I was wondering if it is possible to change the Background music by the region you are in?
The reason for this is because on my map i have several regions for allies and enemies and would 'like' it if i could change the music for when you are in enemy territory. Off-hand the trigger would have to be Event: Unit enters region, but actions. idk. Help?
I have been wondering something. Is it possible to make a UNIT, not building, block the line of sight of another unit. I know how to do this with structures because a structure has a footprint that you can edit. Units on the other hand don't have a footprint. Can you add a footprint to the unit and simply check the right boxes? i didn't test this out, just thought i would ask. a good example would be: A line of thors blocks the line of sight of enemy zerglings from seeing what is behind the thors. Thanks for any feedback.
You CAN make it so that allied units can not target each other, simply uncheck the box on the weapon/ability and there ya go. But if a heroic unit gets into a fight and needs shields, and a 'allied' caster is near-by... well... i'm not going to say he will kill the caster, but he could for the buff. Just my 2c.
I JUST now seen this. but to give you a heads up. I have one current Arcade map that i keep up to date with patches and content. Desert Strike Trinity. And i am also working on 2 other projects, of my own, that i would like to accomplish as well. I don't have enough hours in the day for my own projects let alone take on a project or map from someone else, no offense intended. That is all besides an idea for a Extension mod that i thought up this night, not sure if it will work but if it does, awesome sauce. lol. Just saying that most people here are already here for help on their map or already working on something, or else they simply wouldn't be here in the 1st place. If you don't have time for your map/project, it simply happens that way to us sometimes. I had one published map it took a total of about 6 months to 'finish' because of ~life~. My only advice is save it and back it up so if/when you do have time irl you can always que it back up. Have a nice day.
Hiding content is a pretty easy way to increase engagement and replayability. Though it comes at a cost of increased workload for you. You'll find that a player which would otherwise only play your map once, might try out each "upgrade" on a separate playthrough if they're engaging enough. Hero upgrades are definitely the right choice in most cases if you can stomach the extra work. After all, making hero abilities can be pretty mentally exhausting once you've reached a point where coming up with new ideas is hard.
On the flipside, a lot can go wrong with hero upgrades. If an upgraded hero is either more boring or weaker than the previous, then you may well put players off entirely. Here, customization is the safe route. You can't really go wrong with letting the player choose themselves.
TL;DR if you can be bothered with the extra work, hero upgrades. If not, customization is always a safe bet.
Work load is a non-issue as there is NOT a time line to 'production' of the game. so - i can take as much time as needed. :D Thanks for the feedback.
With evolutions the problem is keeping them all balanced. Often what is a good choice at a low evolution may only have sucky upgrades.
Balanced as far as one character being stronger than another? The idea is a hero vs computer (AI), which would be alright to balance wise but pvp would be sorta crazy to balance out with a lot levels in the game. I ~think~ most MOBA games don't have that many hero levels, 15 maybe? but other games like diablo goes way up to 70, i think, and they added on more after that~
Customizable can go both ways though. And yes i do agree that Variation between Characters is probably a big deal with a RPG game so you don't get 100k heroes EXACTLY the same as the other one. (I hate that lol) Thanks for the feedback. :D
1st and foremost. that looks incredible. awesome job on the game. Can't wait to dig up that mod. Thank you so much for your efforts it is greatly appreciated.
Delphinium_Model_1.0.SC2mod is 254mb just to let people know.
I am going to make a RPG game and I wanted to see what your opinion is on this topic. (hense the poll)
I can do the 'hero' character in one of two ways.
1. Same character the entire time, level 1 to max.
2. Upgrade to another character after a certain level obtained.
The 1st one is straight forward. the second won would be sorta the same as a hydralisk morphing into a lurker (more powerful). There isn't a right or wrong as your opinion is exactly what i am looking for.
you have to be more specific... unbinding the space *bar. would cause it to do nothing. why do you press the space bar in your game? is it a alert? is it to write a text? we don't really know. the 'function' of the space bar is set in your game options. there isn't anything really in the editor per-say that would change a key press outside of a hot key. but - i assume that's not the problem.
You have to have 2 different kinds of 'stimpack' for marine and marauder. reason being is that if you have it on the marine and it works good then marauder gets left out, not to sure why though. Just like in a normal melee game, those are 2 separate abilities. I would start there. As far as auto casting the ability. You can make a validator that singles out the marauder weapon as to if its firing or not. I have my marauder auto cast stim but the validator is set to : Field Caster Is Animating Weapon Editor: Editor Name Caster Is Animating Weapon while the marine is set to what you have. Gotta keep them separated, in my experiences.
Go online and go to "Options" menu Scroll down to "Global" Scroll down to "unit Management" and that's where the Space bar is hotkey'ed. Simply click the little "X" next to the Bind hotkey and the space bar shouldn't do anything.
I have been searching and NOT finding where the SC2 information like Archon.M3 is located on my computer, it has to be somewhere. i can go in the Archive Browser and see some form of a address set to
Assets\units\protoss\archon\archon.m3
but. still don't know where to find it outside of the editor. Help?
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Well - that's to bad. But it's alright though, never know unless you ask. Thanks for the reply.
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I was wondering if it is possible to change the Background music by the region you are in?
The reason for this is because on my map i have several regions for allies and enemies and would 'like' it if i could change the music for when you are in enemy territory. Off-hand the trigger would have to be Event: Unit enters region, but actions. idk. Help?
0
I have been wondering something. Is it possible to make a UNIT, not building, block the line of sight of another unit. I know how to do this with structures because a structure has a footprint that you can edit. Units on the other hand don't have a footprint. Can you add a footprint to the unit and simply check the right boxes? i didn't test this out, just thought i would ask. a good example would be:
A line of thors blocks the line of sight of enemy zerglings from seeing what is behind the thors. Thanks for any feedback.
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0
I JUST now seen this. but to give you a heads up. I have one current Arcade map that i keep up to date with patches and content. Desert Strike Trinity. And i am also working on 2 other projects, of my own, that i would like to accomplish as well. I don't have enough hours in the day for my own projects let alone take on a project or map from someone else, no offense intended. That is all besides an idea for a Extension mod that i thought up this night, not sure if it will work but if it does, awesome sauce. lol. Just saying that most people here are already here for help on their map or already working on something, or else they simply wouldn't be here in the 1st place. If you don't have time for your map/project, it simply happens that way to us sometimes. I had one published map it took a total of about 6 months to 'finish' because of ~life~. My only advice is save it and back it up so if/when you do have time irl you can always que it back up. Have a nice day.
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Customizable can go both ways though. And yes i do agree that Variation between Characters is probably a big deal with a RPG game so you don't get 100k heroes EXACTLY the same as the other one. (I hate that lol) Thanks for the feedback. :D
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1st and foremost. that looks incredible. awesome job on the game. Can't wait to dig up that mod. Thank you so much for your efforts it is greatly appreciated.
Delphinium_Model_1.0.SC2mod is 254mb just to let people know.
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I am going to make a RPG game and I wanted to see what your opinion is on this topic. (hense the poll)
I can do the 'hero' character in one of two ways.
1. Same character the entire time, level 1 to max.
2. Upgrade to another character after a certain level obtained.
The 1st one is straight forward. the second won would be sorta the same as a hydralisk morphing into a lurker (more powerful).
There isn't a right or wrong as your opinion is exactly what i am looking for.
Thank you for your time.
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You have to have 2 different kinds of 'stimpack' for marine and marauder. reason being is that if you have it on the marine and it works good then marauder gets left out, not to sure why though. Just like in a normal melee game, those are 2 separate abilities. I would start there. As far as auto casting the ability. You can make a validator that singles out the marauder weapon as to if its firing or not. I have my marauder auto cast stim but the validator is set to : Field Caster Is Animating Weapon Editor: Editor Name Caster Is Animating Weapon while the marine is set to what you have. Gotta keep them separated, in my experiences.
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Go online and go to "Options" menu
Scroll down to "Global"
Scroll down to "unit Management" and that's where the Space bar is hotkey'ed.
Simply click the little "X" next to the Bind hotkey and the space bar shouldn't do anything.
My best guess.
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I have been searching and NOT finding where the SC2 information like Archon.M3 is located on my computer, it has to be somewhere. i can go in the Archive Browser and see some form of a address set to
Assets\units\protoss\archon\archon.m3
but. still don't know where to find it outside of the editor. Help?