Anyway, this could be really useful for some minigames... Imagine some kind of volcano in the middle of a melee map, and hostile banelings "erupting" from it by dozens. Actually, without melee you could still do some gameplay based on baneling flooding the map: a Terran mission where you need to bring civilians to safety, far away from the "volcano of banelings", then blow up the crater to stop the invasion. So basically, YES, could be useful. I'm not sure if it can be done, but you can also make a minigame where players must build the highest tower of banelings in a given time, while protecting their base from hostile waves aiming to put this tower to the ground.
I assume it's from the model. Did you try to open it in the Preview window? I wouldn't be surprised if the model was not centered. (YES, Blizzard also cheats sometimes... :D )
This model is for cutscenes only, so it doesn't matter (for Blizzard, in the campaign at least) if it is not centered. What matters is to put the "selectable" unit in the right place so that it LOOKS like the gatling was in place while browsing the campaign menu on Char. I'm afraid you will have to edit the model if you want to make a unit/building out of it... Or find some way to offset the model placement in the actor/unit data, but I'm not sure how/if it can be done.
I think it looks way better. But it's not about me. What do YOU think of your map now? Are you proud of what you did? Can you see the progress made or not, and do you know why this map looks better? It's the only thing that matters, that's how you will be able to criticize your own work and make it better and better each time. You can't do maps that everyone will like anyway, so as long as you're proud of what you have done, our opinion does not count.
Trying adding some doodads now, maybe you'll find good ideas while browsing the huge list. Add units, structures, and see if it fits with what you expected.
Does your zealot hero use a ranged weapon? The charge works with normal zealots because they only have a melee weapon. They detect their target from afar, and the charge only boosts their speed while running the distance. If you have a ranged weapon, the charge won't work because the unit doesn't need to move anymore. It will only boost its speed but since it attacks without moving, it's pretty much useless.
It may also be because of the validators in the charge ability. I don't remember which one is used, but I have already checked once and it might explain why your zealot doesn't charge its target or doesn't use its ability. I also use a zealot prisoner in my current project and the charge ability doesn't work as expected either... but it's because of the ranged weapons I use, so...
Well, as far as I know, the While loops tend to execute their loop faster than the actions themselves. You can't do much more than adding a delay at the end of the loop if you want to make sure every action is executed before the loop starts again. These loops are already too fast for 3-4 actions setting variables, so I assume if you want 30 actions in a single While loop, most of them will be skipped.
You can't do much about it anyway... It's a bug related to the editor, and we can only hope it will be fixed in the next patches to come. Don't worry though, even if you save your map with this kind of bug, it will still work perfectly while ingame. And it will go back to normal in the editor sooner or later. It's just a bit annoying, but it doesn't screw your whole map since it's 100% related to the editor itself.
It depends on what these "related triggers" do... If they spawn units constantly (just an example), the trigger is in a loop that can't be breaked just by telling it to stop the spawning trigger. You also need to do "Trigger - Stop all instances of trigger BLABLABLA".
If it still doesn't help, did you check if your timer actually works (as a whole)? You should just test a timer which will add a text message on screen when it starts, and another message when it stops. If you don't see any of these messages, one of your trigger is wrong (and you'll probably know which one).
Add a "Pick each unit" to get every bunker on your map. (after step #2)
Add an If Then Else statement to get the units in cargo (bunkers and any transport are cargos)
If it finds a hero for player 1 in any of the picked bunkers/cargos, then order the zerglings to attack the picked bunker/cargo.
If it doesn't, do step #3
It's only theorical but it seems totally doable. The key to your problem is to find a target through the "units in cargo" condition, and send the zergs against the cargo (bunker) itself if there is a hero inside. If there is no hero hidden in a bunker, it will just check for any hero on the map. The huge flaw in this is: if the hero gets out of the bunker, the zerglings will still attack the bunker. So you will need to check often where the hero is, if you want them to update their attack order as soon as he moves...
@Dalemil: Go
It already looks better now, don't you think? I don't know if it's the lighting you chose, but it seems like your map is still entirely green (even peaks). I'd edit the lighting if it's the reason... If not, then it's probably because your map still needs to use more textures. Try putting some dirt or some rocky ground on top of hills and on slopes using the noise painting tool. If it doesn't look that good, try anything that would look better, try to smoothen it, mix up to 3 textures until you get something decent. Basically the higher the ground is, the best chance you have to find rough/rocky surfaces where even trees don't dare to grow. Plants do, however.
Water always takes its source from high points (which is why water flows in rivers: it falls from heights and makes its way to the bottom). In your map however, water needs to stay on low grounds, it most likely came from rain rather than a high water source. By the way, mist appears mostly in the morning. Your lighting seems to suggest it's dusk/night, so it's not fitting. I personally don't like the clouds/weather doodads in the editor because most of the time they're either too visible, or not enough. You can edit them though (select one of them and press enter), to modify their color and HDR so that it will be more in harmony with your terrain. Avoid green mist at all cost. Mist can't be anything more than grey with a slight blue-ish tint (mist is water in the air, so...). If you want to make a very green-ish land fit with blue-ish mist (these colors do not fit easily together, try and you'll see), the only option left is to add fog. It will make your green terrain a bit less "flashy", which is good since you want it to fit with your grey fog. Either that, or make your terrain more grey-ish by adding dirt, mud, rocky ground, etc. It takes time to make something that will fit, but it's worth it. I use to say "a good map is at least 7 days of work" (feeling like God already? :P )...
We'll have to wait for patch 1.2? Guess we're all going to say "Hell, it's about time!" when it comes out, then... The mouse pointer detection is a must. There are so many projects around here that would need it...
It happens quite often, but most of the time it's no big deal... Save your work in another file, close the map or even the editor if you want to be sure, then load it again. Sometimes it will not work in the first try, but if you know you didn't change anything on your units data that can mess with the models, then you know the problem comes from the editor itself. It seems to be a problem when loading maps, especially when switching from one file to another through the Window menu. Maybe because of dependencies, but I'm not sure.
I wonder why they kept the Spore name though, it seems to have nothing to do with the original?
It keeps the creature editor tool from Spore (it's said on the official website). That must be the main reason.
Well, at least I hope the game to be less childish than Spore... But I don't know what to expect from it. It could be either a bad copy of Diablo or a lame addon for Spore... Not sure hardcore gamers ready to buy Diablo 3 will have any interest in Darkspore.
I agree. To do some nice terrain you need to THINK it. You have water? Well, terrain under water is wet, sticky... and probably even ugly and stinky if it's mud! Around this water, vegetation is abundant. Because plants feed from water. Wild animals live close to this water, hidden close to trees. If the water is a whole sea, let's see waves, raising water, sand on the coast, rocks, cliffs... Nature is also random sometimes. You mustn't say "here, it's green grass. here, water. here, woods."... You would rather add a tree or two on the grass, and add more as it comes closer to the area you want to be a forest. And water is not always a deep hole, don't forget puddles. Don't draw paths without adding some grass or leaves that covers it in some places. It gives some kind of history to the place, everything is here because there is a reason to.
Grass over a path would mean the path is quite old, and not used often enough by humans to dry the ground it is on, so the nature is slowing covering the tracks of civilization. Leaves, falling from trees, do the same. Basically, when creating a map based on nature, you need to go wild and a bit random. Show that the nature is stronger than human beings, it is everywhere and will ever be. The civilisation, with its structures, its roads (and so on), came later. So they either covered the whole place with concrete to make it flat, or they added structures in points of interests (water for food, heights for a clear view, etc...). Every single thing needs to have a purpose.
You need to use more textures, because when you walk in a forest, there is not only leaves on the ground. There is mud, dirt, grass, moss, leaves, fallen trees, trunks, plants... life! In one word: History! Nature is a giant pot where everything melts. You can find rocks along roads, plants growing under concrete, and pools completely dried out (even next to a river). Anyway, natural maps are the easiest to make in my opinion, because it allows to be more random than if you were doing a city, where everything has its place and purpose.
0
What does the scouter say about his power level?
Anyway, this could be really useful for some minigames... Imagine some kind of volcano in the middle of a melee map, and hostile banelings "erupting" from it by dozens. Actually, without melee you could still do some gameplay based on baneling flooding the map: a Terran mission where you need to bring civilians to safety, far away from the "volcano of banelings", then blow up the crater to stop the invasion. So basically, YES, could be useful. I'm not sure if it can be done, but you can also make a minigame where players must build the highest tower of banelings in a given time, while protecting their base from hostile waves aiming to put this tower to the ground.
0
I assume it's from the model. Did you try to open it in the Preview window? I wouldn't be surprised if the model was not centered. (YES, Blizzard also cheats sometimes... :D )
This model is for cutscenes only, so it doesn't matter (for Blizzard, in the campaign at least) if it is not centered. What matters is to put the "selectable" unit in the right place so that it LOOKS like the gatling was in place while browsing the campaign menu on Char. I'm afraid you will have to edit the model if you want to make a unit/building out of it... Or find some way to offset the model placement in the actor/unit data, but I'm not sure how/if it can be done.
0
I think it looks way better. But it's not about me. What do YOU think of your map now? Are you proud of what you did? Can you see the progress made or not, and do you know why this map looks better? It's the only thing that matters, that's how you will be able to criticize your own work and make it better and better each time. You can't do maps that everyone will like anyway, so as long as you're proud of what you have done, our opinion does not count.
Trying adding some doodads now, maybe you'll find good ideas while browsing the huge list. Add units, structures, and see if it fits with what you expected.
0
Does your zealot hero use a ranged weapon? The charge works with normal zealots because they only have a melee weapon. They detect their target from afar, and the charge only boosts their speed while running the distance. If you have a ranged weapon, the charge won't work because the unit doesn't need to move anymore. It will only boost its speed but since it attacks without moving, it's pretty much useless.
It may also be because of the validators in the charge ability. I don't remember which one is used, but I have already checked once and it might explain why your zealot doesn't charge its target or doesn't use its ability. I also use a zealot prisoner in my current project and the charge ability doesn't work as expected either... but it's because of the ranged weapons I use, so...
0
Well, as far as I know, the While loops tend to execute their loop faster than the actions themselves. You can't do much more than adding a delay at the end of the loop if you want to make sure every action is executed before the loop starts again. These loops are already too fast for 3-4 actions setting variables, so I assume if you want 30 actions in a single While loop, most of them will be skipped.
0
You can't do much about it anyway... It's a bug related to the editor, and we can only hope it will be fixed in the next patches to come. Don't worry though, even if you save your map with this kind of bug, it will still work perfectly while ingame. And it will go back to normal in the editor sooner or later. It's just a bit annoying, but it doesn't screw your whole map since it's 100% related to the editor itself.
0
It depends on what these "related triggers" do... If they spawn units constantly (just an example), the trigger is in a loop that can't be breaked just by telling it to stop the spawning trigger. You also need to do "Trigger - Stop all instances of trigger BLABLABLA".
If it still doesn't help, did you check if your timer actually works (as a whole)? You should just test a timer which will add a text message on screen when it starts, and another message when it stops. If you don't see any of these messages, one of your trigger is wrong (and you'll probably know which one).
0
Add a "Pick each unit" to get every bunker on your map. (after step #2)
Add an If Then Else statement to get the units in cargo (bunkers and any transport are cargos)
If it finds a hero for player 1 in any of the picked bunkers/cargos, then order the zerglings to attack the picked bunker/cargo.
If it doesn't, do step #3
It's only theorical but it seems totally doable. The key to your problem is to find a target through the "units in cargo" condition, and send the zergs against the cargo (bunker) itself if there is a hero inside. If there is no hero hidden in a bunker, it will just check for any hero on the map. The huge flaw in this is: if the hero gets out of the bunker, the zerglings will still attack the bunker. So you will need to check often where the hero is, if you want them to update their attack order as soon as he moves...
0
This one is soooo obvious... :D
If you don't put an Awesome Smiley somewhere, well...
"I KILL YOU!" xD
0
@Dalemil: Go It already looks better now, don't you think? I don't know if it's the lighting you chose, but it seems like your map is still entirely green (even peaks). I'd edit the lighting if it's the reason... If not, then it's probably because your map still needs to use more textures. Try putting some dirt or some rocky ground on top of hills and on slopes using the noise painting tool. If it doesn't look that good, try anything that would look better, try to smoothen it, mix up to 3 textures until you get something decent. Basically the higher the ground is, the best chance you have to find rough/rocky surfaces where even trees don't dare to grow. Plants do, however.
Water always takes its source from high points (which is why water flows in rivers: it falls from heights and makes its way to the bottom). In your map however, water needs to stay on low grounds, it most likely came from rain rather than a high water source. By the way, mist appears mostly in the morning. Your lighting seems to suggest it's dusk/night, so it's not fitting. I personally don't like the clouds/weather doodads in the editor because most of the time they're either too visible, or not enough. You can edit them though (select one of them and press enter), to modify their color and HDR so that it will be more in harmony with your terrain. Avoid green mist at all cost. Mist can't be anything more than grey with a slight blue-ish tint (mist is water in the air, so...). If you want to make a very green-ish land fit with blue-ish mist (these colors do not fit easily together, try and you'll see), the only option left is to add fog. It will make your green terrain a bit less "flashy", which is good since you want it to fit with your grey fog. Either that, or make your terrain more grey-ish by adding dirt, mud, rocky ground, etc. It takes time to make something that will fit, but it's worth it. I use to say "a good map is at least 7 days of work" (feeling like God already? :P )...
0
We'll have to wait for patch 1.2? Guess we're all going to say "Hell, it's about time!" when it comes out, then... The mouse pointer detection is a must. There are so many projects around here that would need it...
0
It happens quite often, but most of the time it's no big deal... Save your work in another file, close the map or even the editor if you want to be sure, then load it again. Sometimes it will not work in the first try, but if you know you didn't change anything on your units data that can mess with the models, then you know the problem comes from the editor itself. It seems to be a problem when loading maps, especially when switching from one file to another through the Window menu. Maybe because of dependencies, but I'm not sure.
0
It keeps the creature editor tool from Spore (it's said on the official website). That must be the main reason.
Well, at least I hope the game to be less childish than Spore... But I don't know what to expect from it. It could be either a bad copy of Diablo or a lame addon for Spore... Not sure hardcore gamers ready to buy Diablo 3 will have any interest in Darkspore.
0
Haaaaa, good old days... :')
0
I agree. To do some nice terrain you need to THINK it. You have water? Well, terrain under water is wet, sticky... and probably even ugly and stinky if it's mud! Around this water, vegetation is abundant. Because plants feed from water. Wild animals live close to this water, hidden close to trees. If the water is a whole sea, let's see waves, raising water, sand on the coast, rocks, cliffs... Nature is also random sometimes. You mustn't say "here, it's green grass. here, water. here, woods."... You would rather add a tree or two on the grass, and add more as it comes closer to the area you want to be a forest. And water is not always a deep hole, don't forget puddles. Don't draw paths without adding some grass or leaves that covers it in some places. It gives some kind of history to the place, everything is here because there is a reason to.
Grass over a path would mean the path is quite old, and not used often enough by humans to dry the ground it is on, so the nature is slowing covering the tracks of civilization. Leaves, falling from trees, do the same. Basically, when creating a map based on nature, you need to go wild and a bit random. Show that the nature is stronger than human beings, it is everywhere and will ever be. The civilisation, with its structures, its roads (and so on), came later. So they either covered the whole place with concrete to make it flat, or they added structures in points of interests (water for food, heights for a clear view, etc...). Every single thing needs to have a purpose.
You need to use more textures, because when you walk in a forest, there is not only leaves on the ground. There is mud, dirt, grass, moss, leaves, fallen trees, trunks, plants... life! In one word: History! Nature is a giant pot where everything melts. You can find rocks along roads, plants growing under concrete, and pools completely dried out (even next to a river). Anyway, natural maps are the easiest to make in my opinion, because it allows to be more random than if you were doing a city, where everything has its place and purpose.