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    posted a message on [Farmlings - Lings of Liberty] My new project

    @DialogGeek: Go

    I'm not on EU, I'm on the NA server. =( Seems a lot of the mapmakers here are on EU... maybe I should get an EU license just to play with you guys =D

    @SouLCarveRR: Go

    Basically it looks like a competitive Harvest Moon/Farmville on crack.

    Posted in: Project Workplace
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    posted a message on [Farmlings - Lings of Liberty] My new project

    This looks amazing, for only a few days with the editor, you're doing amazing.

    I am also interested in assisting with testing, if you would like. I'm very excited to play this.

    Posted in: Project Workplace
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    posted a message on reaper jump cooldown.

    @bronzelightning: Go

    It has to do with the way that the cliff jumper pathing is. I don't know if there's any way to change it... probably a trigger or something you'd have to set up to temporarily change the pathing. I had this issue when I was trying to make a High Templar jump off a cliff but didn't have the Reaper Cliff Jump behaviour in there. So his pathing was the only thing set up for cliff walking and he'd just move around the edge without doing anything.

    The cooldown isn't what's causing it, it's the pathing. Might need the trigger to change to ground pathing for 10 seconds then switch back to cliff jumper.

    I hope this helps a little?

    Posted in: Data
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    posted a message on [Solved]Problem with Tassadar skin

    I was goofing around with a Tassadar copy, and I changed what Kueken mentioned, and that fixed pathing. He walks around obstacles no problem. Even tested with terrain and ramps, he still walked around like a regular ground mover. The only time I've had a unit act like an idiot like that was when I used the Reaper Jump behaviour without giving him the ability to cliff jump, he would just walk into a wall as if he thought he could climb. So the only thing I can think to check is behaviour and make sure nothing weird is there, which if you just did a straight up copy or start from scratch, there shouldn't be anything there....

    So in short, my experience was similar to Kueken's. Changed those three and flying height and everything was normal.

    Posted in: Data
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    posted a message on [Solved] Changing detection effective area/shape?

    @BorgDragon: Go

    This is exactly it! You are a mastermind. Just goes to show that the editor is very daunting to new guys like me, hehe.

    My friend says this:

    "You are amazing for that forum post"

    He shows his gratitude! How do you learn/find this stuff?

    Posted in: Data
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    posted a message on Data editor workflow/best practices?

    @Kueken531: Go

    I've kinda started doing that a little too... I noticed that blizz does that in the SM parts especially. Still a good idea, thanks for reminding me!

    Posted in: Data
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    posted a message on [Solved] Changing detection effective area/shape?
    So this might be difficult to explain... but me and a buddy are working on a stealth map, and he has patrolling detectors. We're kinda aiming for a Metal Gear Solid style of gameplay. The annoying part after playtesting the map a few times is that the patrolling guys can see you and come after you even if their backs are turned to you (due to the nature of the detection ability). The player's unit is cloaked, by the way. What my idea is is for the sight of the patrols, or the shape of the detection, to be a cone shape in front of the unit, as described in the picture here: In this example, the patrols are red dots, and the colored cones are their sight. Would it be possible to make the sight shape or detected-area shape similar to this?
    Posted in: Data
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    posted a message on Data editor workflow/best practices?

    So I'm wondering about some of the ways that the editor works... I have been able to make a unit and give it an actor and all that fun stuff, but I feel like it's getting really muddy and unorganized. I was wondering if there were any best practices or workflows that one could follow to make sure that things stay kinda organized? I always get feeling so scattered when I start making stuff in the editor.

    Even like an explanation of where to find stuff related to things in the actual game. Example: Marine unit is found in Units>Marine, and he can't attack without having his Gauss Rifle, found under Weapons>Gauss Rifle. Kinda relating it back to the game itself for explanation. There are a lot of great resources here, but a lot of them focus on the cute things that people want to do with the editor (like abilities that buff or AoEs and such) when I'd love to get a basic grasp on the editor using things that I already understand about the game (like how to make the Yamato Cannon ability from scratch).

    Any ideas, or am I just not getting enough from the existing tutorials?

    Posted in: Data
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