One simple question today about Alleys HD Creep. I wanted to know how to apply this in the editor. A while ago I knew how to do this, but I forget since its been a while.
Would you mind elaborating on this more if you don't mind me asking? My issue is that I don't know what to look for. I searched up the liberator compare unit behavior count validators and had a look at them. I am just not clear what I should be paying attention to with regard to these. What is the link between these and caster history?
My other question for today is about launching missiles at points.
2. How to launch missile at specific points using data?
For the caterpillar unit, I wanted to have it drop eggs from each segment like a swarm host launches their locusts. What I am unclear on is how to launch the missiles at a specific point on the ground. My guess is that I need a persistent to set offsets for this, so I tried looking at the early part in this thread where you were explaining how to get crashing debris to drop at random points. If this is the way, I must be doing something wrong or maybe it does not need to be this complicated.
3. How to prevent a glaze from stemming to other models.
There is a group of composite models that I made which I want to apply glazes, but I only want the glazes applied to certain models. I think you may have told me about this a while ago, but I was a bit confused. Its probably very simple to do, but I am not too clear about it. How would I prevent glazes from also applying to attached models?
Alright. That helped a lot. 1 and 2 are solved. I am getting so many issues related to that solved today. 3. I am a tiny bit confused about, but I think I gather how this is done except for the caster history part. In caster history I noticed these categories:
If I was to guess which one of these to use I would suspect modifier, but I am not quite sure which one to use. As for the part about not needing to search, I think I get why now since it is supposed to be indicated in the issue order part.
I am going to give this a try soon. By the way, I managed to get the caterpillar unit working that I was talking about with you. I have some new questions related to attached models today:
1. How to set a death animation for attached models?
Whenever one of the units I've made with attached models dies, all the attachments just instantly disappeared. I'd largely prefer if their death animation played as well. For the attached models, I already have Unitdeath>animationbrackstop.BSD, but this is not accomplishing it alone.
2. How to have attached units show up in placement models?
Self explanatory. Whenever place one of the base units that uses an attachment only the original base model will show up.
3. How to distinguishing two of the same unit when using orders for a unit to move to a unit.
I got the caterpillar unit working, but there is a problem now. Whenever there is two or more of these catapillar units in use, the caterpillar segments that have the issue orders will attempt to move to both existing units. I need some sort of way for to issue an order for a segment to follow another segment even if there is more than one of that unit on the field.
Now one thing I should point out. The method I used for issuing the segments to move to each other and this could be why I am running into problems. I do it by following these steps:
A. Caterpillar segments each have a behavior that periodically searches with an issue order to move to the the specified caterpillar segment. The search range is 500 if that matters. Aquire flags are set on the search and issue orders.
B. Caterpillar segments will only follow if the unit is moving.
One thing to note is that no persistents or forward vectors have been used in this method.
In regards to launching units with no ammo unit, what sort of mover would apply in this case? I assumed that when a missile was launched, the ammo unit specified the mover. Or does the apply force effect basically act as the mover in that case?
I am taking the creation of this unit very slowly so I can learn persistents and everything involved at a healthy pace. Soon I will recap on this. For now, here is a new set of questions:
1. How to make ability that involves pulling another unit towards the casting unit and visa versa?
Similar to the Abduct ability on vipers, I want to make an ability that involves pulling a unit towards the casting unit. I also want to understand how to set things up so when a missile is launched at an enemy, it will push the enemy back. I think I asked you about this a while ago, but I believe I can better understand it now with my slightly improved understanding of persistents. So far what I've tried is simply using an apply force on a unit and it barely even made the unit budge and the viper's abduct ability setup being so complex, I am having some trouble understanding it.
2. How to automatically change the selected unit to another when something happens?
I am trying to make an ability similar to the adept's spirit ability. So far things are mostly working fine except that the newly spawn unit is not getting automatically selected when created. I spent a little while trying to figure out how this could be done and I am still unsure. Do you know how to do this?
Okay. So far the only part I am not quite clear on is the part about the create persistent and how to validate the unit. I still somewhat inexperienced with persistents. Could you explain in a bit more detail how I'd set a persistent like this up? I may already get this. By "targeting the point of a Create Persistent effect" I am assuming you mean a specific offset set in the persistent. What sort of validator would I use to check in the unit is moving in front?
Alright. That seems to be working. I'll move onto todays questions now.
1. [Revisting] Caterpillar question. How to make a unit follow another unit?
You said this in post #211.
"Use the thorner01 WOL campaign map Spawn Trains and Train Movement triggers for inspiration. For a data solution I would suggest a series of Create Unit effects that apply buffs to the created unit periodically ordering them to move to the source unit (their creator). Apply Force effects can be used to ensure that no unit strays too far. Actor wise use SOp(Forward Vector) SOps that use the scope of the source effect to find the actor to face."
Now I was also noticing that you suggested using an SOP forward vector. There is a number of things I am unclear about in this regards.
-Do I need to specify an actor under host>subject?
-I did notice a field for effects here. Would I input the periodic effect under the host forward>actor find effect?
-Do I need to use any sort of issue order ability with something like a move ability? If so, how would I specify them to move to such and such unit.
Finally I can catch a break and get back to editing a bit more now.
1. Solved
2. Solved
3. I have two questions about this part. When you say defender are you talking about the unit that would take damage from the explosion? How do I specify if fatal. Is this a flag or some sort of effect or something else?
4. I think I may understand this part. Going to give this a try.
1. I've fixed all the aliases. I will do some more experimentation and see if something starts working. This is one of those situations where by all logic it should be working.
3. Darn. Maybe I can get that done using the editor I have on parallels.
4. What exactly does suppress drop off do out of curiosity?
_____________
Todays questions 1. Multiple Switch Behaviors
I wanted to know if there was a way to have multiple units use a behavior type ability at once simply put. I have a behavior type ability on marines that switches on and off. When I tried having it switch on for each at once, it only works for one and the others aren't affected.
2. Changing Charges and build time Via behavior
Lets say I want to add 2+ charged to a warp gate when a behavior is added, how would I do this?
3. Help with understanding how to create this new mule.
So I had an idea for a new type of mule for another Terran faction. This unit when summoned automatically explodes after a few seconds. For each enemy it kills, then it returns a certain amount of resources to the player. How would I give the player a bonus group of resources when enemy units are killed.
4. Temporarily boosting an enemies' health or damage when it kills a unit.
So currently what I've tried doing is using a search effect with with validators, but the problem with this is the it seems to be targeting any of the same type of unit nearby when getting killed. I wanted to know what would be the best method about accomplishing such a task since you have more experience then I do.
Thank you. It worked perfectly! Also to answer the other two from before.
1.1 Yes. I started fixing these and it was solving the issue.
1.2 I set the subgroup priority of the worker to 100 after reading this and checked that the nexus had a priority of 2. For whatever reason, nothing changed after this. Maybe I am doing something wrong. The work flag is enabled.
Here is a look at what I was changing:
Nexus
Probe
I have just a few other questions for today. Most of these are is this possible sort of questions. As follows:
3. Is it possible to change these flags via behaviors?
Self explanatory.
4. Is it possible to change collisions using behaviors?
3 and 4 are ones I've been trying to figure out how to do for a while. I am not quite sure if its possible at this point.
2. For the buff behavior. Do I need some sort of create persistent added or just put that buffing behavior that applies the force on each unit that would need that buff? If so, could you give me a general idea how to set up the create persistent?
Np. I am not sure its possible, but I am not going to worry about it too much for now. Some of the people I've asked about it haven't been able to give clear answers.
Okay. I have two questions for today.
1. How to fix the selection priority on units.
There is a new scv that I created from scratch. Since it is a new type of scv that I created from scratch. When someone tries to select it in the mineral line. There is two problems. 1. They can only select one scv at a time. 2. Scrolling over the scv will often select buildings or even the mineral line. I basically wanted to know how these two issues could be fixed.
2. A makeshift way of adding unit separation
So you may remember a while ago when I was talking to you about units going off map. You said that I may need to remove that. At first it seemed to be working fine. Units were passing through doodads and off cliff. The problem is that the units are balling up into one due to lack of collision. I can't set the collision though since this would prevent them from going offside the map as well. I wanted to know if there might be a makeshift way of fixing this?
Alright. Well at least there is options. Here is todays question. I basically wanted to know if it is possible to replace a player with an active ai that can win the game. What I want to do is set things up so that whenever a player leaves, they are replaced with an ai. I don't know if this could work. If its possible to do, how might I go about doing this?
Yea. That solved the problem perfectly. I worried that I was going to have to wait for blizzard to fix morphing abilities on Mac to have a viable working solution here. I've got a more questions for today.
1. Adding Multiple randomized maps into one arcade map?
I wanted to know if this is possible. Lets say that I wanted to have it set up so that when a player starts an arcade game, they can pick between 10 different maps to play on or have a randomly generated map, would this be possible? I've seen arcade games with multiple different rooms. I know that this is not the typical sort of question I usually ask, but I just don't know if this is possible and I was thinking about creating an map for the mod instead of having it listed in the melee section.
In reply to DrSuperEvil:
One simple question today about Alleys HD Creep. I wanted to know how to apply this in the editor. A while ago I knew how to do this, but I forget since its been a while.
In reply to DrSuperEvil:
Would you mind elaborating on this more if you don't mind me asking? My issue is that I don't know what to look for. I searched up the liberator compare unit behavior count validators and had a look at them. I am just not clear what I should be paying attention to with regard to these. What is the link between these and caster history?
My other question for today is about launching missiles at points.
2. How to launch missile at specific points using data?
For the caterpillar unit, I wanted to have it drop eggs from each segment like a swarm host launches their locusts. What I am unclear on is how to launch the missiles at a specific point on the ground. My guess is that I need a persistent to set offsets for this, so I tried looking at the early part in this thread where you were explaining how to get crashing debris to drop at random points. If this is the way, I must be doing something wrong or maybe it does not need to be this complicated.
3. How to prevent a glaze from stemming to other models.
There is a group of composite models that I made which I want to apply glazes, but I only want the glazes applied to certain models. I think you may have told me about this a while ago, but I was a bit confused. Its probably very simple to do, but I am not too clear about it. How would I prevent glazes from also applying to attached models?
In reply to DrSuperEvil:
Alright. That helped a lot. 1 and 2 are solved. I am getting so many issues related to that solved today. 3. I am a tiny bit confused about, but I think I gather how this is done except for the caster history part. In caster history I noticed these categories:
If I was to guess which one of these to use I would suspect modifier, but I am not quite sure which one to use. As for the part about not needing to search, I think I get why now since it is supposed to be indicated in the issue order part.
In reply to DrSuperEvil:
I am going to give this a try soon. By the way, I managed to get the caterpillar unit working that I was talking about with you. I have some new questions related to attached models today:
1. How to set a death animation for attached models?
Whenever one of the units I've made with attached models dies, all the attachments just instantly disappeared. I'd largely prefer if their death animation played as well. For the attached models, I already have Unitdeath>animationbrackstop.BSD, but this is not accomplishing it alone.
2. How to have attached units show up in placement models?
Self explanatory. Whenever place one of the base units that uses an attachment only the original base model will show up.
3. How to distinguishing two of the same unit when using orders for a unit to move to a unit.
I got the caterpillar unit working, but there is a problem now. Whenever there is two or more of these catapillar units in use, the caterpillar segments that have the issue orders will attempt to move to both existing units. I need some sort of way for to issue an order for a segment to follow another segment even if there is more than one of that unit on the field.
Now one thing I should point out. The method I used for issuing the segments to move to each other and this could be why I am running into problems. I do it by following these steps:
A. Caterpillar segments each have a behavior that periodically searches with an issue order to move to the the specified caterpillar segment. The search range is 500 if that matters. Aquire flags are set on the search and issue orders.
B. Caterpillar segments will only follow if the unit is moving.
One thing to note is that no persistents or forward vectors have been used in this method.
In reply to DrSuperEvil:
In reply to DrSuperEvil:
In reply to DrSuperEvil:
In reply to DrSuperEvil:
Now I was also noticing that you suggested using an SOP forward vector. There is a number of things I am unclear about in this regards.
-Do I need to specify an actor under host>subject?
-I did notice a field for effects here. Would I input the periodic effect under the host forward>actor find effect?
-Do I need to use any sort of issue order ability with something like a move ability? If so, how would I specify them to move to such and such unit.
In reply to DrSuperEvil:
In reply to DrSuperEvil:
1. Multiple Switch Behaviors
In reply to DrSuperEvil:
2. For the buff behavior. Do I need some sort of create persistent added or just put that buffing behavior that applies the force on each unit that would need that buff? If so, could you give me a general idea how to set up the create persistent?
In reply to DrSuperEvil:
Np. I am not sure its possible, but I am not going to worry about it too much for now. Some of the people I've asked about it haven't been able to give clear answers.
In reply to DrSuperEvil:
In reply to DrSuperEvil:
Yea. That solved the problem perfectly. I worried that I was going to have to wait for blizzard to fix morphing abilities on Mac to have a viable working solution here. I've got a more questions for today.
1. Adding Multiple randomized maps into one arcade map?
I wanted to know if this is possible. Lets say that I wanted to have it set up so that when a player starts an arcade game, they can pick between 10 different maps to play on or have a randomly generated map, would this be possible? I've seen arcade games with multiple different rooms. I know that this is not the typical sort of question I usually ask, but I just don't know if this is possible and I was thinking about creating an map for the mod instead of having it listed in the melee section.