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    posted a message on Command Card Hell

    Based on your post, I don't think this is the case, but its the only idea I have - do any of these towers have more than 31 abilities?

    Posted in: Data
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    posted a message on Weekly Data Exercise #12 - Recreate a WoW Spell

    @zeropoints: Go Thanks! Haha, I never even thought of the missile combo being an arcane missile remake until you mentioned it... but I guess it is quite similar!

    Quote from nevjmac: Go

    use the < < youtube then video id > > edit your post to see how I did it for you

    nice Death grip remake :) the visual actor works well too :) what is this map of yours your working on?

    Thanks for the edit Nevjmac! I'm working on a zone-control map inspired by dustbowl from the team fortress games. The map is symmetrical with each team having a base: There are 7 command points to capture, 6 in the bases and one on the bridge between them. Each team automatically starts with one command point in the far corner of their base, and they have to push to the enemy base and capture their home command point. Of course, you can only capture a command point if your team already owns an adjacent command point.

    I'm working on 3 heroes so far. Each hero can learn at least 4 tiers of abilities, and at each tier you can choose between 2 different abilities. I've already got a rough draft of 2 heroes, and am finishing up the third (Nuclear Sniper, shown in my video) who is an espionage/sniping/ranged damage specialist themed hero. I'm not sure how heroes will make progress: When I started out I wanted to avoid using veterancy/attributes and do something novel, but currently I see myself moving closer back there. I'll figure that out after I get more abilities worked out.

    @BorgDragon: Go

    Thanks man! I'll have to check that out. So this XviD-1.2.2-07062009.exe codec is its own file from VDub that I'll have to find and download separately? I'm getting ready to go to classes right now, so I'll have to wait until this evening before I get started with part 2.

    Posted in: Data
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    posted a message on Weekly Data Exercise #12 - Recreate a WoW Spell

    Just got done recording my first 30 second video of my ability (I only have the free version of fraps). I have another 30 second clip filmed which depicts the other function of this ability, but it took 2.5 hours just to upload the 1st 30 seconds, so part 2 won't be available until maybe tomorrow, or maybe some time later than that. Does anyone know of a good piece of software for compressing videos?

    Anyway, here it is:

    Embed Removed: https://www.youtube.com/v/YAcP45wsFg4?fs=1

    How do I embed? I don't see a button to do that anywhere.

    also shows a combo system I made... the button next to electro grapple with the orbital strike icon is normally a targeted missile ability, but while the pulling beam is active, the same button becomes an instant ability that primes a combo.

    Posted in: Data
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    posted a message on Rock, Paper, Scissors

    Nice... looks like some good shiny mindless fun. I really like the hand model. Have you ever played the Zelda series? The hand reminds me of master hand from super smash bros, and floormasters/wallmasters from Zelda.

    Posted in: Project Workplace
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    posted a message on High Templar - Weapon

    Do you know how to make an actor play an animation? If not, its in events+ in the actor field... for things like beam actors or model actors, you would so something like

    Actor Creation

    Animation Play

    custom name (can be whatever you want, used to reference the animation later in the actor)

    Animation Properties

    Blend in, Blend Out, Time, and Time type

    For animation properties, you need to look at the model your using. For the high templar, you can find the model, open up the model field, and click the "view in previewer" button. At the bottom right it will tell you what animation properties it is showing you, like "Stand (3)". You can right click on that and view all of the model's different animations. To make the HT play one of these anims when it attacks, open the HT actor. You should see something like "abil.psistorm.source cast start" or something similar, and then an animation play action underneath it.

    In animation properties, you can type in the name of the animation your using... and you can use multiple drop downs to get the name right. For example, there is no "Spell A" option in the dropdown, so you have to select. "Spell" then click on the next dropdown underneath that, and select "A".

    Posted in: Data
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    posted a message on help with editing repetition

    ^ this.

    When I was new to the edior, the duplicate tool confused the hell out of me. Some things just don't need to be copied.

    Every box that you check will be copied. If you don't check a certain box, that field will link to the same data as the original unit.

    For example, lets say you want to duplicate a sentry. Because of the sentry's hallucination ability, there will be massive amounts of data that you can choose to copy or link. Basically, you will see links to every protoss unit and every protoss actor, and because those are linked, you may also see checkboxes for things that are not at all directly related to the sentry. Unless you were planning on completely customizing the protoss race, having a new custom version of every unit that a sentry could hallucinate, you would generally uncheck all these messy unit and actor boxes.

    So lets say you just want a sentry copy that uses the orignal sentry's disruption beam weapon. You would un-check the box for that weapon, so that it just links to the original. You would also un-check any effect or actor boxes related to that weapon. Basically, the only boxes you checked would be for the original unit and the actor that corresponds to the original unit. You would definitely un-check all of the ability boxes - as far as I know you should never need a custom move or custom attack ability, and unless you're making a missile, you would not need a custom mover either.

    I hope this clears things up for you. Let me know if you're still confused about anything.

    Posted in: Data
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    posted a message on Previous WDE and Ideas

    Also, we could have a WDE based on colliding attacks - colission missiles, colission beams. Those are sort of a data analogy to tracelines.

    Posted in: Data
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    posted a message on Weekly Data Exercise #12 - Recreate a WoW Spell

    I'm working on an ability that could be considered a recreation of death grip, but it wasn't inspired by WoW, or by this data challenge. I had the idea a long time ago but got stuck... seeing this gave me the idea to try it again and its going well. Anyway, I'll make a video of it once I get some sound bugs worked out. For some reason my continuous sound just keeps going even after I tell it (in events+) "Effect.PullPersistent.Stop - Destroy". I'm messing around with various hosting options and such to try to get it to stop properly.

    Posted in: Data
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    posted a message on Question on Actor Attachements

    @l3utterfly: Go

    In the actor that is being attached find the "Hosting - Host Site Operations" field. Open that up, and click the green add new button. For your purposes, you would want to find "SOpAttachOverhead"

    Posted in: Project Workplace
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    posted a message on Element TD Update

    I am also interested in helping with testing. My spring break starts today, and I'll be at home for most of it, so I'll be available all the time. I'm on the North American server. I played element TD a lot back in WC3, before I lost my CD's. It was pretty addictive.

    Posted in: Project Workplace
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    posted a message on Capture a building, need help

    I did something similar in my map. I actually used three units and had them morph between each other: Red Team Command Point, Neutral Command Point and Blue Command Point.

    It used something like 4 behaviors. 2 For each team. For example, your hero unit could have "Red Team Buff" that constantly searches (Behavior -> period effect) For a Neutral or Blue command point. It then applies "Red Team Countdown" to the command point it finds. This buff has a duration (Could be anything, for mine its 7), and an expire effect of type "issue order" that causes the target to morph into a Red Command Point at the end of the duration.

    To make sure that the unit has to stay near the command point to complete the capture, I added a Validator of type "Location compare range" (I'm not at my SC2 computer right now, so I might have gotten the name wrong... its something like that.) made the range compare between the target unit and source unit, equal to or less than 3. I put this validator in the "Validators - Remove" field of the countdown buff, so that the buff is removed if the source unit gets too far away.

    Since you just want to transfer ownership of xel'naga towers, you might just make an extra behavior instead of a morph ability. There is a flag somewhere in buff behaviors that allows you to give the effected unit to a certain player - caster, source, neutral or hostile. I think its called owner or something like that.

    Of course, you'd need to modify the periodic searcher so that it validates the targets based on whether they are allied to the source or not, rather than comparing the unit type of the target like I did. I'm pretty sure there is a validator for this, but I don't know what it is or how to use it.

    I hope this helps you. Let me know if I confused you about anything.

    EDIT: As for checking the whether the target and source are allied, you can probably just do that in the search effect by unchecking the "Ally" and "Player" boxes.

    Posted in: Data
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    posted a message on Add/Remove abilities to/from unit

    Well, upgrades don't add or remove abilities, but when combined with requirements, they can show/hide abilities. For example, you can have two mutually exclusive abilities that both occupy the same slot on the command card. By using appropriate requirements, you can give the unit two different upgrades, researching one shows the relevant ability and hides the upgrade for the other ability.

    As far as actually going beyond the 32... I know its possible to modify specific effects with upgrades. Perhaps there is a field that also lets you modify specific units? As a possible workaround, you could use morph abilities, since each morph form is a unique unit type and has its own abilities and command card.

    Posted in: Data
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    posted a message on Previous WDE and Ideas

    @BorgDragon: Go

    I suppose you could call it that. I think of it more in terms of collision based weapons.

    rrowland made a tutorial on tracelines a while back... I think he does a better job of explaining them. You can read it here: http://forums.sc2mapster.com/resources/tutorials/1626-trigger-how-to-target-with-mouselook-tracelines/

    "The traceline function is used for 3D aiming, like you'd see in a First Person Shooter. Since you can't just click on the ground you have to calculate what the player is aiming at in the middle of his screen, where the crosshairs are. " - rrowland

    "Explanation of Traceline Function

    A short intermission to explain what our traceline function will do: Our traceline function is, surprise, going to trace an imaginary line. The beginning of the line is the camera's position and height, the end of the line is 50.0 units in the direction the player is facing. To "trace" the line, we will be checking the position of each point in the line in small increments. For example, if you're at 0,0 at height 0 [0, 0, 0] and you're looking straight east the end of the imaginary line would be at 50, 0 at height 0 [50, 0, 0]. Every 1.0 unit of the line, we will check to see if we've hit anything. This means we run a loop 50 times: First we check [1,0,0], if we find nothing we check at [2,0,0] etc until we hit something." - rrowland

    also, has anyone else noticed that post counts here are somewhat innaccurate? Earlier today my post count was listed as 83, but as I'm typing it its listed as 80. I've noticed many similar fluctuations on other occasions... sometimes it goes higher, sometimes lower.

    Posted in: Data
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    posted a message on Previous WDE and Ideas

    @aczchef: Go

    I have a vague idea... basically they are a method of projecting the path of a weapon in 3d space, mainly for 3rd/1st person shooter maps. As far as I know they are exclusively trigger thing, so they wouldn't really be WDE appropriate. If anyone knows of a way to make tracelines with the data editor though, I'd love to hear about it.

    Posted in: Data
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    posted a message on Making a missile firing from a turret by ability

    @Eclipsado: Go

    Vexal has it right...

    however, unless blizzard has fixed this problem since a few months ago, the only way to reliably make a turret face the target of an attack is if the attack is fired from a weapon. With abilities, the turret will keep its current facing, even if the missile is properly coming from the turret.

    Posted in: Data
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