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    posted a message on "Enumerate Area" Validator - Nearby Friendlies Problem

    Sorry, I should've updated this thread. I did manage to resolve this issue (though I don't quite remember how). When I'm next in the editor I'll figure it out and post again to update. Just in case anyone else tries to do something similar and runs into my problems.

     

    Posted in: Data
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    posted a message on [Campaign] Starcraft II: Unsung Rebels

    I've been visiting back, from time to time, for a while. Looking at projects that others are beavering away at, helps me keep up the motivation to keep going with my own.

     

    Good luck with college.

     

    I look forward to playing Unsung Rebels one day.

    Posted in: Project Workplace
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    posted a message on "Enumerate Area" Validator - Nearby Friendlies Problem

    Hi, I'm creating a "point control" system in the data editor that half-works. The problem I'm running into is in the Enumerate Area Validator, which is driving me crazy. What follows may be a bit rambly in places, but that's because I don't really understand what's going on.

     

    What's Working Fine

     

    • Units that can exert control have a Buff
    • This Buff periodically runs a Search Area Effect
    • Destructibles within the Search Area that are presently neutral have a copy of the "Neural Parasite" behaviour applied
    • The "Neural Parasite" Behaviour is modified to have a permanent duration

    What's Not Working

     

    The intention is that the Neural Parasite Behaviour should be removed if certain Validators fail. These Validators go in the Validator (Remove) field of the Behaviour.

     

    I have tried to accomplish this with Enumerate Area Validators, based on the FriendliesNearby Validator from the Data Editor.

     

    The FriendliesNearby Validator has been adjusted in the following ways:

    • Radius of 3
    • Compare is "Greater Than"
    • Count being compared to is 0 (Zero)

    The part that works still projects control over the Destructible. However, the Validator seems to be immediately failing as it changes owner for a split second then returns to neutral every time the behaviour projects control, causing it to "flicker" between owners. What is odder still is that the presence of two units successfully asserts and maintains control, but one unit does not.

     

    So my problem is, as far as I can tell, that I can't figure out how to get the Enumerate Area Validator to check to make sure that there are at least one player unit within Radius 3 of the Destructible.

     

    Posted in: Data
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    posted a message on [Campaign] Starcraft II: Unsung Rebels

    In reply to VarientTFoR:

     I really hope it's still kicking. I've been keeping an eye on this project for a while and I'd love to see it happen.
    Posted in: Project Workplace
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    posted a message on Validators - Comparing Variable Distances

    Thanks for the response.

     

    That is pretty reflective of what I've found. I've changed to a different approach.

    Posted in: Data
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    posted a message on Validators - Comparing Variable Distances

    Hi Everyone,

     

    I'm trying to create a basic "Cover System" in my maps using Validators and Behaviours. My goal is to achieve this entirely in Data, because it seems to run more smoothly (especially considering that something that could happen whenever a weapon fires could be taxing if done in triggers).

     

    My thinking is to do the following, but I cannot find how to make it work in the existing validators.

     

    1. All units would have a Behavior (Buff) called Cover System. This buff would govern Damage Response and would reduce the damage taken by an attack if its Validators were passed.
    2. The Validator would check the following:
      • The Distance Between Attacker and Defender
      • The Pathing Distance Between Attacker and Defender
      • Is the Pathing Distance Greater Than Distance?

    My logic here is that if there is a greater pathing distance than a normal distance, then there is likely an obstacle between them. That obstacle is considered as providing cover.

     

    I cannot figure out how to get Validators to make these checks. I have found the Location Range Validator, which can compare both, but each only to a set Value. I cannot compare these two distances to each other.

     

    A few other questions:

    • Are the Values that Validators Compare to Integers or Constants? If they are integers then I may be able to try a convoluted workaround that checks both distances to a common Value at each range up to the maximum used in my map.
    Posted in: Data
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    posted a message on SOLVED: Damage Response - Removing Effects

    Okay, this is embarrasing. I figured it out.

     

    If anyone else wants to accomplish the same thing. It is incredibly simple.

     

    • In the Buff's Combat Tab, set the Chance to 1
    • Set the effect that you want to take place under Handled
    Posted in: Data
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    posted a message on SOLVED: Damage Response - Removing Effects

    Hi Everyone,

     

    I'm trying to set up a Permanent Cloak (Behavior - Buff) to remove itself if the unit is damaged.

     

    I've been looking at the Damage Response section of the Buff, but can't quite puzzle my way to implementing this.

     

    My present thinking is that this system would follow this process:

     

    • The unit has Permanent Cloaking (Behavior - Buff)
    • The unit detects incoming damage (Damage Response in the Permanent Cloaking Behavior)
    • The unit applies an "Remove Behavior" effect to itself in response to this incoming damage

    I feel like I'm missing something obvious, but since I am indeed missing it, I wondered if anyone would point me in the right direction.

    Posted in: Data
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    posted a message on Question: Cone Vision with LOS Blockers in Data Editor

    I've managed to fix my problem in the trigger editor rather than the data editor. Thanks to everyone who has provided help.

     

    I'm going to post a description of how I've done it when I have more time.

     

    It allows computer controlled units to see units within a 120 degree arc in front of them within their sight range. It also prevents them from seeing units that they cannot path to in a direct line, thus giving a simulated effect of being able to "hide" behind doodads with pathing footprints.

     

    Posted in: Data
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    posted a message on Question: Cone Vision with LOS Blockers in Data Editor

    When you say "reveal flags" are you talking about the Unfog/Use LOS/Detect/Radar etc. flags that are in the revealer area? If so, then yes. I have Unfog and Use Line of Sight checked, although I'm not sure what Use Line of Sight really does if its not blocked by LOS Blockers.

     

    I'll toying with your suggestion. I admit I've been avoiding playing with offsets too much because I haven't quite wrapped my head around them yet.

     

    Thanks

    Posted in: Data
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    posted a message on Question: Cone Vision with LOS Blockers in Data Editor

    Hi Everyone,

     

    I've created a cove vision behaviour in the data editor that creates a 0.1 second periodic buff that applies a create persistent to a unit that then runs a search area to reveal an arc in front of the unit. The behaviour is working fine, thanks to the advice of members of this community on the discord channel.

     

    I'd like to take one more step in developing this behaviour to fit my current map, specifically id like it to be able to be blocked by objects or doodads that block line-of-sight (such as the doodad LOS Blockers). At the moment the revealer created by the behaviour sees past LOS Blockers and over cliff levels.

     

    My current map is a stealth mission and id like the player's unit to be able to hide behind crates and run past behind an enemy unit without being seen.

     

    I haven't seen an example of this being accomplished before, but the data editor being as powerful as it is, i presume there is some way to accomplish this.

     

    Does anyone have any insights or ideas?

    Posted in: Data
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    posted a message on Nemesis (RPG Campaign)

    I thoroughly enjoyed the Perfect Soldiers Campaign. I originally just watched it on Jayborino's channel, but that inspired me to get it and play myself. It was fantastic and formed my own inspiration to build my campaign project (which has been going for a long time but is still going). I look forward to seeing more, EivindL.

     

    Posted in: Project Workplace
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    posted a message on [QUESTION] Creating New Decals

    Hi Everyone,

     

    For the current map in my project, a campaign, I'm looking for a way to convert a doodad into a decal within the editor, if this is possible.

     

    Specifically, I would like to have a version of the Ground Energy Crack doodad that wraps over terrain when it is raised or lowered, like a decal does. I'm not sure if this is possible, but if it is, can anyone point me in the right direction?

     

    Thank you

    Posted in: Artist Tavern
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    posted a message on Starcraft 2: Glory of the Daelaam - Full Campaign

    Aside from cinematic designers what are you after?

    Posted in: Team Recruitment
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    posted a message on Options to create a Multi-Beam Resource Harvesting Unit

    Thank you both, it seems a weapon is definitely not the preferred option. I'll give it a whirl when I get home today and let you know how it goes.

    Posted in: Data
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