Also, lurkers WTH? :o Sweet
[A] Starcraft 2 Brood War - Page 57
Forum Index > SC2 Maps & Custom Games |
DwmC_Foefen
Belgium2186 Posts
Also, lurkers WTH? :o Sweet | ||
MavercK
Australia2181 Posts
yes. siege tanks do more damage than they should to zealots, i've spent the last couple of days playing with this. basically in SC1 if a siege tank fired at a zealot with 10 shields. 70 damage from the siege tank. takes away the 10 shields. leaves 60 damage to inflict on the zealots HP. this number gets modified by the fact the zealot is small so it's halved to 30 damage. in SC2BW if a zealot has 1 shields and a siege tank fires the damage is simply counted as "Shield Damage" and will do the full 70 damage to the Zealot. obviously this is an issue. my only solution for this will be incorporated in the next version. my fix is to make it so for a unit to do it's full damage to a shielded unit it will need 10+ shield points. this isn't perfect. but zealots die in 4 hits now instead of 2 and it's pretty close. i hope that made sense. | ||
Lexpar
1813 Posts
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vlaric
United States412 Posts
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MavercK
Australia2181 Posts
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virusak
Czech Republic344 Posts
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MavercK
Australia2181 Posts
you should be able to set the worker rally to the ground by pressing the actual hotkey for it or pressing the button on the command card however. | ||
bobbingmatt
Australia224 Posts
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MavercK
Australia2181 Posts
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lololol
5198 Posts
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danielrh
34 Posts
I thought I'd let you know that I added art assets for an arbiter and guardian unit in the http://www.sc2mapster.com/maps/sc12-total-conversion/ mod here. Both respect the cloaking command and do not turn red (I know arbiters aren't able to cloak, but if they would then the art would respect it) Feel free to download and include them in the map. The arbiter is a raven that's been colored gold (like suggested here) and the guardian is the front chopped off a swarm guardian. I haven't figured out how to get rid of the bobbing action on the guardian without messing with the cloaking effect, so I left it bobbing so that it can be arbitered ;-) Anyhow hope that helps, and let me know if I can help with anything else. PS: did anyone figure out how to get rid of the red effect on the reaver when being cloaked? I got rid of it on my dragoon by using my hand written tools, so feel free to update the dragoon model to mine for the nonred dragoon, but I'm stumped about the reaver. | ||
MavercK
Australia2181 Posts
On November 22 2010 00:58 lololol wrote: The "Autobuild" flag enables/disables autocast on the interceptors. yea. i know this. same as "Smart Cast" Flag. but this cannot be changed through triggers. so i'd have to either have it off for both modes or on for both modes the red effect on my models are because they were imported into 3DSMAX and exported using 3rd party tools. These tools however still do not support particles or something and so cloak is broken. it actually makes me really mad. why wernt blizzard's importer/exporter plugins released with the map editor?. they went to blizzcon showing their own custom maps and all the custom content they made. looks great. too bad we can't do that, we have to rely on 3rd party >_< | ||
danielrh
34 Posts
I think that they have everything to gain from releasing those tools. My guesses are that they used some licensed software that prevented them from releasing it. The other possibility is manpower. At a company you can get tell all your aritists to use 3DSMax version 9 and it will work there, but releasing an exporter for every version of max and every version of maya, not to mention blender may be too expensive. But if they gave us one lousy path that worked it would be much better than what we have now, which is 3rd party only. | ||
danielrh
34 Posts
If someone could mail me that (hellcatv@hotmail.com) I could look at it in a hex editor and see if there's some obvious difference that would make it red in cloak. I'm worried that other data would be lost as well, which would make it impossible to notice the difference, but it's worth a shot, dya think? | ||
MavercK
Australia2181 Posts
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danielrh
34 Posts
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Whiplash
United States2928 Posts
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lololol
5198 Posts
On November 22 2010 11:12 MavercK wrote: yea. i know this. same as "Smart Cast" Flag. but this cannot be changed through triggers. so i'd have to either have it off for both modes or on for both modes the red effect on my models are because they were imported into 3DSMAX and exported using 3rd party tools. These tools however still do not support particles or something and so cloak is broken. it actually makes me really mad. why wernt blizzard's importer/exporter plugins released with the map editor?. they went to blizzcon showing their own custom maps and all the custom content they made. looks great. too bad we can't do that, we have to rely on 3rd party >_< Then I guess you'd have to make 2 versions of each ability and use triggers to hide one of them based on the selected game mode. | ||
Nisani201
United States1400 Posts
On November 23 2010 03:52 Whiplash wrote: Yo MavercK, in brood war the lurker upgrade didn't change the building, it just gave hydras the ability to turn into lurkers so even if the building was destroyed the ability would be retained by the hydralisk. This reflects brood war and I know the lurker den is neat but do you plan on keeping it that way or the brood war way? The lurker den should be removed, someone could scout the lurker den upgrading or being morphed, and that could change the game, the opponent would know if I were getting Lurkers. | ||
IamOBESE
United States134 Posts
On November 23 2010 13:12 Sinani201 wrote: The lurker den should be removed, someone could scout the lurker den upgrading or being morphed, and that could change the game, the opponent would know if I were getting Lurkers. I'm pretty sure he said he was going to change it eventually. He's just left it in this long because he likes it. | ||
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