• 0

    posted a message on Increasing Weapons Firing Range by Radius of Attacking and Attacked Units

    In my mod I have Battlecruisers that are 8x the normal size (so it's larger than an entire base) and I've given weapons say 24 range. That range works well for normal combat in the mod, but because the Battlecruisers are so huge (effectively 30 units), by the time the Battlecruiser comes in range, part of its model appears at a distance of only 9 units from the attacking unit! It's practically in the unit's face! And when the Battlecruiser attacks its attacking at an apparent range of 9 units (from the head of the battlecruiser) which is less than a third of the Battlecruiser's length! And two Battlecruisers with that range would have overlapping models before they can engage each other! 

     

    Any way to make weapons have effectively longer range when targeted at or fired by larger units? ie. Marine vs Marine, 24 range, Marine vs Battlecruiser or Battlecruiser vs Marine, 24 + 15 range, Battlecruiser vs Battlecruiser, 24 + 15 + 15 range etc. It can't be a 'select case' type of workaround given it's not just the Battlecruiser with a large model. Is this even possible?

    Posted in: Data
  • 0

    posted a message on Scanner Sweep Reveal Range Reduction/Increase.

    Just tried to implement this and... what effect am I supposed to use for Search Area? Doesn't Search Area just search for units in the area, rather than the terrain itself (for revealing purposes)?

    Posted in: Data
  • 0

    posted a message on Removing Black Border around Health Bars

    Thanks for the rapid reply!

     

    The Combat: Custom Unit Status Frame popup dialog box seems to just be blank when I double-click on the field, so no options for entering in any data... I don't have any filters on, so not sure why that's the case. Do I have to create the custom UI health bar first? How would I do so?

    Posted in: Data
  • 0

    posted a message on Keeping Beam Active After Target Dies, Minimum Channeled Beam Duration

    Thanks for the swift reply!

     

    Is there a birth animation speed field? I couldn't find it on the Beam (Simple) actor. I'd be very much interested to know how to change that! I'm using the PurifierPlanetCrackerVoidBeam model and it has a roughly 3 second animation-start where the beam isn't coming out (there are tiny crosshair beams instead) and the damage is still going normally (since I've mounted it on the Sentry's weapon) which is just obnoxious. I managed to make that nearly disappear using an Animation Speed of 50 instead of 1. However even with a beam that doesn't have that kind of lead time, a high animation speed doesn't make the beam appear. 

     

    Could this be related to the Colossus' Thermal Lance? That one keeps going even if the target is killed.

    Posted in: Data
  • 0

    posted a message on Scanner Sweep Reveal Range Reduction/Increase.

    I'm pretty sure setting Search: Reveal Radius to values above 32 has no effect (it maxes at 32, same as with units). With units I found a workaround involving creating a free, default-autocast defensive ability that creates 16 revealers in a circle around the unit (40 units away from the unit) with a 0.25 sec duration, regenerated every 0.25 sec by a Create Persistent effect that casts itself on Effect - Expire, and added this ability to each unit I wanted to give it to. Thus effectively extending maximum sight radius to around 60. And another ability that does another circle of revealers 80 units away from the unit, for a maximum sight radius of around 100 (though for that you'd need 32 revealers for a smooth edge). 

     

    Sounds like the Search Area one may be a more elegant solution.

    Posted in: Data
  • 0

    posted a message on Auto Train

    If anyone comes across this - I was able to get multiple auto trains out of the same building. Key is to use a different Info - Charge - Link / Cooldown - Link (and set Info - Charge - Location to Unit if you want a 'warmup' period before the ability is automatically used). 

    Posted in: Data
  • 0

    posted a message on Keeping Beam Active After Target Dies, Minimum Channeled Beam Duration

    I have a channeled beam weapon based on the Sentry's disruption beam that I've given high DPS to, except now it's killing units so fast that even with a 0.2 period it isn't showing the beam at all! (just enemy units spontaneously dying). Is there a way to keep the weapon going for say at least 0.4 seconds before allowing the weapon to change targets, and if the unit dies instantly to have the beam keep appearing (and hitting the place where the unit died) until 0.4 seconds in?

    Posted in: Data
  • 0

    posted a message on Removing Black Border around Health Bars

    I am working on a mod with very small units and the ability to zoom out very far (to fit battlecruisers and carriers). I don't want the health bars to get in the way so I've made them very small. I notice that no matter how small the health bar gets or how far zoomed out the camera is, the black border around the health bar remains the same (~2 pixels) which basically turns the health bar into a black 4x4 pixel box when zoomed out far enough. Is there any way to get rid of that border so it's instead a 4x4 color box (which is actually useful as player-owner color coding for when the smaller units are individually too small to be spotted)?

    Posted in: Data
  • 0

    posted a message on [Solved] AI players on Test Document

    I've been using the Test Document button to test my mod, I like how it is very fast compared to publish -> launch SCII -> create a game. I found out that setting File -> Preferences -> Test Document -> Use Fixed Random Seed -> 5 gives me Protoss every time etc, but there's never any AI players on the test document so I can't do things like test any effects that require an enemy target / multiple enemy targets to properly test. Is there a way to do this? 

    Posted in: Data
  • 0

    posted a message on Gradual Zerg Building Progress Appearance

    Thanks for the elaboration!

     

    I'm not familiar with working with animations... what does a blend time of 0, 1, or 2 mean - instant blend, 1 second to blend, 2 seconds to blend?

     

    So wanting to get rid of the Stand animations since I'd imagine those are responsible for the stages where the building isn't growing. I updated 

     

    I get error messages saying:

    - "CActorProgress[ZergConstructionAttached] ... CActorModel[HatcheryBuild]: Sequential non-looping anims detected: Build B Start; Build A Start."

    - "CActorProgress[ZergConstruction] ... CActorUnit[HatcheryBuild]: Sequential non-looping anims detected: Build B Start; Build A Start."

    - "CActorProgress[ZergConstructionAttached] ... CActorModel[HatcheryBuild]: Sequential non-looping anims detected: Build C Start; Build B Start."

    - "CActorProgress[ZergConstruction] ... CActorUnit[HatcheryBuild]: Sequential non-looping anims detected: Build C Start; Build B Start."

     

    I also tried adding more stages like "Build, D, Start" and "Build, D, Stand" and reducing Model: Zerg Building Build -> Animation Speed to 0.05 but that gives similar errors as well, the budding Hatchery 'throbs' faster than normal and then it turns into a normal Hatchery model about 60% of the way through then reverts to a new bud and then grows to medium size then reverts again... 

     

    I also tried reducing the animation speeds for the Models named Zerg Building Birth but they don't seem to slow down the initial 'drone turns into small bud' stage at all. Nor did the Model called Zerg Building Large. The one thing that greatly changed the overall construction speed was Model: Hatchery Build -> Animation Speed, however it does it to the whole animation, so making it 0.05 makes the first stage proceed at the desired rate, but then it takes almost a minute to get through the really long 'stand' stage where nothing happens with the model. 

     

    Kind of just stumbling around blindly I feel. Any idea what specifically I need to change in order to get the model to simply go from drone to full bud evenly without any kinks in its growth?

    Posted in: Data
  • 0

    posted a message on Gradual Zerg Building Progress Appearance

    Thanks for the swift reply!

     

    I see in Actor: Zerg Construction Progress -> Stages , there looks to be the several grow-stop-grow stages I'd noticed, however I'm not sure how to work with that data field... Where does it link to the model for each individual stage, and where does it specify the duration that each model should animate for before going on to the next one? Like not sure what "Animation Properties" values refer to, or what the "Blend Time" is about. Ie. I'd like to change the 'stand' stages to have 0 duration etc.

    Posted in: Data
  • 0

    posted a message on Interceptor Strafe over a Larger Area?

    Thanks Doc for your rapid responses!

     

    I got the first part to work. What I did was I adjusted Weapon: Carrier - Interceptor Beam -> Loiter Inner Radius to 30 and Loiter Radius to 50, causing the interceptors to fly around over a much wider area. I also increased Weapon: Carrier - Interceptor Beam -> Minimum Scan Range and Range to 28 so that they could attack at a further distance, which works well in combination with this ability. 

     

    As for the second part - I've definitely noticed that the interceptors go after the same unit. How do I implement this wander behavior and have the Carrier use something other than an attack ability?

    Posted in: Data
  • 0

    posted a message on [Solved] Brood Lord firing Broodlings: Multiple and Faster

    Thanks Doc for the rapid response, I really appreciate it!

     

    I got it to work. I was confused at first since I couldn't find such an ability called 'arm magazine' but what I did do (and think was what you meant) was:

     

    - I updated Ability: Brood Lord - Brood Lord Hangar -> Info: Broodling, where I updated Info - Time to 4; and Weapon: Brood Lord - Broodling Strike -> Period to 4.5. This makes the Brood Lord launch a batch of Broodlings (including with graphics) every ~4.5 seconds since it takes some time for the Brood Lord to 'cast' the Broodlings.

     

    - I also updated Brood Lord - Brood Lord Hangar -> Info - Count to 12 and Info - Count Start to 12 so that it casts 12 Broodlings per batch.

     

    - I also reduced Effect: Brood Lord - Broodling Escort Damage so that the increased number of casts didn't translate to an increased damage caused by simply casting the Broodlings. 

    Posted in: Data
  • 0

    posted a message on Flying Units in Constant Movement?

    How can I get units that shouldn't be simply floating in midair (like Wraiths, Phoenixes, Scouts, Mutalisks) to keep perpetually moving? Going in circles if they have to, but to keep above a minimum movement speed of say 20? (I also would give them a turning rate of no more than say 80.) I would also like to have them also use their weapons without stopping. Any idea how to do this?

    Posted in: Data
  • 0

    posted a message on Interceptor Strafe over a Larger Area?

    In vanilla Interceptors seem to strafe over a very small area (about radius 2-3?) before immediately doubling back... Is there a way to make them fly over say an area of radius 15 around whatever they're attacking, and as a result be turning around less often (or taking longer to turn)?

    Posted in: Data
  • To post a comment, please or register a new account.