system but I'm not too sure how I should proceed. I was wondering if anyone could point me in the right direction.
In the first picture we see the ultralisk facing the opposite direction from the marine. This would enable the marine to move freely behind the ultralisk. In the second picture we see the ultralisk facing the marine. In that situation he would aggro and most likely kill the marine. Any thought on how I could achieve this? Thanks all!
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@zeldarules28: Go
I had the same idea. Only thing stopping me is the fact that I need a model cut in half to actually get the feet going with the WASD and the Torso moving with the mouse movement. Here is a youtube demo of what I've tried.
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@DarlD: Go
Solved - The Sound (not the file itself but in the Sounds Tab) Needs to have mode set to 3d World Relative and not 2d.
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@DarlD: Go
Woot 100th post! Yay. lol...
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I created a Sound Actor. Its event is Unit Damaged and it play's Wounded sounds. My problem is that when its created where ever you are on the map, you can hear it. Is there a way for me to make it so that the sound can only be heard if the player's camera is over it or near?
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@Exaken: Go
Thank you sir! You saved my editor from certain doom! haha
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Hey guys. I woke up this morning and I opened my editor. As I started playing with the terrain tools I noticed my cliffs glitched when I raised or lowered them. has any had this glitch before?
Here is a picture.
It din't do this before. It just started this morning. maybe is something with my computer's hardware but if its just a glitch in the software that would make me feel better.
0
@CrazyTwigman: Go
So if I understand correctly. Trap on the floor, Player steps on trap and you want a ping to happen on the mini-map at the location of the triggering unit.
you could go into more detail and actually create an action def but this should work too. Very basic but it should work easy breezy
0
I downloaded your map and I fail to understand what you mean threw your post and by looking at your triggers i see you want a 20% chance do deal 300% dmg and you want your unit to do an other animation when that happens. You could do all of this threw the data editor by creating a critical effect ability and having the crits deal 300% of your dmg. Just a thought.
0
@Zasekle: Go
I believe the Site operation would be what you want to look into for the location of where your weapon shoots and I think you need to add an actor for the actual zealot attack with the said weapon in question. Please someone correct me if I'm wrong. (sorry for the lack of details on how to fix this, I'm not the best data guy. Look up the wiki on Site Operations and look up tutorials on actors. That's the best way to learn!)
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@ryrudy1: Go
A weapon is basically just an ability that fire's when you use the default attack of a unit. So I'm guessing that if you create a Effect - Set and link up all your abilities in it you could just link your weapon to the set and it would fire all of your abilities at once. Please someone correct me if I'm wrong.
0
@DrSuperEvil: Go
Yes actualy thats what I meant, Sorry. I created a Remove Behavior and I wanted to find the field to select weather the ability positive or negative. I did stumble across Unit Compare Behavior Count Validator but did not figure how to use it with the negative ability or the positive. Does anyone know how I could achieve this?