I'd probably create a Remove Behavior effect that removes the cloaking behavior, then slap it onto his abilities and weapon, alongside whatever else they do.
Shattered Earth - some kind of post-apocalyptic environment
The Dead Marsh (Lord of the Rings reference unintended, but fitting)
Haunted Forest - suggested to me by a friend when I asked "What should I make?" ... and I completely and utterly failed at it, making it prime "needs practice and inspiration" real estate.
Two-Tone - a slightly more artsy idea in which the focus is on lighting - using exactly two different colors to create contrast and focus. Or something along those lines.
A Timer Window variable (May not be needed in all cases, but I recommend using it as a matter of "good habit")
To create the timer initially (in your Map Initialization trigger, for example):
Start Timer "TimerVariableName" as a One Shot timer that will expire in 450 seconds (that's your 7:30)
Create a Timer Window for Last Created Timer with the title "Whatever text you want next to the timer:", initially Hidden
Set TimerWindowVariableName to Last Created Timer window
Pause TimerVariableName
Then, any time Unit X changes owners, run:
Restart TimerVariableName
Show TimerWindowVariableName
You may need an Unpause TimerVariableName too - not sure if that's rolled into the Restart
(optional) A Switch tied to the Owner of Unit X, with a Set Timer Window Color based on the number of the controlling player. (I can explain further if you don't know how Switches work)
And finish it off with a Timer Expires event to detect someone hitting the 7:30 mark.
Long durations on Periodic Events shouldn't have an impact on performance. They'll generally only bog things down if you use a lot of them in rapid succession - or have a lot of them firing at once.
Try creating your periodic actions inside While loops, using Repeat Forever with an appropriate Wait on the end for the delay between repeats. (Instead of the Periodic Event function)
It gives the same result, but with much less system lag. I've used it to clear up hiccuping performance several times.
Depending on how many models you tried to put into it, that map could get HUGE.
Just the trees from WoW (models + textures) eats up roughly 270 mb, uncompressed/unedited. Admittedly that's just about every tree variant in the game, which would be overkill for mapping.
First you'll need to create a Sound with your song (added under the "SoundAssets+" section), then create a Soundtrack using the Sound you just made (added under the "Cues+" section).
Then open the Races tab and change your race's "Music - Game" entry to the custom Soundtrack you just made - and be sure to clear out the existing soundtrack entries while you're there.
Shouldn't you just be able to set the music track in the data editor, then make a periodic trigger to play the rain sound every RainSoundDuration seconds?
Honestly, it's just a matter of practice and experience. I've been terraining with Blizzard editors since Warcraft 2 - that's a long time to gain a lot of little insights and ideas about how things should look and how to make them look that way.
Don't give up, or you'll never improve. That's the whole purpose of these exercises - to improve and bounce inspiration off of each other.
Don't think of it as "Wow, I can never do that", think of it as "How did he do that and how can I do something similar?". Find a particular part you like, analyze it, figure out how it's made and try to apply it to your own work.
See my image - if it says anything other than Default on your window, click Default then try again.
States are used to set multiple height values (and other settings) in a single water type, then you can use triggers to toggle between states. For doing things like making lava rise, or draining a flooded room.
By default it should look like my example, but if you clicked Add without realizing it you may be modifying an alternate state.
And here's the updated version. As usual, playing with the lighting made the scene.
(If you can ignore the flickering skybox...)
Quote from Scbroodsc2:
Your camera sometimes needs more fluidity. Personnaly, I use the Set camera object for 4 sec and the wait, only for 3 sec. So the camera dont have the time to stop and slowly move to the next one.
Yeah, that's how my cameras are done too. Most of the issues (that I detected) were with the camera's movement speed being inconsistent, or too abrupt of a view angle change. It's been smoothed out a bit in the new version.
In theory, the SCV repair animation should be a simple trigger like what Tekaichi posted, but for the life of me I couldn't get that to loop the animation, even with things like Play Forever checked.
After that I moved into the data editor to give it an Actor Creation event to play the animation. But again, same problem. It would never play more than once.
So... in the end I used a pair of actor events that bounced off of each other to create an infinite loop: Upon actor creation, it plays the Work animation. When the Work animation finishes it plays Work2 with a random starting offset, when Work2 finishes it plays Work again. (Work and Work2 being my animation set name in the event editor, not the name of the actual animation - they both use the SCV's standard Work animation).
The problem was way too involved for how simple it should have been in theory... but on the plus side, you can see the animations in the editor, unlike with a trigger-driven animation.
Also, working on my updated version. Should have it done and posted sometime tonight. Adding a bit more detail, breaking up open spaces a bit more. New skybox. A few tweaks to the camera path to highlight some areas that got mostly skipped. That kind of thing.
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@Selfcreation: Go
I'd probably create a Remove Behavior effect that removes the cloaking behavior, then slap it onto his abilities and weapon, alongside whatever else they do.
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A couple thoughts I've had for WTE topics:
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@Conradjd: Go
First, the things you need to make a timer:
To create the timer initially (in your Map Initialization trigger, for example):
Then, any time Unit X changes owners, run:
And finish it off with a Timer Expires event to detect someone hitting the 7:30 mark.
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@Ludwigvan1: Go
Long durations on Periodic Events shouldn't have an impact on performance. They'll generally only bog things down if you use a lot of them in rapid succession - or have a lot of them firing at once.
Try creating your periodic actions inside While loops, using Repeat Forever with an appropriate Wait on the end for the delay between repeats. (Instead of the Periodic Event function)
It gives the same result, but with much less system lag. I've used it to clear up hiccuping performance several times.
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@ColonelPwn: Go
It's a lot simpler than that actually:
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@Mozared: Go
Depending on how many models you tried to put into it, that map could get HUGE.
Just the trees from WoW (models + textures) eats up roughly 270 mb, uncompressed/unedited. Admittedly that's just about every tree variant in the game, which would be overkill for mapping.
0
@Ababmer: Go
First you'll need to create a Sound with your song (added under the "SoundAssets+" section), then create a Soundtrack using the Sound you just made (added under the "Cues+" section).
Then open the Races tab and change your race's "Music - Game" entry to the custom Soundtrack you just made - and be sure to clear out the existing soundtrack entries while you're there.
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@Ababmer: Go
Shouldn't you just be able to set the music track in the data editor, then make a periodic trigger to play the rain sound every RainSoundDuration seconds?
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@ZeroAme: Go
If you want to, go for it. ;)
Uploaded the map so people can look around and see how things are put together.
http://static.sc2mapster.com/content/files/514/119/TelthalionWTE29.SC2Map
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@Reaper872: Go
Honestly, it's just a matter of practice and experience. I've been terraining with Blizzard editors since Warcraft 2 - that's a long time to gain a lot of little insights and ideas about how things should look and how to make them look that way.
Don't give up, or you'll never improve. That's the whole purpose of these exercises - to improve and bounce inspiration off of each other.
Don't think of it as "Wow, I can never do that", think of it as "How did he do that and how can I do something similar?". Find a particular part you like, analyze it, figure out how it's made and try to apply it to your own work.
0
Hmmm...
That was my only idea. Not sure what else could be causing it, I've never had my water do that.
Have you tried closing/restarting the editor?
If I come across another possible solution I'll post it here, but I'm not too optimistic.
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@ScrinKing: Go
See my image - if it says anything other than Default on your window, click Default then try again.
States are used to set multiple height values (and other settings) in a single water type, then you can use triggers to toggle between states. For doing things like making lava rise, or draining a flooded room.
By default it should look like my example, but if you clicked Add without realizing it you may be modifying an alternate state.
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Do you have an alternate state set by chance?
If so, that would explain it. Make sure you're modifying the Default state, or the editor will snap back to it as soon as you close the window.
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And here's the updated version. As usual, playing with the lighting made the scene.
(If you can ignore the flickering skybox...)
Yeah, that's how my cameras are done too. Most of the issues (that I detected) were with the camera's movement speed being inconsistent, or too abrupt of a view angle change. It's been smoothed out a bit in the new version.
0
In theory, the SCV repair animation should be a simple trigger like what Tekaichi posted, but for the life of me I couldn't get that to loop the animation, even with things like Play Forever checked.
After that I moved into the data editor to give it an Actor Creation event to play the animation. But again, same problem. It would never play more than once.
So... in the end I used a pair of actor events that bounced off of each other to create an infinite loop: Upon actor creation, it plays the Work animation. When the Work animation finishes it plays Work2 with a random starting offset, when Work2 finishes it plays Work again. (Work and Work2 being my animation set name in the event editor, not the name of the actual animation - they both use the SCV's standard Work animation).
The problem was way too involved for how simple it should have been in theory... but on the plus side, you can see the animations in the editor, unlike with a trigger-driven animation.
Also, working on my updated version. Should have it done and posted sometime tonight. Adding a bit more detail, breaking up open spaces a bit more. New skybox. A few tweaks to the camera path to highlight some areas that got mostly skipped. That kind of thing.