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.
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Apr 13, 2016Posted in: General Chat
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.
Apr 13, 2016Posted in: Data
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.
Apr 13, 2016Posted in: Data
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.
Apr 12, 2016Posted in: Data
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.
Apr 6, 2016ImpctR posted a message on (Nova) it look likes Galaxy Editor no more support .mp3 filesPosted in: General Chat
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
Apr 2, 2016Posted in: Data
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.
Environment - Player 1 uses Effect Hybrid Release Impact Local Variables Conditions Actions General - Switch (Actions) depending on (Triggering Effect Unit Type(Caster)) Cases General - If (Hybrid Holding Cell (Small)) Actions Unit - Create 1 Hybrid Destroyer for player 1 at (Triggering Effect Point(Target Point)) using point facing (Ignore Placement) General - If (Hybrid Holding Cell Reaver) Actions Unit - Create 1 Hybrid Reaver for player 1 at (Triggering Effect Point(Target Point)) using point facing (Ignore Placement)
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:
Events Unit - Any Unit uses Hybrid Release at Generic6 - Complete stage (Ignore shared abilities) Local Variables Conditions Actions Unit - Disable the Hybrid Release ability for (Triggering unit) Unit - Hide the Hybrid Release ability for (Triggering unit) General - Switch (Actions) depending on (Unit type of (Triggering unit)) Cases General - If (Hybrid Holding Cell Reaver) Actions Actor - Send message (Destroy) to actor (Actor connected to (Actor for (Triggering unit)) via reference "HybridReleaseReaver") Actor - Send actor message (Signal "HybridReleaseReaver") to all actors contained by game region (Region((Position of (Triggering unit)), 0.5))
Apr 1, 2016ImpctR posted a message on (Nova) it look likes Galaxy Editor no more support .mp3 filesPosted in: General Chat
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.
Apr 1, 2016Posted in: General Chat
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 !
Mar 21, 2016Posted in: Artist Tavern
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)
Mar 21, 2016Posted in: Triggers
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.
Events Timer - Every 3.0 seconds of Game Time Local Variables Conditions Actions Unit Group - Pick each unit in (Any units in (Entire map) owned by player 7 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions) Actions General - If (Conditions) then do (Actions) else do (Actions) If ((Random point in (Region((Position of (Picked unit)), 5.0))) is in Region 001) == False Then Actor - Send actor message "Create SmokePillarsTall" to all actors that intersect game region (Region((Position of (Picked unit)), 5.0)) with their Contact Radius that belong to class "Doodad" and match terms "" Else Region - Add (Region((Position of (Picked unit)), 5.0)) to Region 001
(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.
Mar 21, 2016Posted in: Triggers
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.
Trigger would be: Unit - Any Unit dies Actions General - Wait 3.0 Game Time seconds (enough time for the unit to reach the ground or lie down and not freeze while still standing) Actor - Send actor message "AnimSetPausedAll" to main actor of unit (Triggering unit)
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.
Events Timer - Every 3.0 seconds of Game Time Actions Unit Group - Pick each unit in (Any units in (Entire map) owned by player 7 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions) Actions General - Pick each integer from 0 to 9, and do (Actions) Actions Actor - Send actor message (Signal ("KorhalBuildingDestructible" + (String((Picked integer))))) to all actors contained by game region (Region((Position of (Picked unit)), 5.0))
So actor events
- ModelName KorhalBuilding (Term) (to happen just once and not change the model every time)
- ModelVariation 0 (Term)
- ModelSwap KorhalBuildingWreckedSmall 0
- 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)
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.
Mar 20, 2016Posted in: Triggers
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
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
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