Has collision for missiles done by adding behaviors to them WASD movement (top down style) some custom buildings Actor Tints, Animations triggered in data from abilities, basically went through and learned how everything worked.
Working on a jetpack system, sucks though becaues they designed "morphs" to be done as abilities and not effects so you have to use triggers to call them from other events
Could someone explain how to change where attack projectiles are launched from (attached to)? I'm pretty sure you need to use Action Actors but I'm having a tough time figuring out what fields I need to work with.
I can't add a fancy video of it, cause I'm a failure with a lot of technology stuff, BUT I found this very interesting.
I posted it in the "micro where art thou", but it got lost in all the BS and such.
There is an option for every attack called "Allowed movement" with the options None, Slowing, and Moving. This is what is causing the loss of move attack with the archon's attack as well as a lot of air units, like mutas and phoenix's. Along with a few other options like backswing and possibly random delay. I have little experience with map editors, but I was able to recreate a corsair feeling phoenix in just a short while.
Got the third person working well, just the free look while moving at the same time is shaky.. Game blocks your camera control while panning so you have to pan instantly, look around, pan instantly again. Any ideas?
I installed latest patch, and I have the shortcut to the editor, but whenever I try to open it it says it's not installed. Is there some way I can reinstall the patch or something along those lines?
I haven't read through the whole thread but you can turn collision for a unit off thus allowing it to stack. That along with turning move on for the muta while it shoots and you have SC1 mutalisks!
On April 28 2010 11:17 ORLY wrote: http://www.youtube.com/watch?v=DL_EyyNOCn0 Got the third person working well, just the free look while moving at the same time is shaky.. Game blocks your camera control while panning so you have to pan instantly, look around, pan instantly again. Any ideas?
On April 28 2010 11:28 kNyTTyM wrote: I haven't read through the whole thread but you can turn collision for a unit off thus allowing it to stack. That along with turning move on for the muta while it shoots and you have SC1 mutalisks!
Hey guys, after reading this thread and seeing people asking the same questions over and over (like how to add start locations) I decided to make a wiki.
It's thrown together pretty quickly, there are still some theme issues, and it's still pretty empty. Feel free to contribute!
On April 28 2010 15:17 thebluehawk wrote: Hey guys, after reading this thread and seeing people asking the same questions over and over (like how to add start locations) I decided to make a wiki.
It's thrown together pretty quickly, there are still some theme issues, and it's still pretty empty. Feel free to contribute!
On April 28 2010 15:17 thebluehawk wrote: Hey guys, after reading this thread and seeing people asking the same questions over and over (like how to add start locations) I decided to make a wiki.
It's thrown together pretty quickly, there are still some theme issues, and it's still pretty empty. Feel free to contribute!
I made some video tutorials making a simple tower defense (and I try and walk through the bugs I accidently make etc.)...
Feel free to make a page with links to those 6 videos on the wiki. I plan on making a category for tutorial/videos on external sites if enough get added to the wiki.
Anyone seeing the placement of starting locations have this buggy effect where it should snap to the grid like buildings, but they appear to be a few units off? Specifically I see the start locations snap into place, but a few units to the south. I think it is causing me two problems.
If anyone can confirm stuff like this I'll go post it on the beta forums, but I'm hoping someone can see whether I'm just screwing it up for myself. So,
1. (Major Problem) A starting location that's well-placed next to resources (minus the slightly-off effect) can cause the actual CC/nexus/hatch to spawn much further away:
Notice the slightly off-to-the-south placement of the start location: + Show Spoiler +
And in-game the Nexus spawns way off to the right. My best guess is the game decided the slightly-off start location was illegally placed next to minerals and moved it off to a position that no longer conflicts: + Show Spoiler +
2. (Minor Problem) Conflicting start locations (like the one above) won't render in map image exports.
Since start locations are off-to-the-south-slightly for me, on a symmetric map with a top and bottom start location, one will be slightly further from its resources (notice the small green gap on top of the start location): + Show Spoiler +
The other start location, with minerals on the southern side, slightly overlaps the resource restriction zone: + Show Spoiler +
And when I export the map image the slightly ok location appears and the slightly conflicting location has evaporated: + Show Spoiler +
Ugh. I searched pretty thoroughly but haven't come across anyone else mentioning these problems.
On April 28 2010 18:16 dimfish wrote: Anyone seeing the placement of starting locations have this buggy effect where it should snap to the grid like buildings, but they appear to be a few units off? Specifically I see the start locations snap into place, but a few units to the south. I think it is causing me two problems.
If anyone can confirm stuff like this I'll go post it on the beta forums, but I'm hoping someone can see whether I'm just screwing it up for myself. So,
1. (Major Problem) A starting location that's well-placed next to resources (minus the slightly-off effect) can cause the actual CC/nexus/hatch to spawn much further away:
Notice the slightly off-to-the-south placement of the start location: + Show Spoiler +
And in-game the Nexus spawns way off to the right. My best guess is the game decided the slightly-off start location was illegally placed next to minerals and moved it off to a position that no longer conflicts: + Show Spoiler +
2. (Minor Problem) Conflicting start locations (like the one above) won't render in map image exports.
Since start locations are off-to-the-south-slightly for me, on a symmetric map with a top and bottom start location, one will be slightly further from its resources (notice the small green gap on top of the start location): + Show Spoiler +
The other start location, with minerals on the southern side, slightly overlaps the resource restriction zone: + Show Spoiler +
And when I export the map image the slightly ok location appears and the slightly conflicting location has evaporated: + Show Spoiler +
Ugh. I searched pretty thoroughly but haven't come across anyone else mentioning these problems.
I have no such problem, but I may know a quick fix to this for you. Try to adjust your start locations manually. Select each of them, press enter key, and edit position X and Y so it ends with ".5"
Also try to check if the problem persists in the newly created map. If it doesn't then you messed something up with the map you are making.
On April 28 2010 18:16 dimfish wrote: Anyone seeing the placement of starting locations have this buggy effect where it should snap to the grid like buildings, but they appear to be a few units off? Specifically I see the start locations snap into place, but a few units to the south. I think it is causing me two problems.
If anyone can confirm stuff like this I'll go post it on the beta forums, but I'm hoping someone can see whether I'm just screwing it up for myself. So,
1. (Major Problem) A starting location that's well-placed next to resources (minus the slightly-off effect) can cause the actual CC/nexus/hatch to spawn much further away:
Notice the slightly off-to-the-south placement of the start location: + Show Spoiler +
And in-game the Nexus spawns way off to the right. My best guess is the game decided the slightly-off start location was illegally placed next to minerals and moved it off to a position that no longer conflicts: + Show Spoiler +
2. (Minor Problem) Conflicting start locations (like the one above) won't render in map image exports.
Since start locations are off-to-the-south-slightly for me, on a symmetric map with a top and bottom start location, one will be slightly further from its resources (notice the small green gap on top of the start location): + Show Spoiler +
The other start location, with minerals on the southern side, slightly overlaps the resource restriction zone: + Show Spoiler +
And when I export the map image the slightly ok location appears and the slightly conflicting location has evaporated: + Show Spoiler +
Ugh. I searched pretty thoroughly but haven't come across anyone else mentioning these problems.
I have no such problem, but I may know a quick fix to this for you. Try to adjust your start locations manually. Select each of them, press enter key, and edit position X and Y so it ends with ".5"
Also try to check if the problem persists in the newly created map. If it doesn't then you messed something up with the map you are making.
Ok, so when I check the properties like you suggested, the X, Y positions already end in ".5" so I guess it's fine. Yeah, I really don't know what's up here.