I have a revealer that covers the whole map, so sight radius do not matter to me, I have all vision radiuses set to 0 actually. I guess my case is pretty specific/unique/whatever.
I'm trying out the scan range thing atm, does not quite seem to work. Perhaps it has to do with the static units' radius or something. I'll fiddle around a bit and edit if I can't solve it.
edit: I solved it indeed. thanks a lot for the input xD
it had something to do with the radius/inner radius on both the "attacker" and the static unit, for anyone who wonders.
Winged im putting together a team for a serious knockout for a World of Stacraft raid. It wont be a full emulation of WoW but rather a simulated 10 player raid instance against Kerrigan that takes place in the "All In" campaign battle on Char. Let me know if youre interested in helping script a boss fight or any other enemy AI. Here's a glimpse of the character selection screen i have nearly done.
Interesting selection screen there. I'd need a little more information about the project unfortunately, since I'm not a WoW player. I have a lot on my plate at the moment, so I'm not sure a full project is ideal for me at the moment. Maybe if you give me one or two things to chip away at for you, I might be able to lend a hand.
I could use some help with some fairly simple ideas and triggers if you have the time and wouldnt mind helping out, you would receive full recognition for your efforts, and the chance to produce another top rated map, I have alot of good idea's the alpha ver is up on US. if you want to check it out.
other wise check out my feedback thread and youtube video of what i have so far.
Any help would be helpful, have vent, msn, whatever you use. With you WE could make WWII destruction a very well done map
I don't have an actual task for you, instead it's kind of a tutorial/question/request. I have been wondering about this for some time and I have not recieved any answers. I'd like to know how to change the points on a unit from where weapons fire. Perhaps even how to make multiple sets of these?
If you don't understand what I mean, then listen to this. The zealot attacks from his psi blades correct? I want to know how to make him shot stalker disruptor beams from his eyes. These are some other examples. The sentry attacking from it's orb, the marauder shooting void ray beam from his chest, or even making the viking on ground shoot from it's missile launchers that have moved to his arms.
Thanks in advance. Hope you can figure this out. If anybody else knows how, please shout it out loud! :)
Yuka, accomplishing this is actually nice and easy :). Find your units' attack actor (It'll be in the Action section, probably within GenericAttack) and Check the field: Launch Attachment Query +:
Methods are preset patterns or combinations (something like the Viking, which attacks from two places at once, or the Marauder, which alternates hands). The Direct option allows you to choose an attachment point directly.
You can set that to just about anything and the missile/beam will launch from that position on the character. The only problem is that most units only have a handful of attachment points. To use your example, Zealots don't have Eye attachments, but they do have head attachments. Using SiteOps and custom Sites, you can make your own attachment points on models, but its very finicky and I've never tried using it for a standard attack.
[Edit]: Watched your video, seems simple, but fun. My concerns are on the level of trigger aid you want. Are you asking me to do an entire games' worth of triggers? Or am I just doing a couple things you weren't able to pull off and touching up issues within the triggers you've made? I'll look into it for you if you PM me the map, but I need some more info on what you want.
I would just need help fixing broken shit, i enjoy researching and figuring out how to actually do most of these things but i think having a trigger guy like yourself on speed dial for some of my random question would be really nice. and someone to take a look over the map in editor and maybe if there is a better way to do things..
for instance i have a lot of units spawned for the defense to the point of massive lag... what can i do to reduce the lag of having 600 units sitting around, or how could I use triggers or unit modifications to reduce the amount of actual units there are used. and to generally bounce idea's off of and possible beta test with sometimes.
I hate the fact that it takes 6 hours before you can get a decent answer to most topics, otherwise its 3 1/2 hours of searching the forums for one post worth of 3 sentences that fixes my problem. If i had someone i could jump in vent with or text wtf ever and say ask " how would i do this ? omgwtf?!?! "
or " why do i fail" and get an answer withing half a week would make this process go a lot faster lol..
Lmao, I know what you mean. I can do that. Send the map to me via a PM. As for the lag, I was thinking (while watching your video) that it might be a good idea to stop users from saving up several hundred troops and crashing the game. Maybe change it a bit so as you advance, your spawning points advance too? That way you could put timers on the attackers and prevent them from overwhelming the game. Alternatively, you could simply stop new units from spawning if the user is over a supply limit or something.
Contact me via e-mail, pm here, or pm at my website (whatever strikes your fancy) if you want to hear more. Time investment on your part would depend on how much you want to do.
Just thought of something that might be useful for some. Could you create a unit with an upgradeable ability that each upgrade adds something onto it? Like say a Thor gets a mini turret on his left shoulder, it can only attack in that area of sight, added that attacks enemies independently for the first upgrade. The second upgrade gives the thor a hellion to his right shoulder, attack is limited to that area on the right, that attacks independently. Then the third adds a siege tank in siege mode to the thors back that attacks independently.
Yup, that's possible. I've done similar things for my Formation Defense game. It's all a matter of attachments. I'm not sure about the independent line of sight for each add-on though. Line of sight is shared among units, so I'm not sure that part of your request is possible. When I get some free time I'll create something similar for people to learn from.
Yup, you'll need to use a Site with an Explicit Rotation Operation. Prozaic Muse has a wonderful tutorial for that if you use the search function :). If you can't figure it out PM me again.
As for making it attack more than one enemy....do you mean you want each attack to have a splash radius? Or do you want multiple weapons to all be attacking at once?
It's the tutorial where he flips a wraith upside down. It's the same idea for you, but you just want to straighten it, so it's vertical. To make it attack, add a weapon to it in the Weapons + field. Also, make sure it has the Ability "Attack"
I hate to be a burden, but I don't know the first thing about site operations and the tutorial is a little vague. Do you have any other suggestions or would you be able to give me more precise instructions on what to do, please. My charaters orientation is always forward. I've changed the up and forward variables multiple times with no change. I'm stuck! Any additional help you could give would be greatly appreciated. Thanks again.
For the time being, I'm closing this thread. I've recently been able to spend very little time with the editor and am already helping quite a few people with their projects + managing my own.
@ Segento: I will still try to help with your problem. Vectors are not my specialty, but try and do the following:
Create a new actor of type Site Operation (Explicit Rotation). Enable "Is Local". The tricky part will be finding the appropriate values in the Forward and Up fields. Try to use the thread link below to help you (honestly, trying to get these values work is often just tons of guess and check). Afterwards, go to the main actor your unit uses and change its Host Site Operation + field to include your new Explicit Rotation actor.
Keep in mind that you usually won't see a difference on the map until you either restart the editor, or remove the unit you're looking at and place him on the terrain again.
EDIT: It works now!
I created a new model and actor and now it works perfectly. I also used an explicit rotation actor to straighten the unit actor up a bit.
@wingednosering: Go
I have a revealer that covers the whole map, so sight radius do not matter to me, I have all vision radiuses set to 0 actually. I guess my case is pretty specific/unique/whatever.
I'm trying out the scan range thing atm, does not quite seem to work. Perhaps it has to do with the static units' radius or something. I'll fiddle around a bit and edit if I can't solve it.
edit: I solved it indeed. thanks a lot for the input xD it had something to do with the radius/inner radius on both the "attacker" and the static unit, for anyone who wonders.
Glad you got it working :).
Winged im putting together a team for a serious knockout for a World of Stacraft raid. It wont be a full emulation of WoW but rather a simulated 10 player raid instance against Kerrigan that takes place in the "All In" campaign battle on Char. Let me know if youre interested in helping script a boss fight or any other enemy AI. Here's a glimpse of the character selection screen i have nearly done.
Interesting selection screen there. I'd need a little more information about the project unfortunately, since I'm not a WoW player. I have a lot on my plate at the moment, so I'm not sure a full project is ideal for me at the moment. Maybe if you give me one or two things to chip away at for you, I might be able to lend a hand.
@wingednosering: Go
Hey Winged!
Im working on a new Map WWII DESTRUCTION
I could use some help with some fairly simple ideas and triggers if you have the time and wouldnt mind helping out, you would receive full recognition for your efforts, and the chance to produce another top rated map, I have alot of good idea's the alpha ver is up on US. if you want to check it out.
other wise check out my feedback thread and youtube video of what i have so far.
Any help would be helpful, have vent, msn, whatever you use. With you WE could make WWII destruction a very well done map
@EpicDo0oM: Go
WWII DESTRUCTION!
I don't have an actual task for you, instead it's kind of a tutorial/question/request. I have been wondering about this for some time and I have not recieved any answers. I'd like to know how to change the points on a unit from where weapons fire. Perhaps even how to make multiple sets of these?
If you don't understand what I mean, then listen to this. The zealot attacks from his psi blades correct? I want to know how to make him shot stalker disruptor beams from his eyes. These are some other examples. The sentry attacking from it's orb, the marauder shooting void ray beam from his chest, or even making the viking on ground shoot from it's missile launchers that have moved to his arms.
Thanks in advance. Hope you can figure this out. If anybody else knows how, please shout it out loud! :)
Yuka, accomplishing this is actually nice and easy :). Find your units' attack actor (It'll be in the Action section, probably within GenericAttack) and Check the field: Launch Attachment Query +:
Methods are preset patterns or combinations (something like the Viking, which attacks from two places at once, or the Marauder, which alternates hands). The Direct option allows you to choose an attachment point directly.
You can set that to just about anything and the missile/beam will launch from that position on the character. The only problem is that most units only have a handful of attachment points. To use your example, Zealots don't have Eye attachments, but they do have head attachments. Using SiteOps and custom Sites, you can make your own attachment points on models, but its very finicky and I've never tried using it for a standard attack.
@EpicDo0oM: Go
Looking at your map now.
[Edit]: Watched your video, seems simple, but fun. My concerns are on the level of trigger aid you want. Are you asking me to do an entire games' worth of triggers? Or am I just doing a couple things you weren't able to pull off and touching up issues within the triggers you've made? I'll look into it for you if you PM me the map, but I need some more info on what you want.
@wingednosering: Go
I would just need help fixing broken shit, i enjoy researching and figuring out how to actually do most of these things but i think having a trigger guy like yourself on speed dial for some of my random question would be really nice. and someone to take a look over the map in editor and maybe if there is a better way to do things..
for instance i have a lot of units spawned for the defense to the point of massive lag... what can i do to reduce the lag of having 600 units sitting around, or how could I use triggers or unit modifications to reduce the amount of actual units there are used. and to generally bounce idea's off of and possible beta test with sometimes.
I hate the fact that it takes 6 hours before you can get a decent answer to most topics, otherwise its 3 1/2 hours of searching the forums for one post worth of 3 sentences that fixes my problem. If i had someone i could jump in vent with or text wtf ever and say ask " how would i do this ? omgwtf?!?! " or " why do i fail" and get an answer withing half a week would make this process go a lot faster lol..
Thanks a lot.
Epic Do0om
Lmao, I know what you mean. I can do that. Send the map to me via a PM. As for the lag, I was thinking (while watching your video) that it might be a good idea to stop users from saving up several hundred troops and crashing the game. Maybe change it a bit so as you advance, your spawning points advance too? That way you could put timers on the attackers and prevent them from overwhelming the game. Alternatively, you could simply stop new units from spawning if the user is over a supply limit or something.
@wingednosering: Go
I might have a few things in mind, both data and trigger related, ranging from menial to rather complicated. The series is Zerg Hunter RPG.
www.zhrpg.net
Contact me via e-mail, pm here, or pm at my website (whatever strikes your fancy) if you want to hear more. Time investment on your part would depend on how much you want to do.
Just thought of something that might be useful for some. Could you create a unit with an upgradeable ability that each upgrade adds something onto it? Like say a Thor gets a mini turret on his left shoulder, it can only attack in that area of sight, added that attacks enemies independently for the first upgrade. The second upgrade gives the thor a hellion to his right shoulder, attack is limited to that area on the right, that attacks independently. Then the third adds a siege tank in siege mode to the thors back that attacks independently.
Is that possible? Is it not worded well?
Yup, that's possible. I've done similar things for my Formation Defense game. It's all a matter of attachments. I'm not sure about the independent line of sight for each add-on though. Line of sight is shared among units, so I'm not sure that part of your request is possible. When I get some free time I'll create something similar for people to learn from.
Could you help me with a problem I'm having with this unit?
http://forums.sc2mapster.com/resources/project-workplace/11814-terra-tron
Yup, you'll need to use a Site with an Explicit Rotation Operation. Prozaic Muse has a wonderful tutorial for that if you use the search function :). If you can't figure it out PM me again.
As for making it attack more than one enemy....do you mean you want each attack to have a splash radius? Or do you want multiple weapons to all be attacking at once?
It doesn't attack at all. I just have bad grammer and punctuation.
Also, I'm going to assume you mean the tutorial "Working with Attachments", right?
It's the tutorial where he flips a wraith upside down. It's the same idea for you, but you just want to straighten it, so it's vertical. To make it attack, add a weapon to it in the Weapons + field. Also, make sure it has the Ability "Attack"
I hate to be a burden, but I don't know the first thing about site operations and the tutorial is a little vague. Do you have any other suggestions or would you be able to give me more precise instructions on what to do, please. My charaters orientation is always forward. I've changed the up and forward variables multiple times with no change. I'm stuck! Any additional help you could give would be greatly appreciated. Thanks again.
For the time being, I'm closing this thread. I've recently been able to spend very little time with the editor and am already helping quite a few people with their projects + managing my own.
@ Segento: I will still try to help with your problem. Vectors are not my specialty, but try and do the following:
Create a new actor of type Site Operation (Explicit Rotation). Enable "Is Local". The tricky part will be finding the appropriate values in the Forward and Up fields. Try to use the thread link below to help you (honestly, trying to get these values work is often just tons of guess and check). Afterwards, go to the main actor your unit uses and change its Host Site Operation + field to include your new Explicit Rotation actor.
Keep in mind that you usually won't see a difference on the map until you either restart the editor, or remove the unit you're looking at and place him on the terrain again.
http://forums.sc2mapster.com/development/map-development/1816-flip-a-unit-onto-its-side/#p9
Sounds good, I'll try it when I get a chance.
Thanks again and have fun.
EDIT: It works now! I created a new model and actor and now it works perfectly. I also used an explicit rotation actor to straighten the unit actor up a bit.
Thanks for all your help
Here’s the finished product...