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View Full Version : Hello + Mapping Help Please? (Sounds, Scripts, more)


iwhjeg
07-01-2007, 4:25 PM
Hello.

World of Warcraft's buffs sytem was recently destroyed in a patch, so I'm back into SC mappery.

So far, all I have finished is a modified Enslavers campaign level for 2-player Co-Op, including some difficulty tweaks. Let me know if you want to check it out, since it's still on the waiting list. It has a useful resource transferring system which allows the players to donate Ore or Gas to each other; I'd like to compare this feature to anyone else's similar systems, if possible.

I tested a custom sound for the map-mod -- smelly results follow:

The file itself plays normally on my sound editor and Winamp, but once Imported to StarEdit or StarEdit Extra, the last half of the file replays automatically, like an inane echo. Any info/solutions would be appreciated.

Scripts: Is there an available AI script that could make use of unit upgrades without the normal staples of computer-playerdom, such as a Hatchery and resources? Specifically, I wanted the Torrasque to upgrade, and I have tried various scripts, as well as of course giving that computer player the necessary resources and Evolution Thingamajig.

(No need to suggest starting it with the upgrades or changing its owner to one that has a traditional set-up.)

Lag: In three-player Battle.net games, I can't see any text entered by the other non-host player, and he can't see anything I type, either in the waiting area or in the game. Also every game has crippling latency, even though there's no crimp in my cable (my two-player battle.net games with the same two computers run as smooth as offline single-player games). The game host has been consistent, as I've been playing online mostly to help him test maps. Adding any third player results in the same problem.

Is the can't-see-text problem related to the stifling lag problem? Is the problem on his end or mine? Any tips on how to find out or what to do? (Have tried the options menu already, setting latency doesn't seem to change anything.)

Any Zerg fans out there? I'm looking for any single player UMS maps or map mods which feature: playable Zerg, with a base, without massive unit setting changes.

So far, no luck finding one on my own. :/ Just one would be something...
I'd also like a link to a downloadable Radio Free Zerg (mp3 or whatever format) just if anyone has it on hand. I like it.

About those unit settings -- although the official explaination of armor value is a subtraction from the attacking unit's weapon base damage (modified for upgrades of course...?), some units such as Vultures, Ghosts, Zealots, Firebats, and Sunken Colonies (did I miss any?) seem to do much less damage against any target with an armor value greater than zero.

Are those "light weapons" divided by the target's armor value, unless the target (Terran Infantry, Protoss Shields, many Zerg strains) has a "light armor" class? It seemed so when I tested the hypothesis, but only one thing is clear from the three hours I sunk into it -- you cannot make Ghosts do decent damage to Guardians unless you want them to one-hit Hydras and Mutas as well.

Is the armor type (heavy/light) dependant on the default value being zero (light) or more (heavy), before upgrading? Is there an available novice/intermediate program to modify the vs.-armor adjustments made for a weapon type?

Thanks for the help, or just the hellos. I have a feeling that all these aberrancies will be persistent, but it's still worth asking, right?

firedraco
07-01-2007, 7:27 PM
Ok, for the first couple of questions, I can't really help you. For the lag thing, I believe it has something to do with your and/or the other guy's router. Try having the person with the router host the game, because my friend had the same problem, and it seems that the router doesn't like to recieve stuff from non-host players or send it to non-host players...if you and someone else both have a router...then I dunno.

For the radio free zerg song, you could probably just use WinMPQ to get it out of the MPQ files...but I don't remember how.

The armor bonus is subtracted, however, units do certain types of damage...its covered in the StarEdit Help thing, but here is a table of the types/what they do:

Unit Type -> Small - Medium - Large
Dmg type V
Concussive - 100% - 50% -- 25%
Explosive --- 50% - 75% -- 100%
Normal ----- 100% - 100% - 100%

I don't think you can change the attack types of units without a mod...

Units like ghosts do concussive damage, which is why they do next to nothing to guardians.

PaiN
07-01-2007, 10:42 PM
adding on to fire draco, ill post unit dmg types

Marine- Normal
Firebat- concussive
Ghost- concussive
Tank- Explosive
Vulture- Concussive
Goli- Normal v ground, Explosive v air
Wraith-Explosive v air? Normal v ground
Valkarie- Explosive?
Battlecruiser-Normal
Zealot-Normal
Dragoon-Explosive
DT-Normal
Archon-Normal
Reaver-Explosive?
Corsair-Explosive?
Scout-Explosive v air, normal v ground
Carrier-Normal
Arbiter-Normal
Ling-Normal
Hydralisk-Explosive
Lurker-Normal
Muta-Normal
Gaurdian-Normal
Devourer-Explosive?
Ultralisk-Normal

--Unit sizes--

All Infantry-Small

Vulture-Medium
Tank-Medium?
Goliath-Medium

Wraith-Medium?
Valkarie-Medium?
Battlecruisier-Large

Zealot-Small
Dragoon-Large
DT-Small
HT-Small
Archon- Large

Reaver-Medium?

Scout-Medium?
Corsair-Medium?
Carrier-Large

Ling-Small
Hydralisk-Medium
Lurker-Large
Mutalisk-Small?
Gaurdian-Large
Devourer-Large
Ultralisk-Large

Things with question marks im not sure. Sorry some things i dont know, you kind of just get a feel of it in game, like dont use ghost v BC's.

Hope that helped somewhat.

Edit: Ghost v BC's i ment concussive v large, lockdown is great v Bc's

XD

firedraco
07-02-2007, 12:42 AM
I looked up the stuff you weren't sure on.

Dmg Types:
Wraith v Air Explosive
Valkryie Explosive
Reaver Explosive
Corsair Explosive
Devourer Explosive

Unit Sizes
Tank Large
Wraith Large
Valkryie Large
Scout Large
Corsair Medium
Mutalisk Medium

The whole table is at http://battle.net/scc/GS/damage.shtml