00:00.00 | Bommes | NGKrush: Well I got it to work but I'm not 100% sure what exactly I had to change |
00:00.04 | Bommes | so gimme a minute to restart it |
00:00.07 | Bommes | and do it again |
00:00.18 | NGKrush | super! |
00:00.33 | Taintedwisp | Your getting much better zolden to think 1 week ago it looked like legos haha |
00:00.56 | Exaken | Is there a function to suppress dialog buttons(greyed out)? |
00:01.04 | Bommes | because I changed like 12 things at once |
00:01.08 | Bommes | so I don't know what did the trick :D |
00:01.28 | Zolden | thanks to Triceron, he tought me |
00:01.47 | Bommes | ok |
00:01.57 | Bommes | delete the ability range field, you don't need it because the ability has no target |
00:02.04 | Zolden | *taught |
00:02.05 | Bommes | also change the impact location in the launch effect to target point |
00:02.29 | Bommes | and make sure you have the correct search filters in the target check effect, otherwise the search area detects the caster unit and detonates immediately |
00:03.38 | NGKrush | so turn player off? |
00:03.51 | Bommes | y |
00:03.53 | NGKrush | because it should hit everything else |
00:03.56 | NGKrush | cool |
00:04.15 | Bommes | you can also turn player on in the damage effect search filters |
00:04.19 | Bommes | so the splash damage hits the players |
00:04.41 | Bommes | just make sure missile doesn't detect the caster, otherwise its a little devastating ;) |
00:04.45 | Bommes | *the player |
00:04.53 | monkalizer | Exaken: try enable/disable them. It works for me |
00:04.54 | Bommes | does it work now? |
00:04.58 | NGKrush | yes it does! |
00:05.00 | NGKrush | great!! |
00:05.14 | NGKrush | can i change the speed? |
00:05.28 | NGKrush | thanks so much! |
00:05.38 | Bommes | yes the speed is in the mover in the launch effect |
00:06.03 | Bommes | you can read the mover tutorial from blizzard to learn how movers work |
00:06.05 | Bommes | its really good |
00:06.06 | Zolden | monkalizer: now I can test your map if you still want |
00:06.16 | Bommes | http://us.battle.net/sc2/en/game/maps-and-mods/tutorials/missile-movers/ |
00:06.18 | NGKrush | i'll do that |
00:06.21 | NGKrush | thanks! |
00:06.37 | monkalizer | yay! |
00:06.50 | monkalizer | see you in the mapster forum in sc :) |
00:13.42 | Bounty | Dustin wanna test? new minimap :) |
00:21.28 | NGKrush | bommes, did ur sc also show a wrong model for the missile? |
00:21.44 | NGKrush | i liked the yamatogun to it, like in the tutorial, but i get a big grey ball |
00:21.55 | NGKrush | linked |
00:23.54 | Bommes | it is not linked to the action actor |
00:23.58 | Zolden | monkalizer: so, jsut uncheck the shadow cast to that square model |
00:24.19 | Bommes | did you set up the action actor? |
00:24.27 | Zolden | or tey to retexture an existing decal model |
00:24.30 | monkalizer | yeah, I'm going to redo the models, i want two of them: one for bunker and one for the areas |
00:24.55 | Zolden | waht areas do? didn't realize |
00:25.53 | monkalizer | there are two scores: cash and domination points. You win by holding those areas (klick-sound) That score is counted next to the skull |
00:26.05 | monkalizer | the cash is just used to buy more stuff |
00:26.38 | monkalizer | idea is to have two things to optimize. If your team doing poorly in one score area, it should be easier in the other.-- |
00:26.57 | monkalizer | but right now there is no victory condition |
00:27.18 | NGKrush | I think I did, just tried it again but it doesnt change |
00:27.33 | Bommes | ngkrush: don't forget to set the launch effect and impact effect tokens |
00:27.40 | Bommes | to your launch and impact effects |
00:28.04 | Bommes | they are separate data fields (for my interface at the bottom) |
00:28.12 | NGKrush | aaah, the tokens! |
00:28.34 | Bommes | also i think the missile actor also needs to be linked to the missile unit |
00:30.13 | NGKrush | hmm, tokens didnt help\ |
00:30.34 | NGKrush | wow, this is such a spaghetti mess sometimes |
00:32.48 | Bommes | Just tried it, for me it worked |
00:32.53 | Bommes | what tokens did you link? |
00:32.53 | NGKrush | no idea where to look |
00:33.04 | Bommes | its launch effect and impact effect tokens in the action actor |
00:33.09 | NGKrush | on the HDK action actor |
00:33.13 | Bommes | and unit token in the missile actor |
00:33.15 | Bommes | yes |
00:34.10 | NGKrush | ah yes, forgot the missile actor token |
00:34.17 | NGKrush | thanks again |
00:34.30 | NGKrush | could have never done it without your help |
00:34.49 | Bommes | also make sure the animation you use exists |
00:34.58 | Bommes | in the marauder actor |
00:35.31 | Bommes | you can view the model in the cutscene editor and show all the animations that are setup for that model |
00:36.03 | Bommes | because you want to play an animation that doesn't exist for a marauder, thats why no animation is playing |
00:36.44 | NGKrush | ah, ofcourse |
00:37.03 | NGKrush | I'll check that out |
00:38.13 | NGKrush | it's time for bed here, thanks again! |
00:38.23 | NGKrush | see you around :) |
00:38.24 | Bommes | np, good night |
00:42.47 | Taintedwisp | I gotta take a rest |
00:42.53 | Taintedwisp | been mappin all day :P |
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01:01.00 | Taintedwisp | I guess Ill create a terrain for Marine Arena :P |
01:14.40 | zlefin | hmm, colossus looks to be the fastest moving siege unit; unless i'm missing something |
01:16.59 | zlefin | highest move parameters all around; move speed, tun speed (effectuve) and acceleration |
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01:21.19 | Bounty | Any artists here? :) |
01:22.02 | Taintedwisp | Depends on what needs creating bounty |
01:22.13 | Bounty | Loading screen and some images |
01:23.16 | Taintedwisp | ah |
01:23.19 | Taintedwisp | Sorry my loading screens are less then professional |
01:23.19 | Taintedwisp | haha |
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02:05.40 | Bounty | test Dustin? |
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02:29.27 | ckSynergy | so, im wondering |
02:30.39 | ckSynergy | nvm |
02:41.54 | ThunderLord | omg i hate terraining |
02:43.28 | Cheekio | Yeah I might never make a starcraft 2 map for that reason |
02:43.53 | A1win | :x |
02:44.29 | A1win | I'm actually looking forward to terraining my next map, been working on projects that have dynamic map generation so terraining hasn't been a very big part before |
02:45.25 | Cheekio | Can galaxy do that well? |
02:47.30 | A1win | no |
02:47.31 | A1win | :P |
02:47.38 | A1win | just spawning units as terrain |
02:48.05 | A1win | looks ugly as hell, which is why I'm looking forward into proper terraining ;p |
02:51.38 | ThunderLord | Terrain in a symetrical map |
02:51.42 | ThunderLord | is so annoying |
02:51.54 | ThunderLord | Expecially the textures |
02:51.59 | ThunderLord | not like WC3 textures |
02:52.04 | ThunderLord | where everything was nice and tiled |
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02:53.29 | A1win | you can copy them |
02:53.57 | A1win | select half of map, paste, flip or rotate, accept |
02:54.01 | A1win | err |
02:54.07 | A1win | select half of map, copy, paste, flip or rotate, accept |
02:56.39 | A1win | and there are options to copy terrain/textures/water in any combination |
02:57.09 | ThunderLord | u can flip rotate? |
02:57.12 | ThunderLord | didnt know that |
02:57.19 | ThunderLord | but still would not work for mine |
02:57.25 | ThunderLord | mine is symetrical but not... |
02:57.36 | ThunderLord | like differant sides have differant themes |
02:58.06 | ThunderLord | but the height and pathing have to match up |
02:58.55 | A1win | yeah you could just copy/paste the terrain without touching textures |
02:59.46 | A1win | you can flip and rotate after you hit ctrl-v but before you click where to paste |
03:02.01 | ThunderLord | Oh thats cool |
03:02.05 | ThunderLord | i did not know that |
03:02.45 | ThunderLord | but still, Terraining is way to artistic for me... I am a programmer, not an artist |
03:05.25 | ckSynergy | lol |
03:05.53 | A1win | I'm a programmer and an artist n_ñ |
03:05.59 | ckSynergy | ^ |
03:06.21 | A1win | not a very experienced artist though but I can get some neat stuff done if I spend some time with it |
03:08.23 | ckSynergy | Is there a way to view the code in d3? |
03:08.55 | A1win | what code? |
03:10.46 | ckSynergy | i dunno, the xml? |
03:11.00 | ckSynergy | I want to crack it open and see how they did mirror aura lol |
03:11.35 | A1win | :P |
03:11.44 | A1win | it's not an open source game ;p |
03:12.25 | A1win | and it has no editor or potential for it |
03:13.10 | ckSynergy | ohhhh, thats dangerous territory lol |
03:23.46 | ThunderLord | Hey A1win how exactly how do you rotate? |
03:24.16 | A1win | numpad * is a hotkey, it should be under Edit menu if I remember correctly |
03:24.29 | ThunderLord | k |
03:29.50 | ThunderLord | yeah worked, thanks |
03:32.05 | ckSynergy | man this sucks |
03:32.21 | ckSynergy | I had % based damage reflection working, and it just stopped |
03:32.28 | ckSynergy | I think blizz patched something in 1.5.3 |
03:36.43 | Repo | Updated wiki entry: Galaxy / Data / Effects / Damage - http://www.sc2mapster.com/wiki/galaxy/data/effects/damage/ |
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03:59.14 | EnexyNunu | shabba |
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04:28.16 | Taintedwisp | HOLY FUCKING SHIT!!!! |
04:28.18 | Taintedwisp | http://l2.yimg.com/bt/api/res/1.2/uhyWQQqsfpTEndM1eRhVxw--/YXBwaWQ9eW5ld3M7Zmk9aW5zZXQ7aD01NjtxPTc5O3c9ODg-/http://media.zenfs.com/en_us/News/ap_webfeeds/3c09fa12cc4b981f200f6a706700d532.jpg |
04:28.29 | Taintedwisp | http://news.yahoo.com/deadly-blast-devastates-indianapolis-neighborhood-220044324.html |
04:28.33 | Taintedwisp | Bad picture :P |
04:40.24 | Taintedwisp | yo thunderlord you there? |
04:40.33 | ThunderLord | yea |
04:41.04 | Taintedwisp | hey you have enay ideas why my planetaries that are spawned via triggers dont have mini map icons, but if I use makeunit to spawn them, they have their icons |
04:41.14 | Taintedwisp | any* no enay |
04:42.32 | Taintedwisp | oh also, CHeck this out http://i183.photobucket.com/albums/x171/11shadowwolf/Terrain050.jpg All my heroes have their final looks ' |
04:43.31 | ThunderLord | Pretty cool |
04:43.34 | ThunderLord | and no im not sure why |
04:43.41 | ThunderLord | maybe its just a bug |
04:43.56 | ThunderLord | i havent ever created units via triggers with minimap icons |
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04:44.07 | ThunderLord | i shouldent be hard to just command a dummy unit to train them tho |
04:45.27 | Taintedwisp | my triggere does them through triggers,. like EVERY unit on my map to decrease loading times |
04:45.29 | Taintedwisp | :P |
04:45.35 | Taintedwisp | otherwise my map would take a minute to load haha |
04:47.31 | Taintedwisp | hmmm |
04:47.43 | Taintedwisp | I guess ill wait and talk to dogmai about it |
04:47.58 | Taintedwisp | Hes got some experience with the icons not working correctly |
05:43.54 | DeadZergling | besides the whole people dying thing |
05:43.58 | DeadZergling | that is a pretty cool picture |
05:58.29 | Taintedwisp | yeah |
05:58.33 | Taintedwisp | I was like WTF happend haha |
05:58.38 | Taintedwisp | then i read the article |
05:58.44 | Taintedwisp | then i felt bad |
05:58.45 | Taintedwisp | lol |
05:58.59 | Taintedwisp | Hey deadzergling I finished 2 more heroes today :P |
05:59.17 | Taintedwisp | http://i183.photobucket.com/albums/x171/11shadowwolf/Terrain050.jpg It was up there but check it, all the heroes looks are finished tooo |
05:59.48 | Taintedwisp | The Infestor may get a texture swap too dunno yet |
05:59.55 | Taintedwisp | I dont think its that unique personally |
06:03.58 | DeadZergling | wtf is w/ the infestor |
06:04.10 | Taintedwisp | It has attachments, but they are not well pronounced |
06:04.32 | DeadZergling | looks like you crapped terran model in there w/ no adjustments, lol |
06:09.24 | DeadZergling | not to mention the infestor looks pretty cool on its own |
06:09.30 | DeadZergling | I'd rather see a retextured version |
06:21.44 | Cheekio | how do I change the cost of mutating a building? |
06:21.55 | Cheekio | I did this yesterday but can't remember how today |
06:22.04 | DeadZergling | should be under the ability cost field |
06:23.36 | Cheekio | Drone - Morph Unit (Drone -> Zerg Buildings) ? |
06:23.47 | Cheekio | I can only find the morph time there |
06:25.27 | Cheekio | Nope, I'm retarded |
06:25.36 | Cheekio | thanks. It was under the abilities tab like you said. |
06:26.14 | Cheekio | hmm, maybe I jumped the gun and it's not there |
06:27.40 | DeadZergling | hrrrmmm,is a little more hidden then usual it seems |
06:29.53 | Cheekio | hahaha |
06:29.57 | Cheekio | it's under the units tab |
06:30.00 | Cheekio | for the den itself |
06:30.12 | Cheekio | I had a stray "H" in the a search field |
06:30.20 | DeadZergling | ah, good to know, I never do anything w/ melee/buildings, lol |
06:32.30 | DeadZergling | some really good curry I made this time |
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07:35.58 | Cheekio | Alright |
07:36.05 | Cheekio | I nearly have enough data to make a convincing case |
07:36.18 | Cheekio | I'm going to be stringing together a video that has tier 1 hydras and tier 2 roaches |
07:36.56 | Cheekio | show blizz that both units can be fun to use and watch |
07:37.22 | DeadZergling | hrrrrmmm, i don't get your case |
07:37.28 | DeadZergling | i always had fun watching those, lol |
07:37.52 | Cheekio | tier 1 roaches is a food and cost inefficient unit |
07:37.58 | Cheekio | its abilities don't make sense |
07:38.04 | Cheekio | and it is obsolete in the late game. |
07:38.16 | Cheekio | Hydras just aren't used at all. |
07:38.48 | Cheekio | Bringing back tier 1 hydras, you have early game harass options against greedy few-unit wallins |
07:38.59 | Cheekio | 1 food means you can mass them |
07:39.23 | DeadZergling | yes, I know this one well |
07:39.25 | Cheekio | and they do awful vs splash so it makes for fun looking battles |
07:39.35 | DeadZergling | hydras in the original SC were about the most cost efficient unit in the game |
07:39.57 | Cheekio | Yeah |
07:40.08 | DeadZergling | probably why they nerfed them so bad |
07:40.10 | Cheekio | having a useful unit like that in the early game would nix all this BS like range 5 queens |
07:40.29 | Cheekio | Even bringing BW hydras into HotS, they still don't stand a chance vs marines |
07:40.57 | Cheekio | Food for food maybe, but nothing has the DPS/area ratio of marines |
07:41.07 | Cheekio | or straight cost effectiveness |
07:41.16 | Cheekio | Tier 2 roaches are fun |
07:41.21 | Cheekio | 1.5x scale on the model |
07:41.27 | Cheekio | 3 food |
07:41.32 | Cheekio | 225 health |
07:41.50 | Cheekio | enough that when you're low, it's actually worth your while to burrow them and let them regen health |
07:42.15 | Cheekio | looks really zergy having these giant hulking roaches next to tiny squirmy hydras |
07:44.25 | Cheekio | ah well |
07:44.48 | Cheekio | hopefully I'll either be busy tomorrow getting things done, or I'll make a strong case in the forums and catch a dev's eye |
07:45.04 | Cheekio | either way I need to quit this habit. |
07:45.20 | DeadZergling | what habit would that be? |
07:46.05 | Cheekio | staying up all night thinking about hots balance options |
07:51.08 | DeadZergling | question, do they ever listen? |
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07:52.20 | Cheekio | Surprisingly, yeah |
07:52.38 | Cheekio | they're looking at putting SC1 leash micro back into the game because of a video explaining the difference a player posted |
07:56.20 | DeadZergling | by the way, anyone know of a way to disable fidgeting or change how a unit fidgets through a behavior? |
07:57.02 | DeadZergling | nevermind, found it |
07:57.09 | DeadZergling | suppress fidgeting |
07:57.56 | Ahli | morning, yay, I managed to trap the mouse in the middle mouse button mode by moving the minimap in the center of the screen |
08:01.19 | DeadZergling | lol, what ahli? |
08:02.57 | Ahli | 1. place minimap in the middle of the screen |
08:02.57 | Ahli | 2. put mouse over it, hold middle mouse button to scroll |
08:02.57 | Ahli | 3. release middle mouse button -> oh snap, you can't leave that mode because the center of the screen has the minimap on it |
08:04.02 | DeadZergling | I see now |
08:04.06 | DeadZergling | lol |
08:07.06 | Ahli | http://www.sc2mapster.com/forums/development/map-development/45138-manipulating-minimap-size-in-game/?post=3 |
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09:22.47 | hobbidude | arrg need a good data editor for my project |
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10:45.19 | NGKrush | hi everyone! |
10:45.36 | NGKrush | is programmers WASD system on the forums the best working one atm? |
10:47.30 | NGKrush | because a big con is that u cant hold down 2 buttons at once |
10:48.42 | Zolden | that's the problem with using someone's code, you can't usually understand how to fix little things |
10:52.12 | duckies | I think it was a data approach, and you can't detect holding/spamming two buttons/abilities through data :/ |
10:53.24 | NGKrush | yeah, exactly |
10:53.49 | NGKrush | so i'll need to do it with triggers so i can still use the abilities |
10:53.53 | NGKrush | cool, tnx |
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11:26.29 | RiFT | hi, making an attack ground ability on a void ray, but im having issues with the beam not showing up |
11:34.57 | duckies | ah bems, my knowledge concerning them is quite limited :D |
11:35.20 | duckies | are you constantly applying damage to target point? |
11:35.42 | duckies | ~seen kueken |
11:35.45 | purl | kueken <~Kueken@brsg-4dbb0a23.pool.mediaWays.net> was last seen on IRC in channel #sc2mapster, 19d 9h 56m 52s ago, saying: 'even via trigger'. |
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11:45.00 | RiFT | well it's applying a search that applies a behavior that does damage |
11:46.35 | duckies | but if search finds nothing then damage isn't applied thus beam has no anchor effect to connect to? |
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11:48.31 | RiFT | but i have a site tied to the effect |
11:48.51 | RiFT | i want the beam to go from the void ray to the center of the effect |
11:49.22 | RiFT | no beams to affected units |
11:52.36 | duckies | I've always only managed to link beams through damage effects :/ |
11:53.22 | RiFT | but i have a site? is that worth anything? |
11:53.24 | duckies | you can use damage effect as a dummy, apply it to target point.. |
11:54.02 | duckies | I don't know, beams are confusing D: |
11:54.13 | RiFT | D: i agree |
11:54.43 | RiFT | they probably aren't that complicated, it's just that i have limited knowledge of them and so does everyone else i know |
11:55.19 | RiFT | how would i do it with a dummy damage effect? |
11:56.11 | duckies | just apply 0 damage at target point |
11:56.44 | duckies | you can specify damage impact to be a point too |
11:58.51 | RiFT | since it is adapted from the void ray attack i can just use the existing damage effects, no? |
11:59.15 | duckies | you've made the ability, you know better |
11:59.18 | duckies | :D |
11:59.33 | RiFT | D: i dont know better |
12:00.35 | duckies | what exactly is your ability? |
12:00.46 | duckies | void ray attacks ground? |
12:01.02 | duckies | any unit that enters impact zone gets damaged? |
12:01.14 | RiFT | channels charges for 7.2 seconds then does channeled aoe at that point |
12:01.45 | duckies | so it's persistent effect |
12:02.03 | RiFT | yes it uses an endless persistent |
12:02.20 | duckies | you can probably either have damage in the pereodic, ticking every second or so |
12:02.35 | duckies | or in the initial, but then modify actor to replay beam animation |
12:20.29 | RiFT | so i've managed to get it to flicker for a tiny bit at the start |
12:22.08 | G0A | anybody has problems with missile search filter in validators? If I set it to exclude than the validator wont work on my units. (and those units are not missiles...) |
12:22.41 | RiFT | the issue is probably something other than the validator? |
12:23.07 | G0A | no |
12:23.20 | G0A | the issue only happens if I set exclued missiles |
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12:30.43 | duckies | so, you exclude missiles from your search validator and it fails by not finding/validating anything ever? |
12:31.18 | duckies | first time I've heard about something like that :D |
12:31.59 | G0A | yeah, its pretty strange |
12:51.30 | monkalizer | what is the smalles screen size that sc2 allows to set (i'm designing dialogs) |
12:51.37 | monkalizer | *smallest |
12:53.20 | DeadZergling | well night all, at least for a whole 5 hours of sleep |
12:53.40 | monkalizer | nighty night! |
12:53.52 | monkalizer | hope all your family sleeps tight |
13:11.37 | G0A | deleting the validator and remaking it fixed it (lol) |
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13:58.03 | monkalizer | argh! what to do! i'm procrastrinating really important stuff but the more angsiety I build the better my maps become! |
14:03.45 | Ahli | angsiety? |
14:04.32 | duckies | I think he ment anxiety |
14:04.44 | monkalizer | ah yes |
14:05.04 | monkalizer | *anxiety |
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14:05.41 | Ahli | fear |
14:06.02 | Repo | Updated wiki entry: Galaxy / Tutorials - http://www.sc2mapster.com/wiki/galaxy/tutorials/ |
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14:08.02 | Repo | Updated wiki entry: Galaxy / Tutorials - http://www.sc2mapster.com/wiki/galaxy/tutorials/ |
14:08.15 | ckSynergy | hey guys, anyone got some radical ideas for data only % based damage reflection? |
14:08.42 | ckSynergy | I know I had combat damage responses working for % based at one point, and now it looks like it got patched |
14:09.08 | ckSynergy | or like I accidentally deleted some critical field to make it work lol |
14:09.20 | Bommes | isn't there some kind of damage - fraction field in damage responses? |
14:10.05 | ckSynergy | you can modify the fraction, yes |
14:10.13 | ckSynergy | but thats damage reduction, not reflection |
14:20.48 | ckSynergy | hmmm |
14:23.04 | monkalizer | http://www.youtube.com/watch?v=ytA9cA2b0K4&feature=relmfu |
14:23.16 | monkalizer | about 2:40 there is a good moment |
14:30.24 | NGKrush | i shortened the cooldown on an attack, now when the unit starts walking again, he slides because the animation hasnt finished playing |
14:30.33 | NGKrush | is there a way to set priorities? |
14:35.51 | ckSynergy | priorities for? |
14:36.32 | ckSynergy | sounds like youll either want to adjust the weapon's period/backswing/etc, or the actor (more than likely the actor) |
14:42.35 | Bommes | ckSynergy: Have you figured out the damage reflection thing already? |
14:42.59 | Bommes | Else I'll try to figure it out for a while |
14:43.47 | ckSynergy | Im still working on it |
14:44.09 | ckSynergy | I dont know what happened. I'm positive I did have it working via data only at one point, but I think that was patch 1.5.2 |
14:45.02 | ckSynergy | Before hand, I had a damage buff that dealt <= 1 damage on the damage response, and that related to a % of damage take on the combat response |
14:45.44 | ckSynergy | but now its just doing the static amount that everyone is accustom to |
14:46.12 | ckSynergy | And I know it was working because setting it to 10% would actually kill my test marines before. Now it takes a good 10 minutes lol |
14:46.47 | Zolden | guys, check my new turret model: http://www.sc2mapster.com/media/attachments/32/949/tesla_coil.jpg |
14:47.06 | ckSynergy | lol |
14:47.10 | ckSynergy | nice? I think? |
14:47.19 | Zolden | yea! |
14:50.17 | monkalizer | nice! |
14:50.24 | monkalizer | I like the orange ball |
14:50.49 | monkalizer | it will look nice when zoomed out. Also its nice to attach some electric/fire etc effect to it |
14:51.31 | duckies | Tesla Coil!! I see you did well with that knowledge of glass boxes :D |
14:52.03 | duckies | though I wonder what are oranges going on top >.> |
14:52.15 | Zolden | yea, they work fine |
14:52.24 | Zolden | fuck, not the orange it is! |
14:52.36 | duckies | lemon coil? |
14:52.38 | Zolden | but I've fixed it with red specular |
14:52.44 | Zolden | it's motherfucking gold |
14:52.53 | monkalizer | you could perhaps make an attachment point on the top, so that its possible to attach stuff into it ingame, then you could manage the "specialization" of the turret with triggers |
14:52.54 | duckies | looks like a fruit to me :3 |
14:52.54 | Zolden | it will shoot badass lightnings |
14:53.10 | Zolden | yeah, I've fixed the frootiness yet |
14:53.30 | duckies | it will shoot fruit juce :D |
14:53.46 | Zolden | monkalizer: sure, I use attachments and crap, but for specializations I just make different turrets |
14:53.50 | Zolden | :)) |
14:54.38 | Zolden | duckies: earlier I made the NOD tower, you may remember ti too: http://www.sc2mapster.com/media/attachments/32/871/nod_tower.jpg |
14:54.48 | Bommes | ckSynergy: Ok I'll try to figure it out |
14:54.55 | duckies | yeah, I saw that too |
14:55.06 | Exaken | That obelisk looks good! |
14:55.07 | duckies | nod obelisk |
14:55.14 | Zolden | yeah |
14:55.26 | Zolden | will shoot a red motherfucking laser in my new TD map |
14:55.26 | duckies | though it feels like something is missing |
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14:55.53 | Zolden | texture details are missing, but it's ok, it's black and badass |
14:56.44 | duckies | I think it's missing that charge up line that goes from bottom to top |
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14:57.02 | Bommes | ckSynergy: You can fire an effect in the damage response though, right? |
14:57.18 | Bommes | So it should be possible to just use a damage effect in the damage response I think |
14:58.16 | Zolden | it won't be missing when creeps come closerr |
14:58.23 | Bommes | Should it do damage based on % of life of the defender or of the attacker? |
14:58.41 | Bommes | or % of the damage? |
14:58.48 | Bommes | % of the damage dealt, right? |
14:58.54 | Bommes | sry misunderstood that |
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15:09.58 | Bommes | the Location field seems not really right in my opinion |
15:10.46 | Bommes | as far as I remember it worked different some months ago, but I could be wrong |
15:12.57 | ckSynergy | yea % of the damage |
15:13.14 | ckSynergy | Defender is the unit being attacked, attacker is the unit attacking |
15:13.50 | ckSynergy | so, in this case, we leave it at defender and apply the behavior to the normal unit, then the damage response would be damage affecting the Target |
15:17.25 | ckSynergy | now I could probably work around it with a negative leech life behavior on the attacker, but I dont think that would trigger a damage response (which would be used to make the final damage applied by the defender) |
15:17.38 | monkalizer | http://monkalizer.blogspot.se/2012/11/new-outline-of-hercmerc-ui.html |
15:17.47 | monkalizer | new UI I'm working on: what do you think? |
15:18.32 | ckSynergy | not sure what im looking at monk |
15:18.40 | Dustin|Work | rough draft looks good |
15:19.03 | ckSynergy | eh id say its more of a rough outline lol |
15:19.19 | monkalizer | yeah, it is... everything is just placeholder |
15:19.50 | monkalizer | but from a user perspective, do you think it would work with a tabbed interface? |
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15:20.01 | ckSynergy | Possibly |
15:20.07 | ckSynergy | might want to make the buttons a little taller |
15:20.19 | ckSynergy | on the left |
15:20.23 | monkalizer | the tab-buttons? |
15:20.26 | monkalizer | yeah |
15:20.38 | monkalizer | they should be standard 75 px size |
15:20.59 | monkalizer | its hard to design these interfaces because peoples screens are different |
15:21.43 | Dustin|Work | Design that shit, then go through it with every res you can :P |
15:30.26 | ckSynergy | oh psh |
15:30.31 | ckSynergy | you dont have to worry about res like that |
15:30.52 | ckSynergy | basically, I think the minimum resolution is 1600x1200 on sc2 |
15:31.03 | ckSynergy | and 75 is going to be very very narrow |
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15:32.27 | ckSynergy | but you can always test and see if its that you need |
15:32.43 | Dustin|Work | minnimum 1600x1200? |
15:32.44 | Dustin|Work | wha |
15:32.49 | Dustin|Work | My res is 1600x900 |
15:33.05 | ckSynergy | minimum res in sc2 is ~ 1600x1200 |
15:33.15 | Dustin|Work | that makes no sense |
15:33.31 | ckSynergy | lol, hey I didnt design the system, im just telling you how it is |
15:33.40 | Dustin|Work | people have alot smaller resolutions then that |
15:33.42 | monkalizer | my minimum is 1024x768 |
15:33.57 | ckSynergy | My computer only runs 1280x768, but somehow sc2 manages to squeeze it into 1600x1200 |
15:34.00 | monkalizer | thats my point, what if some people have 800x600? |
15:34.12 | ckSynergy | it squeezes it |
15:34.19 | ckSynergy | let me show you an example |
15:35.05 | monkalizer | The distances you define in the dialog editing seems to be some kind of relative values, not pixels |
15:35.32 | ckSynergy | its not relative, its pixels |
15:35.33 | ckSynergy | lol |
15:35.52 | monkalizer | ?? so a larger dialog will appear larger on a smaller screen? |
15:36.28 | monkalizer | yep it does |
15:36.49 | ckSynergy | :P |
15:36.51 | monkalizer | so the largest dialog that I can do is about 900x500 pixels |
15:36.53 | ckSynergy | http://i.imgur.com/rjDr4.jpg |
15:37.10 | monkalizer | whats that? |
15:37.19 | ckSynergy | thats how a 300px by 75px box would render on my screen |
15:38.08 | ckSynergy | youd set the size of the box to 300x75, but on my screen, it would render at 225x50 |
15:38.29 | ckSynergy | and no, the largest dialog you can do is 1600x1200 :) |
15:39.11 | ckSynergy | here |
15:39.12 | ckSynergy | http://i.imgur.com/mdhQ0.jpg |
15:39.16 | ckSynergy | that should help you |
15:40.00 | ckSynergy | its a bit dated, but generally accurate |
15:42.35 | Dustin|Work | Ohh nice little excel |
15:42.41 | Dustin|Work | Do you have that posted on sc2 mapsteR? |
15:50.58 | monkalizer | http://monkalizer.blogspot.se/2012/11/new-outline-of-hercmerc-ui.html the UI with some improved graphics |
15:51.48 | ckSynergy | its on sc2mapster somewhere |
15:52.12 | ckSynergy | its not originally mine lol |
15:52.22 | ckSynergy | but its a live saver :P |
15:52.26 | ckSynergy | *life |
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15:53.34 | Dustin|Work | Yeah it's nice :) |
15:54.28 | Dustin|Work | I wonder how the editor stores tooltips for the data fields and if we can overwrite them with a table that has more written by the community |
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16:04.08 | Zandose | hi |
16:04.29 | Dustin|Work | sup homie |
16:06.17 | Zandose | nothing. just looking to see if anyone knows how to make a pathing system. simply goings from point a to b without some randomish directions. looking on sc2 first |
16:07.16 | monkalizer | Zandose: there are some pathing functions that came with 1.5. There is also a function that calculates cost of a path |
16:07.43 | monkalizer | but they are a bit limited though... |
16:08.27 | ckSynergy | Dustin? |
16:08.57 | ckSynergy | what do you mean stores tooltips for data fields? |
16:09.21 | ckSynergy | the text is stored to a string link, and the string link is whats put into the actual data field |
16:09.48 | ckSynergy | Ex. Button/Flavor/Text="This is some really cool text somewhere floating in space" |
16:10.07 | ckSynergy | and the data field would be "Tooltip=Button/Flavor/Text" |
16:11.28 | Zandose | I don't believe the built-in pathing is what I'm looking for. I don't need the game to decide where a unit can move. I just created a bunch of doodads (forget the footprint) and now I need to destroy some of them along a random path going form point a to b. I think I got a idea now of how to do it. |
16:11.29 | ckSynergy | now if youre talking dynamic inputs, when you use something like <d ref="">, it simply grabs the value from the xml field it refers to |
16:11.56 | ckSynergy | like MineralZ? lol |
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16:12.13 | ckSynergy | *sigh* I miss the old mineralz |
16:12.15 | Zandose | perhaps. not creating anything like that game though |
16:24.26 | Zolden | monkalizer: I thinkm you on't need to let bunker be destroyed, you only need to change its owner on death, there is a behavior to prevent edath |
16:25.28 | monkalizer | mhm |
16:25.37 | monkalizer | will add it to my todo list |
16:25.44 | monkalizer | im working on a new dialog system now :) |
16:27.43 | ckSynergy | new dialog system? |
16:28.06 | monkalizer | yeah the pictures I showed you |
16:29.46 | ckSynergy | thats a UI not a system lol |
16:30.20 | monkalizer | well the system part is how it relates to my game content. I had one system before and now I have another :) |
16:30.28 | ckSynergy | mmm k |
16:53.31 | *** join/#sc2mapster G0A (~hookah604@82-131-185-86.pool.invitel.hu) |
16:54.06 | G0A | rofl my map jumped from popularity 100+ to 17th under one day and its keep growing |
16:57.34 | duckies | wgich one? |
16:57.43 | duckies | *which |
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17:23.25 | G0A | Nexus Squadron Strike |
17:23.30 | G0A | now its 15th:D |
17:24.02 | Dustin|Work | Is it just a modded nexus wars? |
17:25.10 | Zolden | lol, it's yours G0A |
17:25.34 | Zolden | I noticed it and considered as trolling |
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17:26.21 | G0A | Zolden its a polished trolling:D |
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17:26.37 | G0A | Dustin|Work kind of |
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17:28.35 | G0A | but I started from scratch. |
17:29.03 | G0A | ( not that it took more than 1-2 hours to implement the basics) |
17:33.21 | ckSynergy | Ok, I think I have a long complicated work around to % damage lol |
17:34.59 | G0A | Rofl since when can we click on people in reviews and see their profile? |
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17:39.10 | *** join/#sc2mapster Skaft (~Skaft1@u193-11-162-89.studentnatet.se) |
17:39.41 | Skaft | Hey guys, anyone who would like to test my map on the eu server? |
17:41.50 | monkalizer | sure |
17:41.57 | monkalizer | 3 min, have to close some stuf |
17:42.01 | Skaft | alright |
17:42.07 | Skaft | preferably would need 1-2 more |
17:42.20 | monkalizer | ok |
17:42.26 | monkalizer | i'l be waiting |
17:43.06 | Skaft | cool. |
17:49.33 | Skaft | not alot of people arround? :3 |
17:49.57 | monkalizer | nah |
17:50.05 | monkalizer | not in eu, most people are americn :) |
17:50.24 | Skaft | that's a bummer : p |
17:50.40 | Dustin|Work | Cant wait for region unlocking |
17:50.50 | Skaft | They are implementing that? |
17:50.52 | Dustin|Work | will help so much for finding testers Id think |
17:50.53 | Dustin|Work | Yup |
17:51.03 | Skaft | that's nice |
17:51.28 | Skaft | my map is almost done I think, but there might be alot of bugs which i cant test myself :/ |
17:51.37 | Dustin|Work | Im sure there is :P |
17:52.23 | monkalizer | working with unit groups instead of players worked for me. If I play locally I set all player groups manually, and if I play online I set them using data from the game lobby |
17:52.40 | monkalizer | *player groups of course, not unit grouås |
17:52.41 | monkalizer | groups |
17:52.55 | G0A | Seems like when your map reaches 16th top played, than its removed from up and coming. |
17:54.33 | Skaft | :/ |
17:55.26 | monkalizer | heh |
18:01.00 | ckSynergy | ok can I get some help testing something? |
18:01.29 | ckSynergy | or some thoughts on a concept |
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18:03.16 | Skaft | sure i guess |
18:03.29 | monkalizer | ckSynergy: arent you in america= |
18:03.36 | ckSynergy | yea why? |
18:04.01 | Skaft | oh then i cant :3 |
18:04.03 | monkalizer | so Skaft cant help you :( |
18:04.09 | Skaft | :( |
18:04.41 | ckSynergy | why not? lol |
18:04.51 | ckSynergy | oh I didnt mean online testing |
18:04.54 | ckSynergy | alright, heres the deal |
18:05.31 | ckSynergy | I have a behavior on a unit, the behavior has a combat response of 1, and triggers a persistent effect which affects the target |
18:05.39 | ckSynergy | the persistent deals 1 damage to target |
18:06.04 | ckSynergy | the persistent has "persist until destroyed", and a periodic validator unit "weapon is firing" validating "target" |
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18:06.24 | ckSynergy | the periods is set to 0.0625 |
18:07.32 | ckSynergy | Seems like it would work for damage reflection, but not too sure |
18:07.47 | ckSynergy | especially if its fast high damage |
18:09.28 | ckSynergy | thoughts? |
18:10.02 | Skaft | not really following on what you want to do |
18:10.41 | ckSynergy | return a % of damage taken to the attacker |
18:10.47 | ckSynergy | via data only |
18:13.47 | ckSynergy | nvm. Looks like it's ~ right for a marine attack, lets see if changing the unit/weapon does anything |
18:14.51 | ckSynergy | damn looks like it works the opposite of whats wanted lol |
18:18.15 | monkalizer | my new UI (latest iteration)... its so f***ing hard to make graphics that are not tacky! http://monkalizer.blogspot.se/2012/11/new-outline-of-hercmerc-ui.html |
18:19.37 | ckSynergy | its not that hard |
18:20.11 | monkalizer | i think so |
18:20.28 | monkalizer | :( |
18:20.39 | monkalizer | i'm tasticapped |
18:23.40 | Dryeyece | you cant do that |
18:23.49 | Dryeyece | Data cannot get current values for anything |
18:23.57 | Dryeyece | the only way to get a current value with data is a validator |
18:25.17 | ckSynergy | who are you talking to dry? |
18:26.39 | Dryeyece | you |
18:29.30 | ckSynergy | about what? lol |
18:29.46 | ckSynergy | what you just said doesnt really apply to what im doing |
18:29.50 | Dryeyece | ] <ckSynergy> return a % of damage taken to the attacker [12:10] <ckSynergy> via data only |
18:30.44 | ckSynergy | ok, and you know this for a fact? you built the sc2 engine? you've tried every possible combination of effects and validators to see? |
18:31.30 | Dryeyece | I didnt make the editor but I know this is impossible without triggers |
18:31.41 | Dryeyece | because there is absolutely no way to detect the amount of damage done |
18:31.51 | Dryeyece | except viz a validator for every value |
18:32.13 | Dryeyece | and since damage is a real value and not an integer that makes it technically gozillions of validators you would need |
18:33.00 | Dryeyece | because the only way the data part of the editor can get a current value for anything is with validators |
18:33.09 | ckSynergy | you know, Im really glad you said something |
18:33.30 | Dryeyece | I have tried to do what you are doing in data onnly a long time ago and I hit the wall |
18:33.48 | ckSynergy | Your walls arent mine |
18:34.04 | Dryeyece | I will say GL then |
18:34.25 | ckSynergy | Just got it working |
18:34.40 | ckSynergy | :P |
18:34.56 | Dryeyece | your behavior is reflecting a % of the damage taken by the source? |
18:35.01 | ckSynergy | yes |
18:35.09 | Dryeyece | how? |
18:35.35 | ckSynergy | I set it to 100% currently, and a marine is taking 1 damage, and a ultralisk is taking 15 |
18:35.48 | ckSynergy | factoring in armor, its right on par |
18:35.49 | Dryeyece | you set what to 100% |
18:35.55 | ckSynergy | the reflect % |
18:36.09 | Dryeyece | where is there a field for reflect %? |
18:36.38 | ckSynergy | There isnt a field. You have to build the chain. Gotta step out of the box everyone says you have to stay in. ;) |
18:37.07 | Skaft | any european guys who want to test a map here? :) |
18:37.20 | Dustin|Work | What exactly is this chain |
18:37.23 | Net_Creator | Jeez, this community was so much less cold and unwelcoming back in beta. |
18:37.32 | Dryeyece | So how did you do it? I don't mind admitting I am wrong at all by any means, but I would really like to know how you managed to do it |
18:37.57 | ckSynergy | I'll tell you if you test it for me and confirm if it works as intended :) hows that? |
18:38.10 | ckSynergy | From what I can tell, it works |
18:38.27 | ckSynergy | but perhaps you can come up with unique scenarios to test |
18:38.30 | Dryeyece | ok |
18:38.31 | Dryeyece | sure |
18:38.36 | Dryeyece | I am dying to actually |
18:39.31 | ckSynergy | ok, so in my test example, I use a ultralisk vs marine and ultra vs ultra |
18:39.35 | *** join/#sc2mapster Taintedwisp (4bb541ee@gateway/web/freenode/ip.75.181.65.238) |
18:39.36 | Taintedwisp | HEY EVERYONE!!!!!!!!!!!!!!!! |
18:39.48 | Taintedwisp | Hey Blizz-Deletarius, you there by chnace? |
18:40.00 | Dryeyece | do you have the unit reflecting damage's weapon turned off? |
18:40.01 | Taintedwisp | \Dang dogmai isnt on |
18:40.10 | ckSynergy | Now, for MY ultra, I apply a behavior that gives a combat response of 1, and an effect handled is set to a persistent effect |
18:40.28 | Taintedwisp | Guess im about 4 hours too late for dogmai support haha |
18:40.32 | Dryeyece | Nothing abnormal about that |
18:40.42 | ckSynergy | the persistent is set to "persist until destroyed", the periods is set to 0.0002 (the smallest possible), and the period effect is a damage effect that deals 0.0002 damage |
18:41.03 | ckSynergy | the periodic validator is set to "caster weapon firing" |
18:41.41 | ckSynergy | not the validator is named a little odd, but its a default and actually applies to "target" |
18:41.47 | ckSynergy | which works in our scenario |
18:41.58 | Blizz-Deletarius | hi taintedwisp |
18:42.02 | Blizz-Deletarius | how can I help you? |
18:42.03 | ckSynergy | so, our unit gets attacked, the persistent runs on target unit, and keeps firing off the damage effect |
18:42.18 | Taintedwisp | Hey do you remember Dogmais Post about the Mini Map icons on the fourms? |
18:42.35 | ckSynergy | since weapons have a "period" for how long they take to fire, the 0.0002 damage keeps running until the weapon on the enemy stops |
18:42.37 | Blizz-Deletarius | I remember it |
18:42.46 | Taintedwisp | I am having the same problems, I dont know the specifics about his, but SOME of the units I spawn via triggers Wont show their icons |
18:42.50 | Taintedwisp | Nor a power feild model |
18:43.17 | Blizz-Deletarius | o_O |
18:43.38 | Taintedwisp | If I use makeunit on these same units, then the icons and everything shows fine |
18:43.48 | Taintedwisp | Well I say units, but I mean building |
18:43.50 | Taintedwisp | :P |
18:44.18 | ckSynergy | So, as far as I can tell it works as intended |
18:44.36 | Taintedwisp | i was feeling jumpy yesterday, and did a TON of work on my map, one of which was minimap icons :P |
18:45.35 | Taintedwisp | Also everyone I finished my Heroes LOoks :P and i finished 2 heroes yesterday |
18:45.36 | Taintedwisp | http://i183.photobucket.com/albums/x171/11shadowwolf/Terrain050.jpg |
18:45.37 | Taintedwisp | :P |
18:45.48 | Taintedwisp | so only 2 more heroes togo |
18:45.56 | Taintedwisp | then 6 heroes will need to be made levelable |
18:46.09 | ckSynergy | unless Blizz-Deletarius wants to tell me that Im way off lol |
18:46.49 | Skaft | pretty cool models |
18:46.58 | Taintedwisp | I woke up feeling Jumpy again today :P |
18:47.09 | *** join/#sc2mapster Dryeyece (4252a22d@gateway/web/freenode/ip.66.82.162.45) |
18:47.10 | Taintedwisp | soooo i suspect tons more work will be done today haha |
18:47.16 | Dryeyece | uggh my client froze |
18:47.22 | Taintedwisp | :P |
18:47.28 | Taintedwisp | Dryeyece check it |
18:47.29 | Taintedwisp | http://i183.photobucket.com/albums/x171/11shadowwolf/Terrain050.jpg |
18:47.33 | Taintedwisp | I finished all my units looks |
18:47.42 | Taintedwisp | Well I might go back and retecture the infestor |
18:47.53 | Dryeyece | Cksynergy the last thing I saw from you was that the persistent has the validator cater weapon firing on it |
18:48.17 | Dryeyece | no we didnt get minmap icons dixed yet |
18:48.25 | Dryeyece | but it is localized to certain maps |
18:48.39 | Taintedwisp | ahh, well I have the same problem but I have isolated the problem |
18:48.40 | Dryeyece | I madea a new map to work on the RPG terrain with and the minimap icons work fine on that map for whatever reason |
18:48.43 | ckSynergy | Behavior w/ combat response 1->persistent that persistent until destroyed, period 0.0002, validate weapon firing->damage effect that deals 0.0002 damage on target |
18:48.59 | Taintedwisp | For me atleast its SOME units spawned by triggers |
18:49.12 | Dryeyece | sounds like that persistent effect will persist forever until the caster stops firing his weapon |
18:49.33 | Taintedwisp | IF you think it would help, Tell dogmai, or you can borrow my map so you could maybe compare and figure out exactly what in triggers causes it |
18:49.58 | Taintedwisp | Then maybe we can get a legit bug report that can be recreated to blizz |
18:50.09 | Dryeyece | I will tell him but even when our minimap icons worked fine our heroes were still being created the same way they are now |
18:50.20 | ckSynergy | yes exactly |
18:50.21 | Taintedwisp | Yeah same here, for me its just buildings |
18:50.30 | Dryeyece | Ck how is your behavior or persistent detecting the amount of damage recieved? |
18:50.45 | ckSynergy | the persistent is |
18:51.07 | ckSynergy | it runs frequently every period, a weapon runs frequently every period |
18:51.08 | Dryeyece | then you must have some other validator on it other than caster weapon firing |
18:51.22 | ckSynergy | nope |
18:51.27 | Dryeyece | yeah but what does a weapon firing have to do with the amount of damage recieved? |
18:51.34 | ckSynergy | facepalm |
18:51.50 | ckSynergy | how does a unit recieve damage? |
18:52.00 | Dryeyece | from an effect |
18:52.05 | ckSynergy | right |
18:52.10 | ckSynergy | and the effect is typically tied to... |
18:52.20 | Dryeyece | either an ability or a weapon |
18:52.35 | Dryeyece | but the weapon firing doesnt have anything to do with the amount of damage the effect is doing |
18:53.26 | Dryeyece | that is determined by the value in the amount field of the damage effect, a weapon can fire and do no damage or it can fire and do 100 damage, so I say again how does weapon firing have anything to do with the "amount" of damage being done |
18:53.47 | Taintedwisp | But yeah let him know dryeye, that would be great maybe we can both get our crap solved haha |
18:53.50 | Dryeyece | I am not saying your stuff isnt working i am just trying to understand if it is working how |
18:54.11 | Dryeyece | @Taintedwisp agreed lol |
18:55.04 | Taintedwisp | NOW how should I go about this... HMM :P |
18:55.38 | Taintedwisp | I want to make an ability that when the unit dies he explodes for High AOE damage |
18:55.46 | Taintedwisp | with the model of the nuke haha |
18:55.49 | Dryeyece | thats not an ability |
18:55.51 | Dryeyece | thats just a behavior |
18:55.55 | *** join/#sc2mapster Ingela (~Ingela@213-66-222-210-no37.business.telia.com) |
18:56.08 | Taintedwisp | really? |
18:56.17 | Dryeyece | combat damage response chance 1, count max, start, use 1 |
18:56.36 | Dryeyece | check off fatal, and put the effect you want int he handled dropdown |
18:57.31 | ckSynergy | Dry: I'll admit, its not tied to the actual damage but rather how long the weapon is firing |
18:58.29 | duckies | ck, is this all a theorycrafting or you've got it working on a map? :O |
18:59.03 | ckSynergy | working on a map |
18:59.20 | ckSynergy | in a sense |
18:59.27 | ckSynergy | Im still testing it out |
18:59.33 | ckSynergy | having some mixed results |
18:59.50 | duckies | and btw I thought that smallest possible period in data is 0.0625 :/ |
19:00.30 | Dryeyece | then I hate to tell you this but you are not reflecting a % of damage done, you are reflecting damage as long as the caster is firing its weapon |
19:00.42 | Dryeyece | no in data a period can be 0 |
19:00.51 | Dryeyece | in triggers the shortest wait you can do is a game loop |
19:00.54 | ckSynergy | a marine takes ~1 damage with this method, an ultra takes ~ 15 damage. The unit recieving the damage has a armor value of 3.75. Marine deals 6 (*.5) damage, ultra deals 16 |
19:01.35 | Dryeyece | make the marine damage effect 1 |
19:01.38 | Dryeyece | temporrarily |
19:02.30 | ckSynergy | eh I tried a marauder and it was dealing no damage |
19:02.31 | ckSynergy | blah |
19:02.38 | Dryeyece | then set to allied marines on the terrain, have one of them attack the other one, and have the one being attacked attack something else |
19:02.44 | Dryeyece | and see if you reflect only 1 dmg |
19:03.03 | Dryeyece | two allied* |
19:03.13 | ckSynergy | looks like the validator is based on the damage point |
19:03.35 | Dryeyece | The damage point on the weapon? |
19:04.38 | ckSynergy | not too sure |
19:04.46 | ckSynergy | but yes |
19:04.56 | ckSynergy | I'm trying to figure out a method for this |
19:05.04 | ckSynergy | there has GOT to be a way |
19:05.07 | Dryeyece | it doesn't matter because for what you are trying to do whether or not anyone is firing a weapon is irrelevant |
19:05.18 | Dryeyece | there isnt man |
19:05.28 | Dryeyece | its not you or me its the editor and the way that data functions |
19:05.52 | Blizz-Deletarius | dry |
19:05.54 | Blizz-Deletarius | check your messages |
19:05.55 | Dryeyece | it is incapable of getting a current value, it can only get preset values because that is all data is, predefined values |
19:05.57 | Blizz-Deletarius | tia |
19:06.35 | Dryeyece | ty sir |
19:07.25 | Dryeyece | there isnt even a validator for detecting amount of damage taken |
19:07.31 | ckSynergy | Right, I understand that |
19:07.43 | Dryeyece | all a validator can do in respect to damage itself is detect how long its been sincce X unit took damage |
19:07.52 | ckSynergy | but as far as data, we have things like "leech life" which is based on point values for damage taken/delt |
19:08.08 | Dryeyece | yeah but thats different |
19:08.11 | Dryeyece | and built in |
19:08.25 | ckSynergy | right, and thats what Im looking for. the built in method |
19:08.36 | Dryeyece | there isnt one |
19:08.43 | Dryeyece | if there was trust me I would know about it |
19:09.00 | ckSynergy | hmmm ok then |
19:09.07 | Dryeyece | good news is what you want to do is possible but you need a trigger |
19:09.19 | Dryeyece | Why are you so adamant about not using a trigger to help? |
19:09.39 | ckSynergy | I dont like having a function run every time any unit takes damage |
19:09.56 | Dryeyece | you dont need one |
19:10.20 | Dryeyece | take every effect off that persistent that your behavior produces and run your trigger off effect used |
19:10.45 | ckSynergy | ah |
19:10.57 | Dryeyece | that way you have the effect there to attach art to and stuff and the trigger responds only to damage taken by unit with X behavior |
19:11.10 | ckSynergy | still, shame its not built in |
19:11.18 | Dryeyece | umm wait no that wont work |
19:11.27 | Dryeyece | you would have to use the unit takes damage |
19:11.35 | Dryeyece | because you need to quantify the amount recieved and do some math with it |
19:11.47 | Dryeyece | just make the condition unit has behavior X |
19:12.10 | ckSynergy | yea, "any unit" takes damage. not exactly the most desired result |
19:12.20 | ckSynergy | oh well |
19:12.29 | Dryeyece | For me I just made my damage reflect behaviors reflect a predefined dmg amount |
19:13.31 | ckSynergy | afk a few |
19:15.14 | *** join/#sc2mapster Dryeyece_ (4252a22d@gateway/web/freenode/ip.66.82.162.45) |
19:16.55 | Dryeyece_ | hello? |
19:17.07 | Taintedwisp | hey |
19:17.27 | EnexyNunu | hi |
19:17.53 | Taintedwisp | http://wiki.znc.in/ZNC I hear that doesnt have those pesky disconnect problems |
19:18.00 | Dryeyece_ | Weird the top of my screen says Dryeyece has timed out lol |
19:18.35 | Dryeyece_ | wtf is that on your zealots arm? |
19:19.29 | Dryeyece_ | thats an observer ass isnt it |
19:19.36 | *** join/#sc2mapster DeadZergling (836bae1d@gateway/web/freenode/ip.131.107.174.29) |
19:19.59 | monkalizer | latest UI news (for those who care :)) http://monkalizer.blogspot.se/2012/11/new-outline-of-hercmerc-ui.html |
19:20.40 | Dryeyece_ | Taintedwisp |
19:21.15 | Taintedwisp | yo |
19:22.14 | Taintedwisp | YO dryeyece what is it? |
19:27.38 | ckSynergy | back |
19:29.05 | Taintedwisp | WB |
19:29.41 | Taintedwisp | Dryeyece you there? |
19:29.51 | Taintedwisp | OHHH |
19:30.01 | Taintedwisp | you were talking to me and I didnt respond haah |
19:30.09 | Taintedwisp | HHAHAH yeah thats an observers ass :P |
19:30.18 | Taintedwisp | Looks cool though haha |
19:30.20 | ckSynergy | I think I should make a statement real quick. It's not that Im out to disagree with everyone, and its not that I'm opposed to triggers. It's just I believe in trying to do things the most correct and efficient route. When it comes to the editor, there are a LOT of unknowns, and there have been a number of things people have told me were "not possible", and then I went on to do it. Not to |
19:30.21 | ckSynergy | prove them wrong, but to show that it can be done. A lot of people are too quick to dismiss something as impossible. |
19:30.36 | Taintedwisp | I had it set up another way but it looked like some Kinda power rangers mega zord haha |
19:31.16 | ckSynergy | It's like brilliance aura (% based regen). Entirely possible in the data editor alone |
19:34.56 | Dryeyece_ | sorry yeah just a sec |
19:35.18 | Dryeyece_ | I was making a post on the blizzard forums about some stuff I want O.o |
19:35.23 | Taintedwisp | :P |
20:46.00 | *** join/#sc2mapster purl (~purl@rikers.org) |
20:46.00 | *** topic/#sc2mapster is http://sc2mapster.com | sc2mapster bnet2 channel | HotS Beta has begun and 1.5 Arcade is FTW! | We want your broken maps! http://bit.ly/aU9AgC | Join #sc2replayed for SC2Replayed | This channel is logged, via purl |
20:46.02 | monkalizer | the dialog/image system is cooperating with me today so I guess its good to continue working on it... |
20:46.31 | monkalizer | it was supposed to look like shade |
20:46.36 | *** join/#sc2mapster Ahli (~casdasdqq@dslb-092-073-204-062.pools.arcor-ip.net) |
20:46.38 | monkalizer | but yeah they do |
20:46.53 | DeadZergling | why is the top one so much bigger in top right ? |
20:46.58 | DeadZergling | err, top left |
20:47.31 | monkalizer | its tabs, the top left one has been selected |
20:47.49 | monkalizer | but the overlap is somehow not blending in properly |
20:48.54 | monkalizer | the button icons seemed cool when I made them... now they dont look so cool anymore. it was supposed to look like skull-helmets :) |
20:49.25 | *** join/#sc2mapster MasterReY (~Goa@77.21.36.157) |
20:49.30 | MasterReY | Hello guys |
20:49.33 | DeadZergling | oh, I thought they were like the computer monitors I used at school to play oregon trail |
20:49.49 | *** join/#sc2mapster Stranger (~whois@69.165.142.65) |
20:49.50 | MasterReY | One quick question: Are there any Text display effects in the sc2 editor? |
20:49.56 | monkalizer | I have this skull-theme on my maps you see |
20:50.11 | MasterReY | like blinking or changing the size |
20:50.14 | DeadZergling | and now you have 1970s computer monitor as a theme too |
20:50.22 | Dustin|Work | no master |
20:50.26 | MasterReY | kk :) |
20:50.37 | Dustin|Work | You can emulate those effect for dialogs |
20:50.49 | Dustin|Work | But not just for any text |
20:51.51 | *** join/#sc2mapster DeadZergling_ (836bae1d@gateway/web/freenode/ip.131.107.174.29) |
20:51.58 | *** join/#sc2mapster monkalizer_ (b044cb07@gateway/web/freenode/ip.176.68.203.7) |
20:52.08 | DeadZergling_ | discoed you too eh monk? |
20:52.21 | monkalizer_ | mhm :( |
20:52.24 | MasterReY | look at this video |
20:52.26 | MasterReY | http://www.youtube.com/watch?v=mQ_XCx1cAaI |
20:52.28 | monkalizer_ | i have no 70s computer theme |
20:52.34 | MasterReY | at the begining there is the word "top" |
20:52.45 | monkalizer_ | internet got mad when you said that and disconnected me |
20:52.52 | DeadZergling_ | those buttons remind me so much of green based colored monitors though, lol |
20:52.55 | MasterReY | it is very big in beginning and then "falls" to the ground |
20:52.57 | MasterReY | something like that |
20:53.06 | MasterReY | i want to to that with a single text |
20:53.31 | MasterReY | i guess thats too much right? :D |
20:53.36 | MasterReY | no way to emulate? |
20:54.33 | monkalizer_ | MasterReY: you want to create an effect where the text is changing in size? |
20:54.51 | MasterReY | thats what it is basically i guess |
20:55.04 | monkalizer_ | you can do it with dialogs and a while loop |
20:55.07 | MasterReY | it should look like its falling from the camera to the ground |
20:55.12 | MasterReY | dunno how to describe it better |
20:56.13 | G0A | wow, by now my map mover from 100th+ to 12th under a day.D |
20:56.20 | G0A | moved* |
20:56.24 | monkalizer_ | create a dialog what covers the entire scree => create an image => create a handle to the image (a variable) => start a while loop and each 0.2 second or so make the size of the image slightly smaller. you can rotate it too if you wish :) |
20:56.37 | MasterReY | i looking for a "set dialog scale" action or so but didnt find one |
20:57.02 | MasterReY | ya ok thats with an image |
20:57.15 | MasterReY | but with normal text written in the editor its not possible right? |
20:57.23 | monkalizer_ | no you have to set the size in exact numbers, and calculate that shrinking size with some functions |
20:57.48 | monkalizer_ | yes you can do that too, but instead of recalculating the size of the image, you recalculate the size of the text |
20:58.10 | *** join/#sc2mapster Dryeyece (4252a22d@gateway/web/freenode/ip.66.82.162.45) |
20:58.42 | monkalizer_ | instead of the dialog variable you need a text variable |
20:58.43 | MasterReY | well i know the "set dialog item size" but it only changes the borders of the dialog |
20:58.46 | MasterReY | doesnt change the text |
20:59.50 | MasterReY | basically io cant find a way to chnage the size of a text |
21:00.41 | Dryeyece | dont you have to use a style to do that? |
21:00.47 | monkalizer_ | I'l put something together |
21:00.57 | MasterReY | except using something like <s val="ModLeftSize12"> --> <s val="ModLeftSize16"> ---> <s val="ModLeftSize20"> |
21:01.02 | MasterReY | but thats not really nice haha |
21:01.16 | MasterReY | i know i can also have custom styles |
21:01.20 | MasterReY | and im using some already |
21:01.38 | MasterReY | so i could use <s val="ModLeftSize12"> --> <s val="ModLeftSize13"> --> <s val="ModLeftSize14"> to make it look more smooth |
21:01.48 | MasterReY | but that just looks odd^^ |
21:02.31 | Dryeyece | well you could make an image in an image editor like gimp for example that has your text on it but that s only if what the text says never changes |
21:02.39 | MasterReY | you know i want something like the "Achievement unlocked" splashes when you unlock an achievement in a melee game or so^^ |
21:03.19 | MasterReY | yea Dry, i know that method, but i dont really wanna convert every text to an image^^ |
21:03.41 | Dryeyece | yeah if your text changes what it says then doing it that way wouldnt be very efficient lol |
21:04.10 | MasterReY | ye^^ |
21:05.00 | Dryeyece | So yeah the only way I know to change anything about text other than its position, is with a style 8( |
21:05.16 | Dryeyece | well with a text tag you can change the size |
21:05.19 | *** join/#sc2mapster Exaken (~kvirc@dhcp-077-251-207-054.chello.nl) |
21:06.48 | MasterReY | oh ok, i didnt know text tags yet |
21:07.12 | MasterReY | but yeah it only has 12,16,24,32^^ |
21:10.15 | Skaft | What's your map called G0A? |
21:10.21 | Dustin|Work | Ugh Im over working today |
21:10.35 | Dustin|Work | Someone hire me to make maps for them all day :D |
21:12.15 | monkalizer_ | so i made a solution based on text tags for you... lets se if it works :) |
21:14.32 | monkalizer_ | MasterReY: I'l upload something on mapster. It scales a bit choppily but works fine :) |
21:14.34 | MasterReY | oh wow :D |
21:15.16 | MasterReY | did you use an invisible unit and modify the height of the text tag of that unit in a while loop? |
21:17.31 | monkalizer_ | http://www.sc2mapster.com/maps/hercmerc-project/files/8-new-ui-and-bonus-gift-for-master/ |
21:17.45 | monkalizer_ | no i used the camera position |
21:17.48 | monkalizer_ | of a player |
21:18.15 | monkalizer_ | you got some bonus stuff there that includes my new UI for a mod I'm making :P |
21:18.27 | monkalizer_ | Your function is the first one in the trigger editor |
21:18.31 | MasterReY | nice, thanks |
21:18.35 | MasterReY | will check it out now |
21:20.23 | DeadZergling_ | lol that's funny, monk, bonus gift |
21:20.38 | MasterReY | wtf they all have the same name^^ |
21:20.58 | monkalizer_ | the functions? |
21:21.02 | monkalizer_ | try press ctrl D |
21:21.18 | MasterReY | thank god lol |
21:21.32 | Zolden | lol |
21:21.48 | monkalizer_ | I actually paniced the other day, sent in a bug report about that |
21:21.55 | monkalizer_ | :D |
21:22.03 | MasterReY | like 10 diff. functions with the same name and everyone had 3-4 parameters with the same name and local variables with the same name |
21:22.34 | MasterReY | and every action of the functions just had "Untitled Parameter" or "Untiteled Variable" in them like 10 times |
21:22.35 | MasterReY | ^^ |
21:23.01 | monkalizer_ | it has to do with localization. All functions have a name and a handle. Normally you only edit the handle. All fuctions and variabls have the same default name... stupid if you ask me :) |
21:24.04 | monkalizer_ | DeadZergling_: you have the 70s computer button icon in there if you want it... |
21:25.10 | monkalizer_ | yeah I know... I have learned the hard way to use records and functions to build them... helps A LOT |
21:25.42 | DeadZergling_ | I use those as well |
21:25.44 | DeadZergling_ | I just lack the patience |
21:26.02 | monkalizer_ | but I think I figured it out today, how I should work with them... they are nice to me now :D |
21:26.18 | DeadZergling_ | I'll have to be patient with them soon to make a working quest system though |
21:26.21 | monkalizer_ | Feels like taming a mad horse |
21:26.30 | DeadZergling_ | may put in some shop dialogs too |
21:27.13 | *** join/#sc2mapster Ashamed (43874626@gateway/web/freenode/ip.67.135.70.38) |
21:27.14 | monkalizer_ | Actually I think the logic of dialogs is the hardest part, as well as making things end up where they are supposed to |
21:27.37 | G0A | Skaft Nexus Squadron Strike. |
21:27.39 | DeadZergling_ | I agree, the logic is a tricky one |
21:27.51 | DeadZergling_ | trying again and again can get them to look nice enough |
21:28.02 | DeadZergling_ | but logic is a diff story |
21:29.12 | monkalizer_ | I made these check-functions that work pretty well, like checkPlayerCash, checkPlayerTechTree, checkPlayer... to see if I should enable a button |
21:30.31 | DeadZergling_ | pity I can't translate C# dialog code into SC2, lol |
21:30.38 | DeadZergling_ | could make dialogs all day at work if I could do that |
21:31.12 | monkalizer_ | mhm :) |
21:31.30 | monkalizer_ | you have to make an api that translates into sc editor script |
21:31.56 | monkalizer_ | your job seems like a nice one |
21:36.22 | Skaft | aight |
21:36.25 | DeadZergling_ | eh, kind of |
21:36.27 | Skaft | wc |
21:36.36 | DeadZergling_ | lots of free time, but I never have anything to do during it |
21:36.57 | monkalizer_ | I interpret that as a hesitant yes :) |
21:37.09 | monkalizer_ | hm. peculiar |
21:37.59 | DeadZergling_ | suppose I could go over Quest dialog logic |
21:38.20 | DeadZergling_ | sc2 dialogs allow listboxes/drop down lists, right? |
21:39.55 | monkalizer_ | yes |
21:40.10 | monkalizer_ | i have not worked with drop-down things |
21:40.41 | monkalizer_ | listboxes are really nice because they are dynamic, so you can push infinite amount of stuff to them and reference them |
21:40.51 | EnexyNunu | time to get free food again |
21:40.54 | EnexyNunu | veteran's day ftw... |
21:40.56 | EnexyNunu | free food everywhere! |
21:41.08 | monkalizer_ | I think they start counting at 1 or something... not 0 as I was expecting. |
21:41.10 | EnexyNunu | Thinking Friday's... |
21:41.35 | DeadZergling_ | yea, gotta love how they can't stay consistent |
21:41.40 | DeadZergling_ | either start at 0 or 1, lol |
21:41.55 | Skaft | if i publish a locked map, can i as the creator edit the map or is it locked for everyone? |
21:42.18 | DeadZergling_ | can edit your local copy |
21:42.25 | DeadZergling_ | but you won't be able to recover the map if your HD fails |
21:42.47 | DeadZergling_ | so making backups is a very good idea |
21:42.48 | Skaft | ah |
21:43.38 | Skaft | would you recomend uploading it as locked? |
21:43.50 | DeadZergling_ | if you don't want anyone else editing it but you, then yes |
21:44.36 | monkalizer_ | most people lock their work, but its stupid since you cant earn any money on it :) |
21:45.17 | DeadZergling_ | is more to it than money |
21:45.26 | DeadZergling_ | I just don't want anyone stealing my ideas out from under me |
21:45.31 | Dustin|Work | It also prevents people from just posting up a modified version of your map and stealing your playerbase |
21:45.52 | *** part/#sc2mapster G0A (~hookah604@82-131-185-86.pool.invitel.hu) |
21:45.57 | monkalizer_ | DeadZergling_: when you work with dialogs and custom images: save yourself some time and make record function as a middleman when giving paths to files. This way you can replace the files more ieasily, as well as commenting the images, when you make changes. |
21:46.01 | Dustin|Work | If you can look at my map and reproduce it without opening it up, you can have the idea hehe |
21:46.20 | Dustin|Work | Records are AMAZING for dialogs |
21:46.42 | Ahli | why? |
21:46.52 | Dustin|Work | Organization |
21:47.29 | Ahli | I've just a few array variables per dialog... works good too |
21:47.31 | Skaft | werent they supposed to give mnapmakers some sort of compensation? |
21:47.34 | Dustin|Work | Doesnt matter for smaller dialogs, but when you have a huge dialog with a bunch of different frames and shit in it, then records are the bees knees |
21:48.44 | monkalizer_ | Skaft: i think its really complicated to do that :) they talked about it in 2010 but I think thats a dead end. Its so easy to copy other peoples work that there would be very nasty fights about copyright and who-did-what... |
21:48.57 | Dustin|Work | MainDialog[Player_Index].PlayerStats.Health is a much easier way to reference a nested dialog then the alternative. |
21:49.34 | monkalizer_ | But a t-shirt for having your map being the map of the week would be nice! |
21:50.05 | DeadZergling_ | think a t-shirt based off your map for being map of the week would be better |
21:50.28 | monkalizer_ | Dustin|Work: Yes: that implies that you have as many record instances in a array as you have players -> which makes it a bit heavy memorywise but completely generic :D i do that all the time |
21:50.54 | Dustin|Work | Your main record needs to be an array |
21:51.15 | Dustin|Work | Then that's all you need |
21:53.01 | DeadZergling_ | sounds like you making the same mistake I made at first dustin, you don't actually have to use different dialogs for different players |
21:53.15 | DeadZergling_ | can alter the same dialog for that player only |
21:53.21 | A1win | indeed |
21:53.25 | monkalizer_ | I made it the other way around in my stores - to keep different stores to nest into each other. I made each store "store" the current player selection. |
21:54.29 | monkalizer_ | I have one dialog item for each store, the player screen and each scoreboard type. Then I edit them using playerGroupSingle(player) |
21:54.44 | Dustin|Work | What deadzergling? |
21:55.04 | DeadZergling_ | the whole player index thing, you don't have to make 8 different dialogs for 8 diff players |
21:55.11 | monkalizer_ | But you will still need one record per player somewhere, it just does not have to include dialog variables |
21:55.13 | A1win | Dustin|Work, you only need one dialog and dialog item, and then you can show different conent in them for each player |
21:55.15 | DeadZergling_ | you can adjust the apperance for each player |
21:55.25 | DeadZergling_ | individually |
21:55.46 | Dustin|Work | You can hide/show for different players |
21:55.54 | A1win | yea, and everything else too |
21:55.59 | Dustin|Work | wha |
21:56.01 | A1win | like change dialog item text, color etc |
21:56.25 | A1win | all the values (except maybe position and size) can be changed for each player separately |
21:56.44 | Dustin|Work | That's weird |
21:57.01 | monkalizer_ | a dialog item is shared with all players, its aform of container. Its look and content is specified using player groups |
21:57.04 | A1win | I did it the array way first too until I realized that |
21:57.21 | DeadZergling_ | I'm still doing it that way, been too lazy to change it around slightly |
21:57.23 | DeadZergling_ | lol |
21:57.27 | A1win | :P |
21:57.30 | monkalizer_ | I have functions that apply turquise settings for playerGroupTeam1 and pink for playerGroupTeam2 |
21:57.32 | Dustin|Work | Ill keep doing it this way incase I run into a situation where I need to have them seperate for wahtever reason |
21:57.32 | monkalizer_ | with the same dialog |
21:57.57 | monkalizer_ | yes its bad form to mix the strategies |
21:58.12 | Dustin|Work | But that's good to know |
21:58.17 | *** join/#sc2mapster NGKrush (NGKrush@s529dd3dd.adsl.online.nl) |
21:58.25 | NGKrush | hello |
21:58.32 | Dustin|Work | SUp OG Kush |
21:58.37 | DeadZergling_ | change mine eventually, since I am a bit of a performance junky |
21:58.42 | A1win | I'd only use different dialogs for things that don't make sense to do with the same dialog |
21:58.51 | NGKrush | whats the easiest way of copying a custom unit to a new map? |
21:58.59 | DeadZergling_ | oh i know this one! |
21:59.00 | NGKrush | i'm not og yet dustin |
21:59.03 | DeadZergling_ | ctrl + C |
21:59.19 | Dustin|Work | There is none |
21:59.22 | NGKrush | but it doesnt copy all the links if you do that |
21:59.29 | DeadZergling_ | so, copy them over too |
21:59.33 | Dustin|Work | It's not going to copy everything over and shit will break all over your face |
21:59.44 | Dustin|Work | You'll have to copy over piece by piece |
21:59.55 | Dustin|Work | Because, fuck consitincey ya know? |
21:59.59 | NGKrush | but it keeps the links, so if i copy all of it, it'll be ok? |
22:00.09 | Ahli | yes |
22:00.11 | Dustin|Work | If you get everything copied ya |
22:00.12 | DeadZergling_ | should be, may need some minor adjustment |
22:00.19 | DeadZergling_ | but should be fine |
22:00.21 | NGKrush | ok, thats a relief |
22:00.28 | Ahli | unless you have data entries with the same ID existing in the other map |
22:00.51 | NGKrush | that wont be a prob |
22:00.59 | NGKrush | thanks! |
22:01.23 | NGKrush | just want to say, this community is really cool. i'm new to everythin, but everyones so helpful |
22:01.27 | NGKrush | really appreciate it |
22:01.35 | monkalizer_ | :) |
22:01.50 | DeadZergling_ | we more prone to being helpful when it is stuff we know |
22:01.55 | monkalizer_ | NGKrush: you should have a look at a depenency map. it will help you a lot |
22:01.59 | DeadZergling_ | good luck when you get into the more complex stuff, lol |
22:02.19 | DeadZergling_ | those questions are harder to find answers for |
22:02.20 | Ahli | if no one knows, nobody can answer... |
22:02.40 | *** join/#sc2mapster Sixen1 (~Sixen@173-25-23-124.client.mchsi.com) |
22:02.42 | DeadZergling_ | coudl just yell at ckSynergy though |
22:02.45 | monkalizer_ | https://docs.google.com/drawings/edit?id=1C502sGIUzckxbRIvmDKTRmcbDEppSsxe8xytNYnW7Es&hl=en&authkey=CLLMwuMN' |
22:02.51 | DeadZergling_ | he is all about making the impossible possible |
22:03.00 | NGKrush | monk, yes that sounds like a good idea. my project is about to get a lot bigger, so I really need to get stuff organised |
22:03.18 | monkalizer_ | NGKrush: check out that link... i think its updated. Found it in the wiki the other day |
22:03.52 | NGKrush | thanks, just sent a view request to the owner |
22:04.57 | monkalizer_ | I was wondering why my text image did not fit into my panel item... I made it larger and larger... finally to realize that the size of the image is always the same as the panel - > so it just got more stretched!! |
22:05.28 | *** part/#sc2mapster Sixen1 (~Sixen@173-25-23-124.client.mchsi.com) |
22:10.41 | NGKrush | can everyone dl the hots beta? |
22:11.18 | DeadZergling_ | only those selected by blizz/those who were actually interested, lol |
22:11.56 | NGKrush | i just requested a placement and looked at my account and could dl the installer |
22:12.35 | NGKrush | or do u still need a key after install? |
22:12.53 | DeadZergling_ | dunno, sure someone in the beta would know |
22:13.23 | Ahli | you need hots beta on your account to enter hots beta |
22:13.23 | NGKrush | z |
22:14.05 | NGKrush | does it mess up ur maps in the editor? |
22:19.02 | Skaft | Join open game Race in Space on eu if you want to be the first to test my map! :3 |
22:22.40 | monkalizer_ | last update for today :) promise! http://monkalizer.blogspot.se/2012/11/new-outline-of-hercmerc-ui.html |
22:22.57 | DeadZergling_ | Believe you I won't, no errrmmm! |
22:23.55 | monkalizer_ | :) |
22:24.30 | DeadZergling_ | wtb button text that lines up on the left |
22:24.51 | monkalizer_ | lines up? |
22:25.01 | Skaft | When i create my map, i cant get into the lobby it only says waiting for players, why is this? |
22:25.02 | monkalizer_ | current squad |
22:25.26 | DeadZergling_ | Yes, so the text starts at the same place for each button |
22:26.20 | DeadZergling_ | <PROTECTED> |
22:26.26 | DeadZergling_ | it can get a little |
22:26.37 | DeadZergling_ | <PROTECTED> |
22:26.50 | monkalizer_ | are you pressing private game or play game? if you turned the "deactivate lobby" checkbox && you have defined you game to have more than one player, clicking play map will force the map to wait. Click Play private game instead, or deselect the disable checkbox that hides the game lobby |
22:27.02 | Skaft | play game yeah |
22:27.09 | monkalizer_ | haha, they are images I made in gimp |
22:27.16 | monkalizer_ | so yeah they move around a little :) |
22:27.17 | Skaft | deactivate lobby? |
22:27.39 | Fenix_ | how can i make a unit shoot at point on A-Click command? |
22:27.56 | A1win | make it an effect-target ability instead of attack |
22:28.00 | monkalizer_ | Map/arcadeInfo/HideLobby |
22:28.34 | Skaft | ah found it thanks |
22:28.53 | DeadZergling_ | by the way, what characters does the editor find acceptable for banking, is there like an official list |
22:29.05 | DeadZergling_ | I know 0-9, A-Z, a-z, what else though? |
22:29.09 | monkalizer_ | uuuh I made this huge apple cake for this event, but very few showed up. now its in the kitchen... waiting for me to eat it... |
22:29.27 | monkalizer_ | storing or using in filenames= |
22:29.43 | DeadZergling_ | storing to bank files and loading from them |
22:30.11 | DeadZergling_ | I know I went a little ¡¡Crazy¡¡ before on them |
22:30.15 | DeadZergling_ | bank didn't appreciate that one bit |
22:30.43 | monkalizer_ | banks are peculiar things |
22:31.07 | monkalizer_ | the banks are read by sc which compiles them into somehing compressed that is shared between all computers on loadup |
22:31.44 | monkalizer_ | are you encrypting? |
22:31.54 | DeadZergling_ | aye, just decided my current system of storing data needs to be bigger, is vigicimal currently, could be Tretrigicimal using A-Z, but be nice to have it be a little bigger |
22:32.11 | monkalizer_ | my guess is that it perhaps dont like to compress all kinds of letters |
22:32.19 | DeadZergling_ | no compression |
22:32.21 | DeadZergling_ | conversion |
22:32.31 | DeadZergling_ | Simply changing the meaning of letters |
22:33.40 | DeadZergling_ | Base 20 helps a lot w/ keeping banks small, but I want to upgrade to base 40, lol |
22:34.02 | monkalizer_ | is your compression method doing this or do you think the sc engine does it? |
22:34.11 | monkalizer_ | hehe nerdery |
22:34.31 | DeadZergling_ | sc engine I assume, all the conversion is done by functions I made |
22:34.47 | monkalizer_ | there was this post about the limitations of banks somewhere... either on the battle.net forums or at mapster |
22:35.07 | DeadZergling_ | not sure it touches on the character subject, ill check though |
22:35.49 | monkalizer_ | http://www.sc2mapster.com/forums/resources/trigger-libraries/5048-bank-compression/ |
22:36.01 | Skaft | Join game Race in Space @eu nao! |
22:36.10 | Skaft | you wont regret! :D |
22:36.56 | monkalizer_ | so its time for a game before bedtime then... :) |
22:37.11 | monkalizer_ | Skaft, are you in the sc2mapster chat thread? |
22:37.20 | Skaft | no, should i? |
22:37.33 | monkalizer_ | well if you want me to join |
22:37.40 | monkalizer_ | i need to find you |
22:37.56 | Skaft | well it's a public game |
22:38.29 | Dustin|Work | Race in Space! |
22:38.30 | DeadZergling_ | pity they fail to mention what chars are in fact useable, lol |
22:38.35 | Dustin|Work | that's too close to my Base Race |
22:38.48 | Skaft | :o |
22:38.49 | Dustin|Work | I am suing you over the name similiarities! |
22:38.52 | Skaft | noes! |
22:39.22 | Dustin|Work | Now, is anyone here a lawyer |
22:40.40 | DeadZergling_ | obviously dustin works for apple |
22:40.58 | monkalizer_ | Skaft: i just poked you in the game |
22:41.43 | monkalizer_ | Hehe I have patented "Craft" and "Star" and I'm just waiting for the all the games to pile up before I will start to sue. |
22:42.24 | Dustin|Work | Lol, did you see that Apple lost their Suit against Samsung |
22:42.51 | Dustin|Work | The funny part is, Samsung is the manufacturer of all the chips Apple uses, so samsung hiked the price to apple by 20% |
22:42.53 | Dustin|Work | Hahah |
22:43.02 | Skaft | You dced monkalizer_! |
22:49.04 | DeadZergling_ | nevermind, is a post further down w/ a long list of chars |
22:55.49 | Blizz-Deletarius | the only good thing about samsung is their tv's :| |
22:56.32 | monkalizer_ | and their ships! they make great ships :) |
22:56.42 | monkalizer_ | not chips |
22:56.49 | monkalizer_ | but ships that float on water |
22:56.53 | monkalizer_ | boats := |
22:58.08 | monkalizer_ | gn everyone :) |
22:58.29 | DeadZergling_ | i happen to own a samsung TV i think, lol |
22:58.40 | DeadZergling_ | is a great heater in the fall/winter |
23:10.18 | *** join/#sc2mapster Bounty (442ccc3b@gateway/web/freenode/ip.68.44.204.59) |
23:10.22 | Bounty | >.< |
23:17.02 | Dustin | >.< |
23:20.09 | Skaft | How can i make a trigger that removes all the units that a player owns, if said player leaves the game? |
23:20.29 | A1win | event: player quits |
23:20.37 | Blizz-Deletarius | have an event that if x player leaves, destroy all units belonging to player of player group X |
23:20.44 | *** join/#sc2mapster Lilianna (~Lilianna@71-84-18-236.dhcp.trlk.ca.charter.com) |
23:21.06 | A1win | use a "for each unit in unit group" loop (action) |
23:24.39 | Skaft | with for each unit in unit.. i need some kind of variable |
23:24.55 | A1win | each, make a unit type local variable |
23:25.06 | A1win | then put a "remove unit from the game" action inside the loop |
23:25.12 | A1win | and set the removed unit as that variable |
23:25.32 | A1win | I mean, the unit that will be removed with that action, pick the variable as its value |
23:25.50 | A1win | "For each TempUnit in unit group: Remove TempUnit from the game" |
23:26.06 | A1win | (or kill if you prefer that) |
23:26.23 | A1win | remove just makes them disappear, kill makes them die |
23:26.27 | Skaft | hmm. |
23:27.40 | Skaft | the problem is, there isnt a specific unit that needs to be removed |
23:27.44 | A1win | the "Pick each unit in unit group" does the same thing, and uses the "picked unit" instead of a variable... but the variable version is more flexible as it can be nested (loops inside loops), so there's no real reason to use the "pick each unit" version |
23:27.48 | A1win | I know |
23:27.53 | A1win | the loop goes through all units that player owns |
23:27.58 | *** join/#sc2mapster Bibendus (~Bibendus@ip-80-249-36-63.static.adsl.cheapnet.it) |
23:28.10 | A1win | and sets the units into that TempUnit variable one at a time, removes it, and then picks the next unit and so on |
23:28.25 | Skaft | all the units that may exist? |
23:28.32 | A1win | mmf? |
23:28.38 | Skaft | in the tempunit variable |
23:28.48 | A1win | all units in the unit group you specify for the loop |
23:29.14 | A1win | "For each unit in unit group", you need to then set that unit group as "Units owned by player" or something |
23:29.18 | *** join/#sc2mapster Sevenix (~pheonix@c-83-233-149-105.cust.bredband2.com) |
23:29.18 | *** join/#sc2mapster tigger0jk (~tigger0jk@c-71-202-39-119.hsd1.ca.comcast.net) |
23:29.25 | *** join/#sc2mapster UloseTheGame (640214a0@gateway/web/freenode/ip.100.2.20.160) |
23:29.27 | UloseTheGame | yo guys |
23:29.38 | UloseTheGame | I have come here in my need |
23:29.42 | UloseTheGame | needing help |
23:29.54 | UloseTheGame | Who here can offer me the aid I so desire? |
23:30.02 | Skaft | i'll try to fix it, thanks for the help A1win |
23:30.13 | A1win | Skaft, this might be helpful to understand how it works: http://en.wikipedia.org/wiki/For_loop |
23:30.23 | Skaft | yeah i know how a foorloop works |
23:30.26 | A1win | :P |
23:30.28 | UloseTheGame | Trying to make a missile collision combat system |
23:30.32 | A1win | actually |
23:30.35 | A1win | it's a for each loop |
23:30.52 | A1win | http://en.wikipedia.org/wiki/Foreach_loop |
23:30.52 | Skaft | i know programming, im just a bit retarded what to put in the trigger haha |
23:31.01 | A1win | well.. it's programming ;p |
23:31.03 | UloseTheGame | Yo a1win |
23:31.10 | UloseTheGame | can you help meh? |
23:31.28 | A1win | what kind of missile collisions |
23:31.28 | UloseTheGame | er...can thy helpest meh |
23:31.35 | UloseTheGame | As in |
23:31.42 | UloseTheGame | the combat is missiles and avoidance |
23:31.54 | UloseTheGame | And here is what I have done so far |
23:32.02 | UloseTheGame | i've been at this for a few hours |
23:32.14 | UloseTheGame | At first I was using weapons as the trigger |
23:32.23 | UloseTheGame | but i switched to effect target |
23:32.31 | UloseTheGame | I want to be able to press a on a point |
23:32.43 | UloseTheGame | and the missile will shoot out from the unit |
23:32.53 | UloseTheGame | and deal damage when it collides with other units |
23:33.08 | UloseTheGame | so far it won't shoot when I target a point |
23:33.10 | UloseTheGame | only a unit |
23:33.10 | A1win | I'd guess the missile unit needs a periodic search behavior to check collisions |
23:33.26 | DeadZergling_ | yea, it does |
23:33.27 | UloseTheGame | ? |
23:33.30 | A1win | set the effect-target effect's target type to point/unit (or just point) |
23:33.34 | UloseTheGame | Why would it need a periodic search |
23:33.40 | UloseTheGame | okay |
23:33.43 | DeadZergling_ | collison detection |
23:33.48 | A1win | because it needs to do damage to units on its way |
23:34.01 | UloseTheGame | Hmm, my effect chain looks like this deadzergling |
23:34.18 | UloseTheGame | effect target->search area |
23:34.59 | UloseTheGame | effect target -> search area -> launch missile -> set -> damage and slow(im just copying marauder stuff for now to make sure it works) |
23:35.11 | A1win | what's the search area for? |
23:35.11 | UloseTheGame | am I missing a create persistant or what? |
23:35.20 | DeadZergling_ | indeed, that one is odd |
23:35.23 | UloseTheGame | it wont shoot at points otherwise |
23:35.28 | UloseTheGame | for some wierd reason |
23:35.32 | UloseTheGame | mind you |
23:35.41 | UloseTheGame | it wont shoot at points WITH the search area |
23:35.46 | UloseTheGame | so its pretty useless atm |
23:35.51 | A1win | that doesn't make much sense :P |
23:35.57 | DeadZergling_ | well anyways |
23:36.04 | A1win | you need an effect target ability that shoots a missile unit |
23:36.09 | DeadZergling_ | what you want is for 2 missiles to explode when they hit each other, right? |
23:36.09 | A1win | can't remember how exactly that works |
23:36.17 | UloseTheGame | no |
23:36.22 | UloseTheGame | I want a missile to deal damage |
23:36.26 | DeadZergling_ | okay |
23:36.30 | UloseTheGame | when it collides with a unit |
23:36.44 | DeadZergling_ | sounds like fireball tutorial to me |
23:36.48 | UloseTheGame | It might work |
23:36.54 | A1win | for that, the missile should have a periodic search that finds units around it and damages them |
23:37.06 | UloseTheGame | well my problem is solely that it won't shoot out at points |
23:37.23 | UloseTheGame | maybe im not expressing what I want clear enough |
23:37.25 | DeadZergling_ | hrrrrmm, second, I'll grab the tutorial you should see |
23:37.29 | UloseTheGame | I have two marines on the map |
23:37.38 | UloseTheGame | I want to say |
23:37.50 | UloseTheGame | a click a point in the line of sight of both marines |
23:37.53 | DeadZergling_ | https://www.youtube.com/watch?v=c3UVVG9C80o |
23:37.53 | A1win | I don't remember how to configure it exactly |
23:38.00 | UloseTheGame | let's say they are standing across from one another |
23:38.03 | UloseTheGame | right? |
23:38.10 | UloseTheGame | and I want to a clikc on the ground |
23:38.11 | DeadZergling_ | just follow that ulose |
23:38.16 | DeadZergling_ | modify it to serve your purpose |
23:38.25 | DeadZergling_ | that will tell you what you need to know |
23:38.51 | DeadZergling_ | I do a whole lot of collision detection in my project |
23:39.08 | DeadZergling_ | I know very well what you are wanting |
23:39.22 | UloseTheGame | alright |
23:39.31 | DeadZergling_ | that tutorial is a good starting point |
23:39.37 | DeadZergling_ | you can customize it more from there |
23:40.27 | Bounty | Pew Pew |
23:41.20 | DeadZergling_ | http://www.youtube.com/watch?v=fAM0stEf7Tg&feature=player_embedded if you curious what I've used it for a little, pay particular attention to the marine's spread attack after the initial minute |
23:45.00 | Skaft | I think i'll do that trigger after i've slept :p |
23:49.07 | UloseTheGame | Thanks dead! |
23:50.56 | DeadZergling_ | no probs, have fun with that |
23:51.33 | UloseTheGame | dead |
23:51.35 | UloseTheGame | new problem |
23:51.44 | UloseTheGame | the missile completely bypasses the unit |
23:51.51 | DeadZergling_ | bypasses? |
23:51.52 | UloseTheGame | without colliding |
23:51.55 | UloseTheGame | how fix :\ |
23:52.06 | UloseTheGame | if I shoot the missile |
23:52.12 | UloseTheGame | it goes right through the unit |
23:52.16 | UloseTheGame | doesnt stop |
23:52.31 | DeadZergling_ | sounds like it still doesn't have a behavior periodically searching attached to the missile |
23:52.40 | UloseTheGame | and deal any damage to the unit |
23:52.42 | UloseTheGame | oh no |
23:52.50 | UloseTheGame | How do I set that up? |
23:53.09 | DeadZergling_ | I use a launch effect |
23:53.13 | DeadZergling_ | that applies the behavior |
23:53.28 | UloseTheGame | good idea |
23:53.39 | UloseTheGame | what parameters should the behavior have? |
23:53.50 | DeadZergling_ | period duration .0625 |
23:53.54 | DeadZergling_ | period effect search |
23:54.02 | DeadZergling_ | period count -1 |
23:54.08 | DeadZergling_ | flags: hidden |
23:54.10 | DeadZergling_ | that's about it |
23:54.19 | DeadZergling_ | actually flags isn't necessary since you can't target missiles anyways |
23:54.38 | Bounty | Any artists here? |
23:55.01 | UloseTheGame | hey bounty! for Trolls vs Gnolls? |
23:55.04 | UloseTheGame | That game is lu-ulz |
23:55.07 | Bounty | Yes |
23:55.14 | Bounty | just added a big update today :) |
23:55.17 | Bounty | Added spawn immunity for 5 seconds unless u break it by attacking. You now spawn as the class u died as and i added tips that are displayed at the buttom of the screen |
23:55.27 | UloseTheGame | I swear your gonna be the only mapper blizzard features twice in a row |
23:55.33 | Bounty | lol |
23:55.41 | Bounty | doubt it |
23:55.53 | Bounty | besides, if i get featured i have to remove all my awesome music |
23:55.55 | Bounty | >.< |
23:56.01 | UloseTheGame | so= y |
23:56.08 | UloseTheGame | so you dont WANT to be featured |
23:56.19 | Bounty | i do but it kinda sucks given my limited assets |
23:56.23 | Bounty | i cant hire a composer |
23:56.36 | UloseTheGame | I could compose for you as a favor |
23:56.45 | UloseTheGame | I write songs for my band |
23:56.54 | UloseTheGame | it cant be that much different |
23:57.14 | Bounty | It is for me |
23:57.23 | Bounty | I'm very picky when it comes to music setting the atmosphere |
23:57.24 | Bounty | >.< |
23:57.25 | UloseTheGame | Here let me do this |
23:57.44 | UloseTheGame | I'm gonna be online in a few minutes |
23:58.05 | UloseTheGame | Let me send you a soundclip of me humming a few melodies |
23:58.13 | UloseTheGame | I'll hear the music on your game |
23:58.23 | UloseTheGame | and try to write a few similar melodies |
23:58.30 | Bounty | kk |
23:58.35 | UloseTheGame | And I promise I'm doing this 100% as a favor |
23:58.38 | UloseTheGame | okay? |
23:58.42 | Bounty | let me know if you know of any artists |
23:58.44 | UloseTheGame | you dont have to pay me nutin' |
23:58.55 | Bounty | i need someone who can draw cartoonish style artwork |
23:59.00 | UloseTheGame | ah |
23:59.07 | Bounty | im not going to use it Ulose |
23:59.12 | Bounty | i already have the games soundtrack mapped out |
23:59.12 | UloseTheGame | lemme see if I can get you with capnkirk |
23:59.18 | Bounty | but if it by some miracle gets featured |
23:59.20 | Bounty | then yeah |
23:59.29 | Bounty | who is that? |
23:59.32 | UloseTheGame | Alright, you can short notice me |
23:59.52 | UloseTheGame | he used to be the primary artist for TTG |