I'm currently working on a map that uses global calldown abilities, the same a s Spear of Adun (SOA), or the Coop Commander maps.
Most of this is going very well, but the abilities which use multiple on screen clicks, during targeting, all seem to fail. By default, the UI only accepts one on screen click, and then attempts to execute the ability. This results in A) the ability consumes costs but does nothing, or B) the ability performs only part of its desired effect.
Here are Two examples of what I am trying to create/make work:
1. (SOA) Thermal Lance:
(not to be confused with the Colossus Weapon) This one origionally comes from the Protoss Campaign, and appears again with the Karax Coop Commander. When used, the player clicks the screen once to determine the start point for the effect (targeting arrow appears on first click) and clicks a second time to determine the end point (all units, in a line, starting at first point and moving a set distance in the direction towards the second point are damaged).
In addition to this 'Vector style Targeting', the ability allows the player to target 3 different areas with one casting. - That is, after the effect begins damaging units along the first line, the ability immediately propts the user to select a second area to target with an identical effect, and does this a total of 3 times.
Looking through the in-editor data, the ability itself is a BEHAVIOR type ability, and that makes very little sense to me.
If you can help me create the proper effect once, I will be very greatful.
If you can help me create the effect 3 consecutive times, as is done in the Blizzard maps, I will be even more greatful, and quite astounded.
2. (Nova) Tactical Airlift
The in-editor name for this one is "Nova Griffin Transport Load Units". On cast, the ability Spawns a unit, and orders that unit to Load all units in an area search. So far, this works.
On the first click from the player, after the Spawned unit appears, the ability needs to issue an order to move to the clicked point (allow minimap targeting) and unload all units. (this part does not work. it currently does not accept user input for where units should be dropped off)
At the end of a timed life, the Spawned transport unit disappears. (this part works. it even drops off all units, even if no target point was chosen)
....................
Finally, I'll underline again that my current goal is to Fix pre-existing abilities, causing them to work correctly. If you suggest rebuilding them from scratch, I am happy to go that route (and would like to know how, in the case of Thermal Lance), but have not yet made heavy efforts to do so.
The major problem with these (I think) is allowing the user to put in all the necessary commands. I suspect Triggers will be necessary at some point, but I would like to use as few as possible.
....................
You loaded the mod for co-op and look at how the originals work? Even in the protoss campaign they create a unit that then is ordered by the second click to use the beam.
I assume the abilities you are referring to use the same backbone trigger wise.
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I loaded the coop mod, and as far as I can tell, they do not use that method for "SOA Thermal Lance". I'm pretty sure both the Griffin abilities work that way, even without checking though. This would certainly make more sense than what I was able to hash out from "SOA Thermal Lance".
I'll check myself, but you wouldn't happen to know the names of the campaign triggers I should look at, do you?
Also (I'll likely see this when I check), if I need a trigger for the second stage in targeting, would that trigger create the targeting actors? or would that be attached to the ability of the created unit?
I'm currently working on a map that uses global calldown abilities, the same a s Spear of Adun (SOA), or the Coop Commander maps.
Most of this is going very well, but the abilities which use multiple on screen clicks, during targeting, all seem to fail. By default, the UI only accepts one on screen click, and then attempts to execute the ability. This results in A) the ability consumes costs but does nothing, or B) the ability performs only part of its desired effect.
Here are Two examples of what I am trying to create/make work:
1. (SOA) Thermal Lance:
(not to be confused with the Colossus Weapon) This one origionally comes from the Protoss Campaign, and appears again with the Karax Coop Commander. When used, the player clicks the screen once to determine the start point for the effect (targeting arrow appears on first click) and clicks a second time to determine the end point (all units, in a line, starting at first point and moving a set distance in the direction towards the second point are damaged). In addition to this 'Vector style Targeting', the ability allows the player to target 3 different areas with one casting. - That is, after the effect begins damaging units along the first line, the ability immediately propts the user to select a second area to target with an identical effect, and does this a total of 3 times.
Looking through the in-editor data, the ability itself is a BEHAVIOR type ability, and that makes very little sense to me. If you can help me create the proper effect once, I will be very greatful. If you can help me create the effect 3 consecutive times, as is done in the Blizzard maps, I will be even more greatful, and quite astounded.
2. (Nova) Tactical Airlift
The in-editor name for this one is "Nova Griffin Transport Load Units". On cast, the ability Spawns a unit, and orders that unit to Load all units in an area search. So far, this works. On the first click from the player, after the Spawned unit appears, the ability needs to issue an order to move to the clicked point (allow minimap targeting) and unload all units. (this part does not work. it currently does not accept user input for where units should be dropped off) At the end of a timed life, the Spawned transport unit disappears. (this part works. it even drops off all units, even if no target point was chosen)
....................
Finally, I'll underline again that my current goal is to Fix pre-existing abilities, causing them to work correctly. If you suggest rebuilding them from scratch, I am happy to go that route (and would like to know how, in the case of Thermal Lance), but have not yet made heavy efforts to do so.
The major problem with these (I think) is allowing the user to put in all the necessary commands. I suspect Triggers will be necessary at some point, but I would like to use as few as possible. ....................
Thankyou, in advance.
You loaded the mod for co-op and look at how the originals work? Even in the protoss campaign they create a unit that then is ordered by the second click to use the beam.
I assume the abilities you are referring to use the same backbone trigger wise.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
I loaded the coop mod, and as far as I can tell, they do not use that method for "SOA Thermal Lance". I'm pretty sure both the Griffin abilities work that way, even without checking though. This would certainly make more sense than what I was able to hash out from "SOA Thermal Lance".
I'll check myself, but you wouldn't happen to know the names of the campaign triggers I should look at, do you?
Also (I'll likely see this when I check), if I need a trigger for the second stage in targeting, would that trigger create the targeting actors? or would that be attached to the ability of the created unit?
The actors are associated with the ability. All the triggers do is create an invisible unit and order it to use an ability.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg