In war3 I had a way but i dont have triggs anymore. A flying unit is changing altitude every second (I use Periodic Event with change height to (current) + 1). I created a Camera Object that looks down on the unit straight from above and close to the unit. I want that camera to go up every second or follow upward as the unit goes up (same for downward). Also if the camera can hide the black space outside the map as the unit goes higher and higher - that would be good to do too (if it requires FOV or other camera fields im not sure which to change). Mostly need to figure out the first. Following Unit or Unit Group is I think only horizontally. What is the way?
If you are ok with editing the heal ability, not sure if the unit has behavior while healed but you could use Behavior.(whatever buff is on the unit).off A: Destroy, or if no behavior, Effect.(name of the healing effect).stop, Term: At-Target - action: destroy, has to be on the actor that does the healing visual.
Triggers are fine, especially if you have done that with war3.. But I can understand why some complain about the data editor - so many useless fields are on display, ones that you will almost never change. And creating a simple ability - I'm better off making a dummy ability and then I can add all actor effects, sounds, behaviors, damage, etc I want all in a single trigger. Otherwise create so many data things that copying them type by type between maps or mod is annoying. And sometimes the way you have to set up things for a simple projectile or Item - yes an item takes more time to create than a unit, did you know? Because besides unit, you may want to create the item data set it with charges, effects. In War3 items were easier, yes you could not treat items like units but the way items are a whole tree of data things... I think the whole way this data editor is made is horrible.
And think of loading Actors - my high-end pc can sometimes crash the editor if I click quickly between fields because of so many fields that it has to display, you know it freezes for a moment to suddenly load all crap, all the useless fields.
The behavior i have is based on buff, so it should have it. However, I found that the Art: Auto-Scale Factor in the model-type actor, so changing that to 2 or so, scales the model based on the unit's size. Thanks all.
Thanks, I saw it uses a Term (At -> Target) to make the actor with sop attach at the target unit and it works fine when I have Behavior.(name).off->Destroy. Does any1 know how can the scaling of the defensive matrix model be based on the scaling of the unit so that it doesnt appear too small or too big, like most visual effects on a unit? It has inherit properties for Scale in the actor of this model but the model size looks the same, not a big deal tho.
I've always used triggers for such as they can combine so many things without having to navigate through the overloaded data editor and create classes that are then slow to paste one by one on other maps or even on mod since you cant paste different data types at once (not to say you lose button and other text descrip's). For unknown reasons I decided to do a 100% data only ability for once:
I have an ability that causes a buff on a target unit. I want to create some actor or model attached to this unit (defensive matrix model) either to origin or whichever attachment point does it right. How do I check if the enemy has buff? Also have to do actor event in the caster unit?
Abil.(MyAbility).Cast Start or phase not specified ? What term if target unit has buff, what validators if needed. Then another actor event to set tint color of the attached defense matrix.
I've returned to the editor after years of inactivity and the place looks active enough to get responses to help threads, cause if that stopped, it would be bad (even though I am answering myself)
A patch came today but it wasn't meant to fix them it seems. Please acknowledge also the other probs of the editor besides mp3:
- Since the new patch with Nova DLC - Main Menu music in BNet changed to Wings of Liberty music.
- Editor Blank Map starts with Liberty dependency instead of Void dependency
The holding cell is placed on a lowered cliff level with pathing. The hybrid is a missile and appears above instead of inside the cell when placed on this lower cliff. I want to make him inside the cell. I tried SOps Local Offset with Z -4 but it didnt move, tried removing the model again the model doesnt even remove. The Cell and the Hybrid are 2 different models - you can change the cell model but the Hybrid above will still stay. Do you know what causes the model? I tried Explain Link but the only model I see is the 'Hybrid Release Weapon' but even changing that model cant remove him. I wanna see what is causing the model to either hide him and put some lowered Hybrid inside or lower this one.
Found it - actor event that creates Hybrid Release Addition actor in the Hybrid Holding Cell Small main actor.
To have the effect of a Hybrid released from cell, I use a trigger to create the unit when his projection out of the cell finishes. To do the same with Reaver, there is a Holding cell already with him but the Reaver model is not separated. So I create a separate holding cell that can release a unit by duplicating the holding cell (small) to have a cell specially with reaver, and create a new duplicate 'Hybrid Release Addition' Actor+Model because an Actor event in the holding pen has to create this actor model I call "HybridReleaseReaver" (this is the model inside the cell). In this way I have 2 holding cells 1 with reaver 1 with destroyer.
I then have to modify the 'Hybrid Release Attack Missile' actor to make a modelswap for the projection for the Holding Cell with reaver (because by default the projection of released unit will be always Hybrid Destroyer)
So I add an actor event in the missile actor Signal HybridReleaseReaver > ModelSwap HybridReaver and again a trigger when to call it:
- In Bnet the main menu music sounds like as if I am in WoL (yes I have WoL too)
- Unless I tick 'remember account' it asks every time I enter the editor to verify my account
- Starting the editor does NOT start the blank/new document with Void dependency, it starts with Liberty aka WoL dependency !
Thanks, I could use them... in the future, before trying to adapt somth off sc2. But for now it was decided that this model would be the one i will use. EDIT~ Fixed by making a dummy object at the origin, select the root object called Character01 (above the Pelvis in hierarchy), Select and Link, select the root object and then press H to find the object to link to and select it to link the root object to the dummy object. The dummy object will become the parent of that object and then can be rotated and the animation rig will be rotated with it. (to apply existing rig that is animated to a new imported model, create a skin modifier to the imported model and in Envelopes click 'add' to all the bones that are already in Envelope of the model to be replaced)
Never mind the above specific for korhal buildings, I need something that can be used on all doodads as effects limiting to one effect on doodad. As I have the Periodic event with picked units, I need to do:
- "AttachModel SmokePillarsTall" to all actors contained by game region (Region((Position of (Picked unit)), 5.0))
- Change Roll or Pitch of all doodads in (Region((Position of (Picked unit)), 5.0)) - How do I change pitch or roll with triggers?
How can I detect if a certain type of actor is in region without using signal? Then I can prevent a repeat of such doodads in the area, this means also new models wont be spawned if there are existing once in the area.
Ok Class Filter: Doodad idk even the other types or where to get them from but that's what I needed. Now what term can prevent the same effect spawned 1000 times?
EDIT: This may not be Graphics Card killer but I think I found a way to make actors/models not spawn in the same places multiple times with periodic event.
(idk what happens behind the curtain but this must be putting every new position of each picked unit in the Region 001, making it less likely to have a point that is NOT in Region 001 (this is a map region), Thus, you will not get 1000 spawned effects at a time. So this is a fine way to add effects and actor messages to doodads but idk how to change pitch/roll - anyway without it. Overall did some things like I wanted.
For Model swap which I use to change the building model to wrecked building model for doodads after units pass nearby. Again have to add signal in the Data and different Subname for each Doodad type to be be acting only for the specific doodad and specific variation.
For example I want to use Korhal Building Variation 1 turn into Korhal Building Wrecked (Small) variation 1 (it is wrecked version of the korhal building). I created a duplicate actor and replaced all doodads of that kind with it to not mix them with the default ones.
Signal KorhalBuildingDestructible0
- ModelName KorhalBuilding (Term) (to happen just once and not change the model every time)
- ModelVariation 0 (Term)
- ModelSwap KorhalBuildingWreckedSmall 0
Signal KorhalBuildingDestructible0
- ModelName KorhalBuilding (Term)
- ModelVariation 0 (Term)
- Set Scale 2.500000 (because for variation 1 or 0 as the first variation in triggers, this is the size closest to the size of the original building model)
Thanks for the help, Im not sure how Actor Queries work I havent used them and without examples I still cant but maybe these are the things I needed to do, yes I have to use Data as well, which wasnt my intention but for my current purpose will be fine.
For detecting doodad type, can be used a Signal but maybe the Actor events have to be modified to have a signal with the same name, so at least doodad-type message may be called like that to all doodads of the same type.
But I need to have a case where Actor message is sent at any moment a unit is in the Range of these doodads. Is there an event a unit gets in the range of doodads who have signal and subname 'somename'? Then could be used an action:
Actor - Send actor message (Signal "SomeName") to all actors that intersect game region (Region((Position of (Triggering unit)), 6.0)) with their Contact Radius that belong to class "" and match terms ""
And if actor events have as Signal, e.g Model swap that would swap but I need an event to detect when a unit enters the range of such doodad without selecting in on the map as a placed unit. - That didnt work tho
Quote:
Also IIRC you have to set the death time of the unit to the time you want it to last.
I was thinking if there is a way to modify the field with triggers exactly
0
In war3 I had a way but i dont have triggs anymore. A flying unit is changing altitude every second (I use Periodic Event with change height to (current) + 1). I created a Camera Object that looks down on the unit straight from above and close to the unit. I want that camera to go up every second or follow upward as the unit goes up (same for downward). Also if the camera can hide the black space outside the map as the unit goes higher and higher - that would be good to do too (if it requires FOV or other camera fields im not sure which to change). Mostly need to figure out the first. Following Unit or Unit Group is I think only horizontally. What is the way?
0
If you are ok with editing the heal ability, not sure if the unit has behavior while healed but you could use Behavior.(whatever buff is on the unit).off A: Destroy, or if no behavior, Effect.(name of the healing effect).stop, Term: At-Target - action: destroy, has to be on the actor that does the healing visual.
0
Triggers are fine, especially if you have done that with war3.. But I can understand why some complain about the data editor - so many useless fields are on display, ones that you will almost never change. And creating a simple ability - I'm better off making a dummy ability and then I can add all actor effects, sounds, behaviors, damage, etc I want all in a single trigger. Otherwise create so many data things that copying them type by type between maps or mod is annoying. And sometimes the way you have to set up things for a simple projectile or Item - yes an item takes more time to create than a unit, did you know? Because besides unit, you may want to create the item data set it with charges, effects. In War3 items were easier, yes you could not treat items like units but the way items are a whole tree of data things... I think the whole way this data editor is made is horrible.
And think of loading Actors - my high-end pc can sometimes crash the editor if I click quickly between fields because of so many fields that it has to display, you know it freezes for a moment to suddenly load all crap, all the useless fields.
0
@DuckyTheDuck: Go
The behavior i have is based on buff, so it should have it. However, I found that the Art: Auto-Scale Factor in the model-type actor, so changing that to 2 or so, scales the model based on the unit's size. Thanks all.
0
Thanks, I saw it uses a Term (At -> Target) to make the actor with sop attach at the target unit and it works fine when I have Behavior.(name).off->Destroy. Does any1 know how can the scaling of the defensive matrix model be based on the scaling of the unit so that it doesnt appear too small or too big, like most visual effects on a unit? It has inherit properties for Scale in the actor of this model but the model size looks the same, not a big deal tho.
0
I've always used triggers for such as they can combine so many things without having to navigate through the overloaded data editor and create classes that are then slow to paste one by one on other maps or even on mod since you cant paste different data types at once (not to say you lose button and other text descrip's). For unknown reasons I decided to do a 100% data only ability for once:
I have an ability that causes a buff on a target unit. I want to create some actor or model attached to this unit (defensive matrix model) either to origin or whichever attachment point does it right. How do I check if the enemy has buff? Also have to do actor event in the caster unit?
Abil.(MyAbility).Cast Start or phase not specified ? What term if target unit has buff, what validators if needed. Then another actor event to set tint color of the attached defense matrix.
0
I've returned to the editor after years of inactivity and the place looks active enough to get responses to help threads, cause if that stopped, it would be bad (even though I am answering myself)
0
A patch came today but it wasn't meant to fix them it seems. Please acknowledge also the other probs of the editor besides mp3:
- Since the new patch with Nova DLC - Main Menu music in BNet changed to Wings of Liberty music.
- Editor Blank Map starts with Liberty dependency instead of Void dependency
0
The holding cell is placed on a lowered cliff level with pathing. The hybrid is a missile and appears above instead of inside the cell when placed on this lower cliff. I want to make him inside the cell. I tried SOps Local Offset with Z -4 but it didnt move, tried removing the model again the model doesnt even remove. The Cell and the Hybrid are 2 different models - you can change the cell model but the Hybrid above will still stay. Do you know what causes the model? I tried Explain Link but the only model I see is the 'Hybrid Release Weapon' but even changing that model cant remove him. I wanna see what is causing the model to either hide him and put some lowered Hybrid inside or lower this one.
Found it - actor event that creates Hybrid Release Addition actor in the Hybrid Holding Cell Small main actor.
To have the effect of a Hybrid released from cell, I use a trigger to create the unit when his projection out of the cell finishes. To do the same with Reaver, there is a Holding cell already with him but the Reaver model is not separated. So I create a separate holding cell that can release a unit by duplicating the holding cell (small) to have a cell specially with reaver, and create a new duplicate 'Hybrid Release Addition' Actor+Model because an Actor event in the holding pen has to create this actor model I call "HybridReleaseReaver" (this is the model inside the cell). In this way I have 2 holding cells 1 with reaver 1 with destroyer.
I then have to modify the 'Hybrid Release Attack Missile' actor to make a modelswap for the projection for the Holding Cell with reaver (because by default the projection of released unit will be always Hybrid Destroyer)
So I add an actor event in the missile actor Signal HybridReleaseReaver > ModelSwap HybridReaver and again a trigger when to call it:
0
@egodbout: Go
No, it's not only you. Darn, cant they just test their patches before they release them? Main menu music to wol, and the mp3s dont work yes.
0
Since the Nova DLC patch:
- In Bnet the main menu music sounds like as if I am in WoL (yes I have WoL too)
- Unless I tick 'remember account' it asks every time I enter the editor to verify my account
- Starting the editor does NOT start the blank/new document with Void dependency, it starts with Liberty aka WoL dependency !
0
@TaylorMouse: Go
Thanks, I could use them... in the future, before trying to adapt somth off sc2. But for now it was decided that this model would be the one i will use. EDIT~ Fixed by making a dummy object at the origin, select the root object called Character01 (above the Pelvis in hierarchy), Select and Link, select the root object and then press H to find the object to link to and select it to link the root object to the dummy object. The dummy object will become the parent of that object and then can be rotated and the animation rig will be rotated with it. (to apply existing rig that is animated to a new imported model, create a skin modifier to the imported model and in Envelopes click 'add' to all the bones that are already in Envelope of the model to be replaced)
0
Never mind the above specific for korhal buildings, I need something that can be used on all doodads as effects limiting to one effect on doodad. As I have the Periodic event with picked units, I need to do:
- "AttachModel SmokePillarsTall" to all actors contained by game region (Region((Position of (Picked unit)), 5.0))
- Change Roll or Pitch of all doodads in (Region((Position of (Picked unit)), 5.0)) - How do I change pitch or roll with triggers?
How can I detect if a certain type of actor is in region without using signal? Then I can prevent a repeat of such doodads in the area, this means also new models wont be spawned if there are existing once in the area.
Ok Class Filter: Doodad idk even the other types or where to get them from but that's what I needed. Now what term can prevent the same effect spawned 1000 times?
EDIT: This may not be Graphics Card killer but I think I found a way to make actors/models not spawn in the same places multiple times with periodic event.
(idk what happens behind the curtain but this must be putting every new position of each picked unit in the Region 001, making it less likely to have a point that is NOT in Region 001 (this is a map region), Thus, you will not get 1000 spawned effects at a time. So this is a fine way to add effects and actor messages to doodads but idk how to change pitch/roll - anyway without it. Overall did some things like I wanted.
0
Ok to put it together
set Unit>Stats> Death Time: -1 on all units that should not perish. Yes, no way to make this with triggers only.
For Model swap which I use to change the building model to wrecked building model for doodads after units pass nearby. Again have to add signal in the Data and different Subname for each Doodad type to be be acting only for the specific doodad and specific variation.
For example I want to use Korhal Building Variation 1 turn into Korhal Building Wrecked (Small) variation 1 (it is wrecked version of the korhal building). I created a duplicate actor and replaced all doodads of that kind with it to not mix them with the default ones.
So actor events
etc.
Variation
Normal Wrecked Scale
1 1 2.5
2 2 2.3
3 3 4
4 4 3
5 7 2.2
6 8 3
7 6 3
8 8 3
9 7 2.2
10 9 2.3
Thanks for the help, Im not sure how Actor Queries work I havent used them and without examples I still cant but maybe these are the things I needed to do, yes I have to use Data as well, which wasnt my intention but for my current purpose will be fine.
0
@FunkyUserName: Go
For detecting doodad type, can be used a Signal but maybe the Actor events have to be modified to have a signal with the same name, so at least doodad-type message may be called like that to all doodads of the same type.
But I need to have a case where Actor message is sent at any moment a unit is in the Range of these doodads. Is there an event a unit gets in the range of doodads who have signal and subname 'somename'? Then could be used an action:
Actor - Send actor message (Signal "SomeName") to all actors that intersect game region (Region((Position of (Triggering unit)), 6.0)) with their Contact Radius that belong to class "" and match terms ""
And if actor events have as Signal, e.g Model swap that would swap but I need an event to detect when a unit enters the range of such doodad without selecting in on the map as a placed unit. - That didnt work tho
I was thinking if there is a way to modify the field with triggers exactly