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.
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"
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?
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.
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.
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.
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.
Changing the aggro range of a unit is actually really easy. Took me a while to find the value my first time too (it's hidden quite well). Go into the Data Editor and go to the Weapons tab. Go to the weapon you want to limit the aggro range of and set "Minimum Scan Range" to your desired aggro range.
Limiting a unit to attacking straight ahead is incredibly difficult without changing sight radius or something as well, so the aggro range alternative is probably for the best.
Check out my "Comprehensive Squad System" thread in the Project Workplace forum (or check out the link in my sig). I'm already doing one of them ;).
As for the keys, I imagine it could be done fairly simply, but it feels like busywork that won't serve a purpose :P. At least until Blizzard fixes the resonse times for mouse and keyboard events, at least. I have been following those threads though, and if I see one that catches my interests, I'll jump in.
Really sorry it's taken me so long to respond. I've been really busy over the last few days :S.
I've made a map with your tank ability. You weren't very specific with what you desired in terms of effects, but it gives you an example of the actor events you'll need and has an uninteruptible morph an animation at the start and finish. It's simple, but you should be able to customize that into the ability you want. The turret will always look a little awkward at the start and finish, since you can't attach turrets to abilities. So far as I know, making that transition smoother is impossible, but you never know, you might be able to work something out with some more experimentation.
1. Looking at it once I'm done that tank (shouldn't take long).
2. Difficult. There are only three possible ways to go about that;, the best probably being Validators. I'll look into it.
I've been messing around with it more and it is now a) limited to one zergling per target and b) capable of giving you back control of the zergling after it's killed its target. I'm not sure what else can be done with it. It would be neat if it could jump from one target to another, but it would probably be a nightmare to incorporate (maybe not...I may look into it) and it would be nice if it had a better mover, which gives it the look of a more natural jump. Any other ideas?
[Edit]: Improved the jump and altered some other things. I'm gonna throw it in the Assets section now.
The unit doesn't have shields in the newer one. I actually left the zergling and marine as two seperate entities, with two seperate health bars. That also means the Team Colour trigger isn't necessary anymore.
Excellent! Well, while you were posting that, I uploaded a second version of it actually, which is alot more refined. The only thing left out, which I figure you can do is returning the hugger to its normal state after the ability is done (assuming it's alive).
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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
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"
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?
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.
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.
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.
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.
Glad you got it working :).
Changing the aggro range of a unit is actually really easy. Took me a while to find the value my first time too (it's hidden quite well). Go into the Data Editor and go to the Weapons tab. Go to the weapon you want to limit the aggro range of and set "Minimum Scan Range" to your desired aggro range.
Limiting a unit to attacking straight ahead is incredibly difficult without changing sight radius or something as well, so the aggro range alternative is probably for the best.
@Lonami: Go
Check out my "Comprehensive Squad System" thread in the Project Workplace forum (or check out the link in my sig). I'm already doing one of them ;).
As for the keys, I imagine it could be done fairly simply, but it feels like busywork that won't serve a purpose :P. At least until Blizzard fixes the resonse times for mouse and keyboard events, at least. I have been following those threads though, and if I see one that catches my interests, I'll jump in.
@oODoomieOo: Go
Really sorry it's taken me so long to respond. I've been really busy over the last few days :S.
I've made a map with your tank ability. You weren't very specific with what you desired in terms of effects, but it gives you an example of the actor events you'll need and has an uninteruptible morph an animation at the start and finish. It's simple, but you should be able to customize that into the ability you want. The turret will always look a little awkward at the start and finish, since you can't attach turrets to abilities. So far as I know, making that transition smoother is impossible, but you never know, you might be able to work something out with some more experimentation.
@FIRETRUCKEU: Go
1. Looking at it once I'm done that tank (shouldn't take long). 2. Difficult. There are only three possible ways to go about that;, the best probably being Validators. I'll look into it.
Yep, that can be done. So you basically want the Odin ability + a morph at the beginning and end? Have you experimented with actor events much?
I've been messing around with it more and it is now a) limited to one zergling per target and b) capable of giving you back control of the zergling after it's killed its target. I'm not sure what else can be done with it. It would be neat if it could jump from one target to another, but it would probably be a nightmare to incorporate (maybe not...I may look into it) and it would be nice if it had a better mover, which gives it the look of a more natural jump. Any other ideas?
[Edit]: Improved the jump and altered some other things. I'm gonna throw it in the Assets section now.
http://forums.sc2mapster.com/resources/data-assets/16059-zergling-face-hug/
@FahqueL: Go
The unit doesn't have shields in the newer one. I actually left the zergling and marine as two seperate entities, with two seperate health bars. That also means the Team Colour trigger isn't necessary anymore.
Excellent! Well, while you were posting that, I uploaded a second version of it actually, which is alot more refined. The only thing left out, which I figure you can do is returning the hugger to its normal state after the ability is done (assuming it's alive).