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    posted a message on Defendable Walls

    So, about a year ago I came across the "Defensive Walls" Doodad Pack in HotS. Basically, it's a set of walls with walkways on top, allowing defenders to stand on them. I thought it was a really cool concept, except it never got finished. The footprints didn't work on half of them and a bunch of them didn't have their collision boxes (instead of standing on them, you'd be in them). So I decided to fix it up into a useable mod pack! Along the way I added a really cool feature, which is that walls now work like cliffs. If you have a unit on top of a wall, your enemy can't shoot you unless they get high ground vision. Well it's finally done! The download link will be at the bottom of this post, as well as some explanation on how to use the mod. I present Defendable Walls!

    First, a video showing the mod off:

    Some explanation of some important attributes

    Jumpable: There's a set of each doodad for jumpable and not jumpable. This controls if the footprint is unpathable or cliffs (whether or not reapers etc. can hop over the walls). It's advised to pick one and stick with it, since there's no visual way to show players which type a wall is. Jumpable

    Cliff Height: Each doodad has Cliff 1 or Cliff 2 (some have a mix between the numbers). This tells you which cliff level to put it on. 1 means cliff level 1, and the top of the wall acts like cliff level 2. 2 means put it on cliff level 2. Unfortunately due to the cliff restriction in the editor, you can't make the vision blocking aspect work when placed on the third cliff level, though I'm looking into doing a not-cliff version to remedy this. So make sure to get the number right, or you could end up like this: No Vision

    Rotation: Footprints don't rotate properly, so I've made a separate doodad for every rotation type. There are a few cases where you can rotate a doodad and the footprint will be the same, but this is only with the straight pieces and rotation values of 180. In the following picture, the top row is rotatable; the bottom row (like most items in the mod) have different options for each possible rotation. Rotation

    Mirrored: Certain orientations of some wall pieces aren't possible with just rotations. These cases are covered by "Mirrored" types, which are reflections of the doodad. Use conjuctions of mirrored and rotation to get all possible orientations. Mirror

    Inner/Outer: Another important aspect of Defendable Walls is the "facing". Each model has a size that's supposed to be facing outwards, and another inwards (this is purely an aesthetic issue). Many of the doodads have an inner and outer version, allowing you to have the wall face 'outside' on either side. Inner/Outer

    Example Pieces (In some of these pictures the walls will look like a clump of garbage. The way to fix the collision boxes mentioned earlier involved layering other models with working collision boxes on top of the broken ones. In game they show up as invisible, but for some reason they are still visible in the editor)

    It's strongly advised to turn pathing vision on while working with Defendable Walls, to make sure you've got everything set up properly!

    There are two types of walls, 45 angle and 90 angle. The 45 angle are those which are 'isometric', going in diagonal directions. The 90 angle are the ones which are straight up and down or left and right.

    Straight Pieces (These are the only ones that can be rotated) Straight Pieces Straight Pieces 2

    Corner Pieces Corners

    45-90 Merge Pieces Inner Outer

    Ramps Ramps

    Cliff Merge Pieces (1 Cliff Level) Cliff1a Cliff1b

    Cliff Merge Pieces (2 Cliff Levels) Cliff2a Cliff2b

    Gates (These are actually units, so different players can control them Gates

    Things to do:

    1. Currently there's only 45 degree versions of many of the pieces. Since 45 and 90 have different "connection" models, it's difficult to link them together. I'm working on solving this though!
    2. Sometimes when close to a gate the enemy will have vision of the high ground, that needs to be fixed.
    3. A version that doesn't worry about vision, if you just want to use the walls.

    I'd love to have your feedback! Try it out, let me know what you think and what can be approved!

    Download: The mod is also available on Battlenet

    Posted in: Data Assets
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    posted a message on Issue Order Ability Missing

    So I've searched a lot, and seen this mentioned before, but the solution doesn't work for me. I've made a custom Ability of type Effect-Target, and I'm trying to issue the order to use it to a unit. The ability's execute has a default button, the unit has the ability and it's also on the command card. However, the ability isn't there for the Issue Order trigger. Are there other requirements I could be missing?

    Posted in: Triggers
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    posted a message on Controller Support

    Basically, quick question. I looked for a while and can't seem to find an answer, so here goes!

    I'm trying to do some quick prototyping for another game I'm working on, and I figured since I'm fairly capable with the SC2 editor, and it allows an easy interface for trying ideas, I could use that as a prototyping engine. The thing is the game I'm working on uses a controller (I've been using a USB XBox 360 controller). Is there a way to get input from a controller into sc2? Is there a way I could script around that in the editor, to get the input from the controller?

    Thanks so much!

    Posted in: Triggers
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    posted a message on (Solved) Site Ops with Doodads

    Done and done! thankyou!

    Posted in: Data
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    posted a message on (Solved) Site Ops with Doodads

    So, I'm working on a doodad pack involving the Fortified walkways in HotS. I'm making custom footprints with them, but have run into a problem with some models being 0.5 units off of the footprint. I'm trying to shift the model using a Site Op (Local Offset) and putting it in the Host Site Operations field of my Doodad Actor. Unfortunately, none of the Site Ops I put in there work. Does anyone have an idea about how to fix this?

    Posted in: Data
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    posted a message on Unused HotS models

    Has anyone managed to find the Bunker form of that bunker monster? It doesn't seem to have a transformation animation, and I can't find a bunker that has the animation to turn into him . . .

    Posted in: General Chat
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    posted a message on (Request) Reaper Jetpack

    So, I'm loving Phaos' ItemKitT, which has helped my map a lot with different weapon attachments. One thing I noticed, however, is that there isn't a model for the reaper jetpack alone. I was wondering if someone could simply chop that off the reaper, and remove the animations? That way it could be used as a model attachment, and serve as a visual representation of a speed upgrade for a unit or hero. This would help me a lot, and I think would be a great asset for the community! Thanks so much!

    Posted in: Requests
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    posted a message on (Solved) Attacking while moving - Phoenix style

    Oddly enough, I'm getting the exact same problem =\

    Posted in: Data
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    posted a message on Super Doom Monolith

    First you'll need to figure out model attachments. A good basic tutorial on this is here:

    http://www.sc2mapster.com/forums/resources/tutorials/8926-data-working-with-attachments-beginner-difficulty/

    This allows you to take other models and merge them together for one unit, just like you mentioned. Once you finish that tutorial, you can search for the Uberlisk tutorial, which will let you get your hands deeper. For models to attach for the turrets, there's this:

    http://www.sc2mapster.com/forums/resources/project-workplace/4739-attachment-and-item-kits-project/

    Which is a pack of models, using normal terran models and ripping off the guns.

    After that, you'll need to figure out how to use turrets. Odds are your base unit will work exactly like this:

    http://www.sc2mapster.com/forums/development/data/42343-attack-while-moving-turning-unit/

    That way your monolith will move and rotate at the same time (Pretty sure you can slow down the rotation speed). In the end the corner turrets will be done a similar way.

    After that, if you want a good example of a sweet 40k unit, and one that uses a lot of what's mentioned above, giving you an example map to look over, see Kueken's Baneblade:

    http://www.sc2mapster.com/forums/resources/data-assets/40865-baneblade/

    Posted in: Data
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    posted a message on Strafe Weapon Shooting Backwards

    Ya, that's what I was referring to with the Two Flags for shooting while moving. I've already unmarked them both.

    Posted in: Data
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    posted a message on Strafe Weapon Shooting Backwards

    At this point I'm convinced that strafe weapons ignore the values you give them for arc. I think I've figured out a work around, however. I've created a 'dud' strafe weapon, that essentially does nothing, and I've turned my actual weapons into normal legacy weapons. This way, the strafe weapon kicks in, making the unit move like an interceptor, and then the normal weapons will ideally shoot at whatever valid target is in front of the unit. Here's the next problem: Even with an arc of 0, Movement allowed, the Two flags for 'shooting while moving' disabled, and 'requires attack target' disabled, the weapon still refuses to shoot at anyone other than the unit the strafe weapon is targeting, which, due to the movement, is usually behind the unit. Thus, it doesn't shoot, except in the rare circumstance when the unit turns and is pointing at the one being targeted. Any ideas on why this might be would be appreciated!

    Posted in: Data
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    posted a message on Strafe Weapon Shooting Backwards

    Turn rate is 100 with speed of 3.5, Arc and Arc slop are both set to 0 (I've tried a bunch of different values for this), and Turrets on the weapon are none.

    Posted in: Data
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    posted a message on Strafe Weapon Shooting Backwards

    So, I'm trying to make a strafing weapon, and I think I've run into a problem. I've duplicated the Interceptor Beam, changed out the effects and actors for my own, and stuck the weapon on a viking. The problem is now, that the weapon fires behind the viking. I've noticed this to be the same with the interceptor, and I'm afraid that it might be impossible to fix it. Basically, I want my strafe weapon to only fire forward. So the unit does the first fly by, then has to turn around before firing again. Right now what's happening, is the unit does the fly by, the enemy follows it, and the unit keeps shooting missiles backwards at them. Does anyone know of any way to fix this?

    Posted in: Data
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    posted a message on Baneblade

    If you don't mind me asking, where did you get the weapon items? Is there some asset database of them that I don't know about? Or are they custom chop jobs just for this? Either way, incredible work!

    Posted in: Data Assets
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    posted a message on Warhammer Map

    So basically, I've been working on a map for a while based off of the Warhammer 40k universe. It uses unit names and weapon types from the game, but only uses Starcraft II assets to portray them. I've been working on it for a while, but I had the recent worry that this might cause Copyright issue. I'm not really using anything from the 40k universe, other than their lore. I don't see how they could go "Hey you, you're doing stuff in a universe we made, you can't do that!" especially if it's non-profit like a SC2 map. However, I also know Games Workshop is slightly . . . zealous with their copyright protection. I was basically wondering if anyone though this might be a problem? I remember there being Warhammer maps on both Starcraft and Warcraft III, but I just don't want to put alot more effort into this map if it's just going to get taken off of Battlenet.

    Posted in: Map Suggestions/Requests
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