I was hoping you could answer some simple questions:
I know i have asked you this before but oh wellz!
ok number 1: How to create a morph - I have it all working except no actors or model at the end of the morph, so maybe its something eeayl we are doing wrong.
Number 2: Slowing the command center drop, so that it is similar to Sc1, in that you can drop a commanbd center, and run a marine in and he goes hay-wire with pathing, and you can click where yuo want himn and he can walk through walls.
Number 3 - I figured out you can change the names of attributes
uhh Number 4 - uuhhh I dont have any numbner 4 lol, so this can just be a thanks, for all your work. Great work! Its helped so many people! :D
Thanks for your response. Well, I just need the Overlords to transport Banelings over to a base and drop them off there. I have the region placed and I have said that they are going to a random point in that region to get some more variety. But I still have a problem with loading them up.. Do you suggest that I firstly create the overlords in a region, then I create the Banelings in the region and make the Banelings load into the Overlords and then move to their destination?
And with the Overlord creep: Is there any way to modify the Overlords so they will always spawn creep?
Well, I firstly suggest you make alterations to the overlords so that they have transportation ability by default (pre-researched or remove the need to research). Then I would say create baneling for intended player at the intended point. Then use Issue Order to Order Targeting Unit (That simply means you are gonna order them to do something which requires targeting a unit), and under the Transport type, use Load(Overlord). You might assign this overlord to a unit variable ahead of time for easy reference if you have multiple overlords as well.
Now keep in mind, you are telling the Overlord to load a unit into it, not a unit to move into it, as telling a unit to move into it is actually telling the overlord to come pick it up. Now, due to the editor not cooperating with me, and I looked this up in triggers forums and I'm not the only one, I found an old forum thread where they were having the exact same issue in 2010. Similar Issue
I ended up having to use an unload all function that despawns the transport to make it work. I'll just post an image of the test trigger I used to this message to make it work.(Ignore the set Ally part, that was just so I could keep an eye on my units, also keep in mind I used a medivac to save time editing an overlord)
As far as your overlord creep question goes, just designate a point to move to said overlord, and have it use a combination of timers and environment triggers to modify creep at said point. Just make sure you use the temporary kind of creep, unless infesting the entire map is your objective!
EDIT: I have found that apparently the unload command will NOT work if you tell it to wait for existing orders to finish. But a quick wait 2 seconds then telling it to Replace Existing Orders works just fine. A very stupid annoying quirk, but there is your way to make it unload without having to kill it in the process, lol.
So got a question here that may or may not get an answer. But was wondering if any of the more accomplished data editors, particularly in the making custom weapons/abilities category, knows of or would mind making a diagram of how all the pieces might go together, for say a simple attack like that of a zergling, and then a more complex attack such as that of a Hydralisk or Karass(Hero), then how you might link such an attack to an ability. I have watched and followed many tutorials, and have come up with finished products, but I still don't know why. I'm not looking for a how to make guide, but more a picture of how all this stuff interconnects with itself to make a finished product.
Hello Zelda, posting a few questions I have for you, in order of what is most important to me to have answered first:
EDIT 1: Question #0: I have set up a missile to go about its merry way damaging all it comes close to, which is great, except it gives the casting unit no kill credit whatsoever. Basically I have a missile with a basic damage effect impact, but the missile uses an ammo unit that has a behavior that uses a search effect constantly and causes damage through a damage effect(same effect the missile itself uses).
It does a really great job of damaging things, but does a really lousy job of crediting my hero with any kills. The model of how it works is fairly important to me, as I want it to cause devastation all the way to its target, but not go any further than its target, otherwise I would simply use a hellion/raynor snipe attack/ability model.
EDIT 2: According to Kueken in the forums at http://www.sc2mapster.com/forums/development/data/17099-how-do-you-make-a-projectile-ability/ , you need to apply a launch effect to the missile, which applies the above said behavior. However my attempts at making it a launch effect have been failboating thus far, can't even get the said behavior to fire...... Just trying to give you more info to work with while I'm at it.
EDIT 3: Correction, I am EPIC failing. I have found the source of all my anguish however, I have an Effect of type Apply Behavior, everything on it is good, except for the Unit: Unit + part of it where you need to pick an effect and value. No combinations have worked, exactly.... Did find that selecting missile and caster or outer results in the caster having an INTENSE damage shield, is very amusing to run into a swarm of zerglings with this going.... Still, I'm totally failing at applying the behavior to the desired missile to do a search- then damage - effect from.
EDIT 4: (Last one on this post for the night!) SOLVED! This might also partially solve your question ScorpSCII, at least the missile damaging units segment of it. To save everyone else the 2 + hours I spent messing with this to make it work, will explain what I did to make it work the way I wanted, the jist of it anyways, won't be a Onetwo/prozaic tutorial by far.
Basically what the ability does is it fires a missile at a target point, causing damage to all it comes into contact with on its way, then can do whatever you want at the end (impact).
What I did: made a basic ability/button to fire said missile, which I linked to a custom mover (to cause more devastation I made it half the speed of photon cannon mover). The Impact effect is just a dummy effect. Periodic offset is -1 (it just keeps going). For fun (not at all balanced) I made the range 50. Made the impact location a target point so I could aim it behind units as I pleased. Now for the Ammo Unit I just copy/pasted up the Weapon - yamato.
The real thing that makes this sucker do the devastation work is the Launch Effect though (I used a behavior on the ammo unit, but due to no kill issues, went this route from Kueken's posting). For this I made an apply behavior effect. Important fields here are Response Flags set to acquire, flee, Unit: Unit + set to none for effect, Source for value. Then for the Behavior Field I made a new behavior of type buff, with a periodic search effect (my period is set to .1, can set it down to .0625 from what I have heard if you like), and kill credit: effect (none), value (unknown). The rest is just personal preferences really.
For the search effect it is really simple, just radius of 1 and maximum count 1, effect damage which is simply set to whatever damage you want and death type of whatever you like. And that is pretty much it. I will likely change this to a buff effect later to prevent multiple hits on larger units, but for getting the ability functioning properly this was fine.
Big thanks to onetwo, kueken, and ZR for forum postings, youtubings, examples, and outlines to help me start to really understand this enough to mess with it to come up with solutions like this. Would have taken me a much longer time to be able to start messing with abilities like this otherwise.
I still very much would like help with the other two questions though Zelda, I'm going to bed then work from there!
Question #1: How do you properly use the issue order effect to tell a high templar for example to use psi storm when he can, or a medic to heal a hurt unit or whatever. Am I even looking at the right part of the data editor to make this sort of thing happen? Let's say I have a unit with a ranged attack of some sort, Ability A, and Ability B. How would I tell the unit to use Ability A 20 % of the time, Ability B 30 % of the time, and just keep attacking the rest of the time?
Question #2: Say I have an ability or unit or a combination of the two I want to keep using in several different maps, how do I put these into a mod? All I get is some lovely black box that doesn't let me paste anything into it.....
Thanks again for the help earlier, Data Editor is starting to make more sense, after hours of staring at pre-made abilities anyways...
I'd like to know how to add a square under structures to better represent their boundaries for maps the require precision building placement. I've been told you can not do this with a texture and that you need to add a square model. Is there one already in the editor and how do you add it to a unit.
One more question. If you have a bunch feel free to skip this one. What is the best way to mimic kodo behavior from the kodo tag mads from wc3. I specifically want the kodos to only attack buildings if the unit it is targeting is unreachable. I want the least system taxing way because I'm might have 30+ units on a map with this behavior.
Edit: I was watching an old episode and you mentioned that the search effect in data doesn't cause lag. So I guess it would be some search, but I have no idea how to do that.
What are the pros and cons for making abilities work through triggers as opposed to the data editor? Could you make an ability that works like WC3 "War Stomp" (AoE damage around caster and slows enemies' movement speed) each way (if you have time?) I'm more comfortable with triggers but it seems that data is more precise and objectively more straightforward.
So I figured out how to attach it, I don't know what happened during the show, lol. I used unit birth and origin point ona supply depot and it worked. I also crated a site operation to rotate 45 degrees. All I need to do know is find out how to tin objects a certain color, but I can probably find out how to do that with a tutorial. Thanks for the help, even if you didn't get it working, it worked for me so I wouldn't be able to do it without you.
Thanks
Also when you were talkking about mods, if I have the map and a mod opened and I change something in the mod do I have to save the mod and refresh somehow in map? It seems like it would work similar to xrefs in CAD.
I can't think of a question that I need answering now, so I'm going to aska general one that I've been wondering about.
Q: What type of stuff should we avoid in the trigger editor that would cause lag and can you perhaps create an example. I'm somewhat confused as to were to draw the line between a find trigger and one that goes overboard.
Also when you were talkking about mods, if I have the map and a mod opened and I change something in the mod do I have to save the mod and refresh somehow in map?
Yes you do. I just close and reload it, but there may be a more practical way.
Hi,
I'm trying to control which type of unit my unit will auto-acquire when it attacks. For example, if a baneling and a roach are both in range of a stalker, I want the stalker to always shoot the baneling by default, even if the roach is closer. I've already tried the following 3 things, and none of them have worked.
I've tried using the field "Target Sorts" in the "Weapon" data editor. Correct me if I'm wrong but this doesn't seem to do anything whatsoever. I think it might be an editor bug.
Somebody suggested change the stalker weapon's Effect to a search effect that uses Target Sort+. This at least seems to do something, but I don't want to do it this way because it has three undesirable effects: 1. Even if the user tells the unit to attack a specific unit, the projectile will always launch towards whatever the Search finds instead. 2. It can cause the weapon to fire beyond its normal attack range (if the unit attacks something near the edge of its range, and the Search finds something further than that). 3. The unit's turret may appear to track a different unit than what it's actually firing at.
As a sort of desperate idea, I thought of doing what the map Desert Storm does: I gave the stalker 2 different weapons which are identical except for one of them only targets Armored units (like the roach) and the other one cannot target Armored units. Then I gave the stalker a behavior which disables its weapon that fires at Armored, provided there are Non-Armored units in range. (I accomplished this with the the Weapons Disabled field, and a Validator).
I still don't like this though, because if the user actually tells the stalker to fire at the roach, he'll get an error message and won't be able to. That's not what I want, I only want the stalker to prefer to fire at the baneling, by default.
Last but not least, I don't want to tinker with the roach or baneling's Attack Priority. I only want to change the priority for this one unit type (stalker), not for all units in the game.
So I'm out of ideas at this point. Can anybody help me?
Actually I kind of answered my own question. All I have to do is give the stalker multiple weapons in the correct order. When scanning for a target, the unit will scan with the first weapon it has, then the second, and so forth until it finds a target. So if I give the stalker a weapon that cannot target armored, but list it first, then he'll fire only at non-armored units unless there are only armored units around. No behaviors or validators needed!
Still, it would be be nice to know if there's a more general way to prioritize targets. For instance what if I want the stalker to always acquire the lowest-health target, or something like that?
Also, could anyone link me to a cogent explanation of backswing, damage point, period, and reload time, particularly where multiple weapons are involved? And maybe what the "linked cooldown" option does as well?
Hey Zelda!
I was hoping you could answer some simple questions:
I know i have asked you this before but oh wellz!
ok number 1: How to create a morph - I have it all working except no actors or model at the end of the morph, so maybe its something eeayl we are doing wrong.
Number 2: Slowing the command center drop, so that it is similar to Sc1, in that you can drop a commanbd center, and run a marine in and he goes hay-wire with pathing, and you can click where yuo want himn and he can walk through walls.
Number 3 - I figured out you can change the names of attributes
uhh Number 4 - uuhhh I dont have any numbner 4 lol, so this can just be a thanks, for all your work. Great work! Its helped so many people! :D
@Deadzergling:
Thanks for your response. Well, I just need the Overlords to transport Banelings over to a base and drop them off there. I have the region placed and I have said that they are going to a random point in that region to get some more variety. But I still have a problem with loading them up.. Do you suggest that I firstly create the overlords in a region, then I create the Banelings in the region and make the Banelings load into the Overlords and then move to their destination?
And with the Overlord creep: Is there any way to modify the Overlords so they will always spawn creep?
@AdrianXtra: Go
Well, I firstly suggest you make alterations to the overlords so that they have transportation ability by default (pre-researched or remove the need to research). Then I would say create baneling for intended player at the intended point. Then use Issue Order to Order Targeting Unit (That simply means you are gonna order them to do something which requires targeting a unit), and under the Transport type, use Load(Overlord). You might assign this overlord to a unit variable ahead of time for easy reference if you have multiple overlords as well.
Now keep in mind, you are telling the Overlord to load a unit into it, not a unit to move into it, as telling a unit to move into it is actually telling the overlord to come pick it up. Now, due to the editor not cooperating with me, and I looked this up in triggers forums and I'm not the only one, I found an old forum thread where they were having the exact same issue in 2010. Similar Issue
I ended up having to use an unload all function that despawns the transport to make it work. I'll just post an image of the test trigger I used to this message to make it work.(Ignore the set Ally part, that was just so I could keep an eye on my units, also keep in mind I used a medivac to save time editing an overlord)
As far as your overlord creep question goes, just designate a point to move to said overlord, and have it use a combination of timers and environment triggers to modify creep at said point. Just make sure you use the temporary kind of creep, unless infesting the entire map is your objective!
EDIT: I have found that apparently the unload command will NOT work if you tell it to wait for existing orders to finish. But a quick wait 2 seconds then telling it to Replace Existing Orders works just fine. A very stupid annoying quirk, but there is your way to make it unload without having to kill it in the process, lol.
So got a question here that may or may not get an answer. But was wondering if any of the more accomplished data editors, particularly in the making custom weapons/abilities category, knows of or would mind making a diagram of how all the pieces might go together, for say a simple attack like that of a zergling, and then a more complex attack such as that of a Hydralisk or Karass(Hero), then how you might link such an attack to an ability. I have watched and followed many tutorials, and have come up with finished products, but I still don't know why. I'm not looking for a how to make guide, but more a picture of how all this stuff interconnects with itself to make a finished product.
http://i183.photobucket.com/albums/x171/11shadowwolf/HELp.png
and ideas on fixing that, I dont even have a Xel Naga Prison on my map...
Also, Can you show me how to make Psionic Storm an attack?
@Deadzergling: Go
Thank you so much Deadzergling! I can't wait to get to try this later today. :)
Alright, I have some problems with the creep spread from the overlord..
This is how I'am thinking right now:
It's almost Wednesday guys! I just got home, so I wasn't able to post this earlier O.o
Anyways, before I go to sleep, I'll ask for questions for tomorrow's show. So long as I get enough, there should be a show tomorrow ;)
Hello Zelda, posting a few questions I have for you, in order of what is most important to me to have answered first:
EDIT 1: Question #0: I have set up a missile to go about its merry way damaging all it comes close to, which is great, except it gives the casting unit no kill credit whatsoever. Basically I have a missile with a basic damage effect impact, but the missile uses an ammo unit that has a behavior that uses a search effect constantly and causes damage through a damage effect(same effect the missile itself uses).
It does a really great job of damaging things, but does a really lousy job of crediting my hero with any kills. The model of how it works is fairly important to me, as I want it to cause devastation all the way to its target, but not go any further than its target, otherwise I would simply use a hellion/raynor snipe attack/ability model.
EDIT 2: According to Kueken in the forums at http://www.sc2mapster.com/forums/development/data/17099-how-do-you-make-a-projectile-ability/ , you need to apply a launch effect to the missile, which applies the above said behavior. However my attempts at making it a launch effect have been failboating thus far, can't even get the said behavior to fire...... Just trying to give you more info to work with while I'm at it.
EDIT 3: Correction, I am EPIC failing. I have found the source of all my anguish however, I have an Effect of type Apply Behavior, everything on it is good, except for the Unit: Unit + part of it where you need to pick an effect and value. No combinations have worked, exactly.... Did find that selecting missile and caster or outer results in the caster having an INTENSE damage shield, is very amusing to run into a swarm of zerglings with this going.... Still, I'm totally failing at applying the behavior to the desired missile to do a search- then damage - effect from.
EDIT 4: (Last one on this post for the night!) SOLVED! This might also partially solve your question ScorpSCII, at least the missile damaging units segment of it. To save everyone else the 2 + hours I spent messing with this to make it work, will explain what I did to make it work the way I wanted, the jist of it anyways, won't be a Onetwo/prozaic tutorial by far.
Basically what the ability does is it fires a missile at a target point, causing damage to all it comes into contact with on its way, then can do whatever you want at the end (impact).
What I did: made a basic ability/button to fire said missile, which I linked to a custom mover (to cause more devastation I made it half the speed of photon cannon mover). The Impact effect is just a dummy effect. Periodic offset is -1 (it just keeps going). For fun (not at all balanced) I made the range 50. Made the impact location a target point so I could aim it behind units as I pleased. Now for the Ammo Unit I just copy/pasted up the Weapon - yamato.
The real thing that makes this sucker do the devastation work is the Launch Effect though (I used a behavior on the ammo unit, but due to no kill issues, went this route from Kueken's posting). For this I made an apply behavior effect. Important fields here are Response Flags set to acquire, flee, Unit: Unit + set to none for effect, Source for value. Then for the Behavior Field I made a new behavior of type buff, with a periodic search effect (my period is set to .1, can set it down to .0625 from what I have heard if you like), and kill credit: effect (none), value (unknown). The rest is just personal preferences really.
For the search effect it is really simple, just radius of 1 and maximum count 1, effect damage which is simply set to whatever damage you want and death type of whatever you like. And that is pretty much it. I will likely change this to a buff effect later to prevent multiple hits on larger units, but for getting the ability functioning properly this was fine.
Big thanks to onetwo, kueken, and ZR for forum postings, youtubings, examples, and outlines to help me start to really understand this enough to mess with it to come up with solutions like this. Would have taken me a much longer time to be able to start messing with abilities like this otherwise.
I still very much would like help with the other two questions though Zelda, I'm going to bed then work from there!
Question #1: How do you properly use the issue order effect to tell a high templar for example to use psi storm when he can, or a medic to heal a hurt unit or whatever. Am I even looking at the right part of the data editor to make this sort of thing happen? Let's say I have a unit with a ranged attack of some sort, Ability A, and Ability B. How would I tell the unit to use Ability A 20 % of the time, Ability B 30 % of the time, and just keep attacking the rest of the time?
Question #2: Say I have an ability or unit or a combination of the two I want to keep using in several different maps, how do I put these into a mod? All I get is some lovely black box that doesn't let me paste anything into it.....
Thanks again for the help earlier, Data Editor is starting to make more sense, after hours of staring at pre-made abilities anyways...
How to make a missile constantly move around a unit in circles, damaging enemies hit by the missile? [IN DATA!]
I have found and read this post [Official] Forum upgrade suggestions. I don't want to dig to deep in its grave, but I have to ask this question ...
Is it planned to implement any of these suggestions? I mean not only theoretical or sometime in a distant future :)
I'd like to know how to add a square under structures to better represent their boundaries for maps the require precision building placement. I've been told you can not do this with a texture and that you need to add a square model. Is there one already in the editor and how do you add it to a unit.
One more question. If you have a bunch feel free to skip this one. What is the best way to mimic kodo behavior from the kodo tag mads from wc3. I specifically want the kodos to only attack buildings if the unit it is targeting is unreachable. I want the least system taxing way because I'm might have 30+ units on a map with this behavior.
Edit: I was watching an old episode and you mentioned that the search effect in data doesn't cause lag. So I guess it would be some search, but I have no idea how to do that.
thanks
What are the pros and cons for making abilities work through triggers as opposed to the data editor? Could you make an ability that works like WC3 "War Stomp" (AoE damage around caster and slows enemies' movement speed) each way (if you have time?) I'm more comfortable with triggers but it seems that data is more precise and objectively more straightforward.
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
So I figured out how to attach it, I don't know what happened during the show, lol. I used unit birth and origin point ona supply depot and it worked. I also crated a site operation to rotate 45 degrees. All I need to do know is find out how to tin objects a certain color, but I can probably find out how to do that with a tutorial. Thanks for the help, even if you didn't get it working, it worked for me so I wouldn't be able to do it without you.
Thanks
Also when you were talkking about mods, if I have the map and a mod opened and I change something in the mod do I have to save the mod and refresh somehow in map? It seems like it would work similar to xrefs in CAD.
For the show on Feb 1:
How do you make abilities that reference hero stats to determine their effectiveness? IE, say an ability does 10 x Hero's Strength attribute.
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
I can't think of a question that I need answering now, so I'm going to aska general one that I've been wondering about.
Q: What type of stuff should we avoid in the trigger editor that would cause lag and can you perhaps create an example. I'm somewhat confused as to were to draw the line between a find trigger and one that goes overboard.
Come on people more questions, I want a show!
How to make a Science Vessel cast the Irradiate ability at a nearby enemy every X seconds? (through data)
Yes you do. I just close and reload it, but there may be a more practical way.
Hi, I'm trying to control which type of unit my unit will auto-acquire when it attacks. For example, if a baneling and a roach are both in range of a stalker, I want the stalker to always shoot the baneling by default, even if the roach is closer. I've already tried the following 3 things, and none of them have worked.
I've tried using the field "Target Sorts" in the "Weapon" data editor. Correct me if I'm wrong but this doesn't seem to do anything whatsoever. I think it might be an editor bug.
Somebody suggested change the stalker weapon's Effect to a search effect that uses Target Sort+. This at least seems to do something, but I don't want to do it this way because it has three undesirable effects: 1. Even if the user tells the unit to attack a specific unit, the projectile will always launch towards whatever the Search finds instead. 2. It can cause the weapon to fire beyond its normal attack range (if the unit attacks something near the edge of its range, and the Search finds something further than that). 3. The unit's turret may appear to track a different unit than what it's actually firing at.
As a sort of desperate idea, I thought of doing what the map Desert Storm does: I gave the stalker 2 different weapons which are identical except for one of them only targets Armored units (like the roach) and the other one cannot target Armored units. Then I gave the stalker a behavior which disables its weapon that fires at Armored, provided there are Non-Armored units in range. (I accomplished this with the the Weapons Disabled field, and a Validator). I still don't like this though, because if the user actually tells the stalker to fire at the roach, he'll get an error message and won't be able to. That's not what I want, I only want the stalker to prefer to fire at the baneling, by default.
Last but not least, I don't want to tinker with the roach or baneling's Attack Priority. I only want to change the priority for this one unit type (stalker), not for all units in the game.
So I'm out of ideas at this point. Can anybody help me?
@Aresake: Go
Actually I kind of answered my own question. All I have to do is give the stalker multiple weapons in the correct order. When scanning for a target, the unit will scan with the first weapon it has, then the second, and so forth until it finds a target. So if I give the stalker a weapon that cannot target armored, but list it first, then he'll fire only at non-armored units unless there are only armored units around. No behaviors or validators needed!
Still, it would be be nice to know if there's a more general way to prioritize targets. For instance what if I want the stalker to always acquire the lowest-health target, or something like that?
Also, could anyone link me to a cogent explanation of backswing, damage point, period, and reload time, particularly where multiple weapons are involved? And maybe what the "linked cooldown" option does as well?