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    posted a message on (Solved) Forcing only 1 of a group of units to use an ability

    Just wanted to thank you guys for the input, been a bit crazy over the holidays for me.

    Best Unit was exactly the flag I needed, feel kinda stupid that I asked about it =P

    Can't wait to see what kind of 'documentation upgrade' is coming with HotS.

    Posted in: Data
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    posted a message on (Solved) Forcing only 1 of a group of units to use an ability

    I have a building on my map that can activate an ability - to start spawning units. I'm trying to implement a pop cap of sorts on this ability, and to prevent people from cheating over the cap when they have 4 or 5 unit spawners selected and click the "start spawning" btn, I only want 1 of them to gain the buff at a time, so each bldg would take a separate click of the ability. I imagine there is some kind of setting for this, but I'm at a loss.

    When you stim a group of marines they all stim, but when you snipe a unit with a ghost only 1 ghost fires per click. How do you control this in a custom ability - or is it tied to the targeting type?

    Posted in: Data
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    posted a message on Swapping buffs between 2 units (help)

    @DrSuperEvil: Go

    DrSE I'm not sure I exactly follow you here.

    Are you saying if unit 1 has buff A to give unit 2 a ... temp buff A that adds buff A after a delay? so that I can rip buff B off unit 2 and grant it to the # 1 without also taking buff A back?

    Posted in: Data
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    posted a message on Swapping buffs between 2 units (help)

    I have several identical buildings. They are capable of having behavior A, behavior B or behavior C, or nothing. They can only have these behaviors and only 1 of them at any given time. (not entirely true, all "active" buildings have one extra buff denoting that they are active, I need this buff for other things) I want to make an ability that swaps the behavior (or lack thereof) from one building to another as well as swapping the state of the 2nd with that of the 1st.

    At first I thought transfer behavior would be good, because I can copy from target to caster, then make another that does the reverse... except the second half would move both buffs....

    It almost seems like I need to temporarily make a 3rd bldg, move bldg 1's buff to it, 2's buff to 1, and 3's buff to 2, then delete bldg 3.

    If this isn't clear, ask away I'll try to make more sense. I'm looking for a simple way to swap only certain buffs between 2 units - very preferably using the data editor. Trying not to rely on triggers.

    PS- Since there are several buffs it almost seems like I need an "if branch" of effects with separate validators for the different buffs on the target (or possibly for every combo of target-buff and caster-buff and just use a set effect to run all the validators, only the correct one of which will follow through) This seems really inefficient.

    Posted in: Data
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    posted a message on Basic Machinima Question

    @DrSuperEvil: Go

    Thanks, I'll look into that. I believe I follow what you mean about a persistent effect issuing move order, though I'll look up a few things to make sure.

    I'm sure attaching a camera to a model could work for some of the shots, but I'll need to swap view angles and focus on various characters over the scene so I'm learning how to control the camera more specifically.

    Posted in: Miscellaneous Development
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    posted a message on Basic Machinima Question

    Hey, been poking around here for a while now but haven't posted before. I'm interested in making an SC2 machinima and wanted to make sure I wasn't doing things the stupidly long way or missing any core concepts here. Basically though, to make a good machinima I'd need to:

    - Use the triggers editor to control the actions of the characters over time, like at 10 seconds walk to point A, then at 16 seconds turn left, etc etc.

    - Do the same thing to control the camera's movements

    - Play/Test the map

    - Record it during the test w/ a screen capture program

    Is this the general design flow of machinima in GE or have I missed some useful tools?

    PS- could anyone do me a favor and point to some good tutorials or the right terms for controlling which animations of a model are playing? ex: I'm assuming there is an option in the trigger actions to make a marine perform his shoot animation.

    Posted in: Miscellaneous Development
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