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    posted a message on Still learning the editor and have some questions

    @ctccromer: Go

    For custom loading screens and other images or files you need to use the import tool with the map (check tools menu) from there you can import your image and then select it from the browse button as your described. There is a import tutorial in the tutorial forums. As for the weapons if you have done all that and your evening seeing four diffrent weapons, then it is fireing all four diffrent weapons. It may not look it, but it is, the reason it animates only one, is becuase of the events on the actor more then likely.

    This is where things can get complicated, the events field on the actors can be a bit tough to understand and work with at first and to be honest were only really starting to get a full grasp on it, myself included. But again just like the morph issue, the reason your only seeing one animation of a weapon firing is because the actor is only setup for that. Again it gets complicated, since its an athestic issue I wouldn' worry about it, but if your really concered there are a few tutorials out there dealing with messing with the event feild for actors. But nothing defintive, I will hopefully have one up, but it may not be for a while.

    I appricate the nod for the help, I definlty do try my best and well if we dont share this information then all of us get stuck. To anwser a few questions off the top of my head, you can scale a unit two diffrent ways, from the acutal model or the actor. The actor is best, and its under Art - Random Scale Range & Art - Scale. If you want to make it larger or smaller and make sure it shows that way, make all these values the same. (so for example the unit starts at 1.0 scale and you want it a bit bigger, make all values 1.2 in thoese fields and it will scale it for you.)

    To make a unit invicible is quite simple, bring up the unit in the unit data editor and scroll down to Unit - Flags bring that field up and if you look (may have to scroll down a bit) there is an invicible checkbox, simply check that and its now invunrable/invicible. As for allowing a unit to attack while moving I do not know off the top of my head how, I belive this may be covered in a weapons tutorial here on sc2mapster, if not i'd look at the phenoix's weapon as that can fire while the unit is moving.

    Hope that helps out a bit and explains things a bit more for you. I dont have all the awnsers and sometimes even my own are incomplete but hopefully its a starting point.

    Posted in: Miscellaneous Development
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    posted a message on Still learning the editor and have some questions

    @ctccromer: Go

    yes unfournlty you will have to do this for it be considered unquie. I had the same issue with my hero in Ion Cannon Wars who could carry two weapons. If the same exact weapon is added to a unit and it already exists its ignored. As you said easiest way is to copy them and just change there ID's really everything else can be left the same, and even the weapon icon won't change much but you will see it acutally fires more then just 1 weapon, since theres now four UNQUIE weapons on it. (Even though the weapons states, firing, damage, effects, etc. may all be exactly the same) its odd but it works very well for the bit of extra work.

    Posted in: Miscellaneous Development
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    posted a message on Still learning the editor and have some questions

    @ctccromer: Go

    To fix the, can't fire the target in that direction issue goto the weapons, damage effect I belive it is, and change the arc from 0 or whatever number it is to 360. The arc detiermes the direction a unit or a turrent must be facing in order for it to fire. Most unit arcs are 0 and most turrets are 90. Changing this to 360 allows the weapon to fire in all directions.

    Posted in: Miscellaneous Development
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    posted a message on Still learning the editor and have some questions

    @ctccromer: Go

    Really quick as i'm half asleep on B, no morphing does not count as construction, I know this because if you make your own morphing ability set it up to whatever diffrent unit type you want, and even if the scale is higher you would probley notice quick easily the model of the unit your morphing does not change. You have to add events into that units actor entry to set it up to acutally 'morph' into the other model (see the bangling egg actor for example) all morphing does is transfer the information to update what the model looks like, like any animation it has to be 'scriptied' with the events section of the actor entry.

    As for E I know there was a chain lightinlgy like weapon/spell around, don't know if its in our tutoiral listings but I know theres a lot of good weapons examples in there that may be worth a look, if your having trouble finding tutorials on the tutorial forum, click the sticky Tutorial Listing thread and click the link in that thread for the wiki list. I know most of us update it for our tutorials and others. If I rember the link or find it latter when i'm more awake about that chain lighting spell/weapon i'll be sure to post a link for you here.

    Posted in: Miscellaneous Development
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    posted a message on How to make a unit shoot with multiple weapons at the same time?

    Well I dont know if its a jumping point but it might be, in my ion cannon wars map the hero has two weapon equipment slots, they are two diffrent weapons really and he does fire both of them at the same time, none of this cool-down stuff or anything. The weapons really are identical expect there diffrent ID names and the like. My ion cannon wars map here on sc2mapster has that in it, so if you want to dig through that and take a look by all means. Any questions let me know and i'll try to anwser them best I can while i'm not half asleep like I am now heh. So yes its possible it can be done and i've done it. Even though there 'items' all they do is equip or unequip weapon types dependent on if the hero has said item. So logicaly there should be little to know diffrence if they were not items.

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] Dynamic Tower Sell

    @RainGame: Go

    Nothing wrong with that, i've acutally found recently you can do something pretty much the same in the data editor with a single ability and an effect set with multiple effects for each tower type having a modify unit cost fraction refund...hard to exaplin but it works really exactly the same only diffrence is its done through the data edtior.

    Posted in: Tutorials
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    posted a message on a behavior that removes a behavior
    Quote from ezbeats: Go

    @MrZ3r0: Go

    i think disable is a temporary thing, like 'pausing' the affected behavior, while 'remove' actually wipes it off the unit. i beleive....

    Your 100% correct ez I have acutally used this for the 'faking' of a hero death, ie the vaildatior is set for a low hp level (bellow 10hp for example) and if that vaildiator returns false the behavior is disabled, its not removed from the unit but it dosn't take 'effect'. When the vaildatior is true the behavior is enabled and works as normal.

    Posted in: Miscellaneous Development
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    posted a message on [Release, Libary] Dyanmic Dialog Listboxes/Dropdowns

    updated, youtube emdbed is now posted.

    Posted in: Trigger Libraries & Scripts
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    posted a message on [Trigger] Dynamic Tower Sell

    @RileyStarcraft: Go

    Just fyi using local varibles here would probley work a lot better. so for example a local varible called tmpTower would be = to the triggering unit. This is handy and genrealy avoids timing issues when mutliple triggers are fired, next we could also do all the math in a local varible before we acutally modfiy the players minerals.

    So for example tmpRefund = (Integer((*(Real((Minerals Cost of (Unit type of(tmpTower))))), 0.75))))

    Then all that needs to be modifed is all instances for Triggering unit to tmpTower and of course the minerals would look more like this:

    Modify player (Owner of Unit (tmpUnit)) Minerals: Add (tmpRefund)

    should work well and possibly get rid of any issues you may be having. Sorry if its not clear enough i'm tired heh so i'm running on SC2 editor fumes lol Hope it helps.

    Posted in: Tutorials
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    posted a message on attack validator

    @Etravex: Go

    You could always create a vaildator, simply bring up vaildators from the Data Type dropdown, now right click, add object, Name and ID anything you like but a good Name is IsFiringMyWeapon (where my weapon is your weaponname for example) and for type, select Unit Weapon Firing and click ok.

    All you should have to change in the fields (make sure you have advanced values on to make sure you can find it!) is the Vaildator - Weapon field, change that to the same weapon type your unit has and then click ok. now add the vaildator and try it out. Vaildators are a pain, but there very powerfull, there just a pain to figure out. Remeber that this vaildator is basicly like saying (is <weapon> being fired from <target>) where target would be your unit and the weapon would be whatever you placed i nthe Weapon field. I will return true if it is being fired, false if its not.

    I hope that helps, sorry if it's a bit rough or dosn't make sense, i'm getting tired heh.

    Posted in: Miscellaneous Development
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    posted a message on [Release, Libary] Dyanmic Dialog Listboxes/Dropdowns

    Hey everyone,

    I kind of got inspired by an issue the authors of YABOT (Yet Another Build Order Trainer) map are having and some of you might as well with the limts of listboxs and dropdown boxes contents. Mainly that there is no real way to modify them once you set them up, ie the problem YABOT is having is changing the text value of a listbox item. So thie idea behind this Libary i've started working on is to allow you to do just that and many more. Dyanmicly allowing you to create/modify/reorder/remove/etc. dialog listboxs contents at a whim. I have a youtube video that shows the proof of concept and what I have so far. I know blizzard may fix this issue with its listboxs and dropdowns allowing us to directly modify it, but I figure its a good exerice for me and hopeully helpfull to all of you.

    So how does this basicly work? Simple, right now you can have upto 25 dialog items associated with a list, and each list can hold upto 100 items. So say you have 3 listboxes, you use a simple trigger to assocate the stored varible of each listbox (ex: DialogList1, DialogList2, DialogList3) and then select from a list of presets (List 1-25). Now with that done you can add or modify or remove or reorder each indvinduual item from the associated listbox by simply specifing the ID (a unquie string). Very basic concept.

    All I have working right now for a proof of concept, is being able to acutally add new items to a list box in real time. Any feedback is appricated including suggestions for specifc things you want to be able to do with your list items in a listbox. Thanks.

    Embed Removed: https://www.youtube.com/v/dLc4W4ujW3s?fs=1
    Posted in: Trigger Libraries & Scripts
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    posted a message on Monopoly
    Quote from Alcoholix: Go

    - I can't seem to figure out how to adjust the number of resources a player has

    There are a couple ways to do it, via triggers its found in the modify players property trigger (unit players catagory) for effects (via behaviors and the like) its under Modify Player Effect, ethier way will allow you to easily modfiy player minerals, vespine gas, supply, and so on.

    Posted in: Project Workplace
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    posted a message on My Game's Interfaces [WIP]

    @zKyuuketsuki: Go

    I really like this new 2nd version, its very nice and streamlined and dosn't seem to 'overwhelm' the user as the 1st version might have. Very nice use, i'm assuming you using various action defeintions, functions and the like to create the dialog system? I couldn't imagne trying to trigger it anyother way, doing just straight normal triggers would be a nightmare, I thank blizz everyday for the functions, and actions nad conditions defintions and all that wonderfull stuff heh. Looks great though definly the 2nd version keep it up!

    Posted in: Project Workplace
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    posted a message on Heroes

    @zifoon: Go Yeah ran into that issue as well but I've done a bit of a diffrent way of handling it, the catch when hes about to die is done with a behavior instead of a trigger then everything is run from there (hides him, creates a quick fake hero to be killed and hides the hero ui and all that) then when its revived the trigger simply moves him fixes up his health and such and reshows the ui and the unit, works well so far still may need another trigger check thou for thoese nasty damages that get past my behaviors vaildator heh.

    Posted in: Galaxy Scripting
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    posted a message on Importing/utilizing triggers from another map..

    @Emuscles: Go

    Another option for triggers and varibles and the like between maps, particualry functions, action defintions and the like that you may want to play around with for future use is libarys. You can open the libarys pane in the trigger editor by clicking on the first red box button in the toolbar (just to the right of the overview manager) or as its more specifed called, show libaries (ctrl+shift+l)

    Posted in: Miscellaneous Development
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