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    posted a message on LotV beta client is downloadable now

    @ImperialGood: Go

    Downloading the LotV Beta without having an invite takes no third-party software. If you haven't found out how yet, it's really simple. You just need a some kind of command prompt, which comes standard with Windows, Mac, and Linux. You launch the Battle.net App with some special lines and that's all there is to it. It starts downloading as soon as it's launched.

    You could potentially do this without even using a command prompt, by just setting a Shortcut's Target parameters with these lines, but I never got that to work. It only worked if I used a command prompt.

    This is the lines of code: -game=s2_beta -install

    Two dashes (-) does a strikethrough, which makes that look weird here. But you need TWO in front of "game" and "install" like "- -install" (Without a space)

    Also, I think the LotV model format is different from Heroes, because I just tried the Heroes to SC2 M3 converter and it didn't work.

    EDIT: It does look like you already figured it out, but I'm just making sure.

    Posted in: General Chat
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    posted a message on Simple Beam for Ability?

    So, I can't figure out what's wrong with this. I followed this tutorial as closely as I could, but I can't get it to work for my ability:

    http://www.sc2mapster.com/forums/resources/tutorials/3939-data-working-with-beams-beginner-difficulty/

    I have this set up in the Beam Actor:

    <Host Subject="_Unit"/>
            <HostSiteOps Ops="SOpAttachWeaponLeft"/>
            <HostedAttaches Name="TentacleAttack">
                <AttachQuery Methods="Hardpoint"/>
            </HostedAttaches>
            <HostLaunch Subject="_Unit" Scope="Caster"/>
            <HostLaunchSiteOps Ops="SOpAttachWeapon01"/>
            <HostImpact Subject="_Unit" Scope="Target"/>
            <HostImpactSiteOps Ops="SOpAttachTarget"/>
    

    And I have these as my main Events:

    This is in the actual Beam Actor

    <On index="0" Terms="Effect.LightningSet.Start; At Caster" Send="Create"/>
    

    This is in a GenericAttack Actor

    <On index="6" Terms="Abil.ChainLightning.SourceCastStart" Send="Create"/>
    
    Posted in: General Chat
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    posted a message on Force unit's to face Unit

    So, I wanted to try and give the Hellbat a bit more microability and to do this I decided that giving it a pseudo-moving shot like the Siege Tank in SC1 would do the trick. Since the Hellbat has no actual turret though, this is a bit hard. Because AoE splash pops out from the relative front of a unit and because the Hellbat has no actual turret built into the model, you can't do the usual work around to this. So I decided making a simple trigger that will constantly make the Hellbat face the closet enemy target would work, otherwise it just faces the direction it's moving. But I am having some issues getting it up and running. The Hellbat finds ONE unit on the entire map and makes that unit it's forever-facing unit. And if the Hellbat is closer to the top of the map then this picked unit it just faces itself.

    Here is my trigger:

    [OLD]

    Also I think this site should get a code thing like Hive Workshop has with WC3 GUI triggers.

    EDIT: Basically, Michael Jackson Hellbats.

    EDIT2: Okay, here's the actual thing "Finished" but Hellbats will spazz out if more then 1 unit is nearby so I need to find a way to make them pick 1 unit and stick to that one unit unless told otherwise.

     Hellbat Turning 2
        Events
            Timer - Every 0.001 seconds of Game Time
            Unit - Any Unit dies
        Local Variables
            HBat_Int = 0 <Integer>
            HDie_Int = 0 <Integer>
        Conditions
        Actions
            Unit Group - Pick each unit in (Any units in (Playable map area) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Unit type of (Picked unit)) == Hellbat (Battle Mode)
                        Then
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    ((Picked unit) is in Hellbat Group) != True
                                Then
                                    Variable - Set HBat_Index = (HBat_Index + 1)
                                    Unit Group - Add (Picked unit) to Hellbat Group
                                    UI - Display "NEW HELLBAT!" for (All players) to Debug area
                                Else
                        Else
            General - For each integer HBat_Int from 1 to HBat_Index with increment 1, do (Actions)
                Actions
                    Unit Group - Pick each unit in (Any units within 5.0 of (Position of (Unit HBat_Int from Hellbat Group)) where player (Owner of (Unit HBat_Int from Hellbat Group)) matches filter Excluded: Self, Player, Ally, Neutral, Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                        Actions
                            Unit - Make (Unit HBat_Int from Hellbat Group) face (Position of (Picked unit)) over 0.0 seconds
                            UI - Display "FIRED!" for (All players) to Debug area
            General - For each integer HDie_Int from 1 to HBat_Index with increment 1, do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Triggering unit) == (Unit HDie_Int from Hellbat Group)
                        Then
                            Unit Group - Remove (Triggering unit) from Hellbat Group
                            Variable - Set HBat_Index = (HBat_Index - 1)
                        Else
    

    Hellbat Group and HBat_Index are GLOBAL variable. Ignore the Debug text.

    EDIT3: Done for the night.

    Posted in: Triggers
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    posted a message on WarCraft III Blight in SarCraft II?

    Maybe a new tab in the Editor that lets you make however many different types of "Creep" you want, like for Units or Effects or Actors, would be nice.

    And you can adjust factors like:

    Textures.

    Effects on units.

    speed that it grows and recedes.

    How it grows and recedes. (Like custom algorithms for how it grows and recedes.)

    Whether it prevents building placement or not.

    And the ability for footprints to allow, require, or disallow placement on it.

    And then you can attach actors to it if you want, or models, or something.

    Like, you could make effects that automatically spawns tentacles when units walk close enough to the center of a spawner for the "Creep"

    Posted in: Warcraft Modding
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    posted a message on Legacy of the Void Fan Mod Thread

    This is my bad but, I think the Ravager damage is very inaccurate. I don't know exactly what it's suppose to be but it's definitely not 40+40 vs Armored. Again, that's my fault. That's just the number I picked for testing purposes.

    Posted in: General Chat
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    posted a message on Legacy of the Void Fan Mod Thread

    Glad to see a release finally made. Should I update the main post of this thread with the stuff on the TL thread?

    EDIT: LOL The Disruptor's Death is the Mothership death! Wth! XD

    Posted in: General Chat
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    posted a message on WarCraft III Blight in SarCraft II?

    I don't know if decals are a good option... Especially since wouldn't I have to make a custom decal that would appear on low settings? And making that look correct would be a pain. Also Blight can be dispelled but isn't removed when what produced it is destroyed. When it's dispelled, only the Blight being dispelled is removed, not the entire thing. So I'd have to make a lot of smaller models of Blight, special edge models, and all of this could really drag on the system performance...

    Quote from FunkyUserName: Go

    @Templarfreak: Go but jeah what's wrong with creep? you can also replace the creep texture.

    I can't replace creep because I still need creep and creep also slowly recedes when the source is gone and I think this is hard-coded? I basically want to make a mod similar to this but in StarCraft II. Blight and corpses are the only things I could think of that would be the hardest to remake.

    Posted in: Warcraft Modding
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    posted a message on Legacy of the Void Fan Mod Thread

    @JCoto: Go

    Don't quote me on this, but I'm pretty sure that the Siege Tank actor being attached to the Medivac makes the Medivac it's dependent, so when the Medivac's actor is destroyed then it'll orphan the Siege Tank actor.

    So with that, you can just go "Actor Orphaned->Destroy Actor"

    @SoulFilcher: Go

    I think it's safe to say that it won't take more then like, two more weeks at the most... xD!

    Posted in: General Chat
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    posted a message on WarCraft III Blight in SarCraft II?

    Is this possible?

    It doesn't seem like SC2 has triggers to change the terrain texture. But I CAN make buildings that require "Blight" which is a 1x1 building, and the buildings that require Blight will just be placed on that building.

    But this feels really hacky because it snaps the building and if I'm not careful on where I spawn these buildings it'll look like the building that requires it to be placed down will be hanging off the edge of the blight.

    Is there no way to make a building require a certain texture to be placed? Is there also no way to change terrain textures via triggers?

    Posted in: Warcraft Modding
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    posted a message on Allow this system to Queue Orders

    Okay, I'm not quite sure what you're talking about there. =p

    Can you provide an example?

    Posted in: Triggers
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    posted a message on Allow this system to Queue Orders

    Okay, so. I figured I'd make a new thread for this since the other one wasn't quite about this system but was more for trying to figure out how SC2 triggers work which I think I got it down now. (Maybe xD!)

    So, the problem I'm having is that using this system I made you cannot queue orders via Shift Click. This is the trigger:

    Magix Box Trigger
        Events
            Unit - Any Unit is issued an order to Any Ability Command
        Local Variables
            P_Center = No Point <Point>
            P_Target = No Point <Point>
            P_UnitPoint = No Point <Point>
            P_OrderAngle = 0.0 <Real>
            P_Distance = 0.0 <Real>
            P_XofUnit = 0.0 <Real>
            P_XResult = 0.0 <Real>
            P_YofUnit = 0.0 <Real>
            P_YResult = 0.0 <Real>
            P_Count = 0 <Integer>
            P_Int = 0 <Integer>
            P_UnitsOrdered = 0 <Integer>
            P_InitialOrder = No Ability Command <Ability Command>
            P_OrderUnit = No Unit <Unit>
            P_Group = (Empty unit group) <Unit Group>
        Conditions
            (Target type for (Triggering order)) == Point
        Actions
            General - For each integer P_Int from 1 to 16 with increment 1, do (Actions)
                Actions
                    Variable - Set P_Target = (Target point for (Triggering order))
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            Or
                                Conditions
                                    (Triggering order) == (((Move, 0)) targeting P_Target)
                                    (Triggering order) == (((Move, 1)) targeting P_Target)
                                    (Triggering order) == (((Move, 3)) targeting P_Target)
                        Then
                            Variable - Set P_InitialOrder = (Ability command for (Triggering order))
                        Else
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            ((Triggering unit) is in P_Group[P_Int]) == True
                        Then
                            Unit Group - Pick each unit in P_Group[P_Int] and do (Actions)
                                Actions
                                    Variable - Set P_XofUnit = (X of (Position of (Picked unit)))
                                    Variable - Set P_YofUnit = (Y of (Position of (Picked unit)))
                                    Variable - Set P_XResult = (P_XResult + P_XofUnit)
                                    Variable - Set P_YResult = (P_YResult + P_YofUnit)
                                    Variable - Set P_Count = (P_Count + 1)
                            Variable - Set P_Center = (Point((P_XResult / P_Count), (P_YResult / P_Count)))
                            Variable - Set P_OrderAngle = (Angle from P_Center to P_Target)
                            Variable - Set P_Distance = (Distance between P_Center and P_Target)
                            Variable - Set P_XofUnit = 0.0
                            Variable - Set P_YofUnit = 0.0
                            Variable - Set P_XResult = 0.0
                            Variable - Set P_YResult = 0.0
                            Variable - Set P_Count = 0
                            Unit Group - Pick each unit in P_Group[P_Int] and do (Actions)
                                Actions
                                    Variable - Set P_OrderUnit = (Picked unit)
                                    Variable - Set P_UnitPoint = (Position of (Picked unit))
                                    Trigger - Turn (Current trigger) Off
                                    General - If (Conditions) then do (Actions) else do (Actions)
                                        If
                                            (Distance between P_UnitPoint and P_Center) > 10.0
                                        Then
                                            Unit - Order (Picked unit) to (P_InitialOrder targeting P_Target) (Replace Existing Orders)
                                        Else
                                            General - If (Conditions) then do (Actions) else do (Actions)
                                                If
                                                    (Distance between P_Target and P_Center) < 1.0
                                                Then
                                                    Unit - Order (Picked unit) to (P_InitialOrder targeting P_Target) (Replace Existing Orders)
                                                Else
                                                    Unit - Order (Picked unit) to (P_InitialOrder targeting ((Position of (Picked unit)) offset by P_Distance towards P_OrderAngle degrees)) (Replace Existing Orders)
                                    Trigger - Turn (Current trigger) On
                        Else
    

    I have tried setting the (Replace Existing Orders) with (Before/After Existing Orders) but that does not remove the initial order, which is crucial for this to work. The actual order via the normal order buttons (Move/Patrol/Etc) needs to be removed entirely, but the orders via trigger still need to be queueable. Any ideas?

    Posted in: Triggers
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    posted a message on Convert Player Index
    Quote from ImperialGood: Go

    If you can get away with only 4 events then it is a lot more efficient than using the generic solution provided by 2. Quote:

    I'll trust you on that, but I still think it'll just make my life easier.

    Quote from ImperialGood: Go

    Which is why I gave an example of what I meant in the form of GUI. You did see it right?

    Oh. I missed that the first time I read it, sorry. I'll see if I can do that.

    Quote from ImperialGood: Go

    As far as I can tell that is a formation system where you keep units in relative formation. Doing something like that should be reasonably simple. When a point order is issued you abort it and re-issue it for each unit based on the order position and their position relative to the group centre. It would even work with shift since you only modify the top order.

    Yes, that's exactly what it is, and I already have it working in WC3. Converting it to SC2 will also let you control how far away from the center of the units you can click before they just group up, which in SC2 normally that's a hard-coded value. But that's the only advantage this system would provide in SC2...

    EDIT: If I do something like,

    " General - If (Conditions) then do (Actions) else do (Actions) If Or Conditions (Triggering order) == (((Move, 0)) targeting P_UnitPoint) (Triggering order) == (((Move, 1)) targeting P_UnitPoint) (Triggering order) == (((Move, 3)) targeting P_UnitPoint) Then Variable - Set P_InitialOrder = (Triggering order) Else "

    Then does that set P_IntialOrder with the Target Point as well?

    Posted in: Triggers
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    posted a message on Convert Player Index
    Quote from ImperialGood: Go

    <<code c>> Unit - Any Unit is issued an order to Ability Command

    There is no longer an event directly like that, instead you have two options. If you only are expecting a specific command to be ordered, then choose that specific command. This is far more efficient than anything possible in WC3 as it will only fire the trigger if that command is issued. If you want a generic point order then add a condition to the "Any Ability Command" pre-set for the event ability command. You then add a condition to check the order was a point order. This is less efficient but will work for any point order.

    1. I am expecting multiple different point-related commands. Attack-Move, Move, Patrol, and if it exists in SC2 then also Smart/Right-Click, and then any other Point-Orders that might need what I'm doing. So that's why I need a generic checking for point orders, and if it's Attack-Move then I need to do one thing and if it's Move then I need to do another, etc etc. I also need to be able to index the order by setting Variable = Issued Order.

    I'd also rather not have 3-4 different Events in the Events section...

    2. Ya lost me. No clue what you're talking about by "Add a condition to Any Ability Command Preset"

    Quote from ImperialGood: Go

    "MUI" is a very loose term. It practically does not exist in SC2 since the data system handles most of the complex persistent parts of abilities with triggers only being used for complicated logical effects. That said you could do many conventional WC3 style trigger enhanced abilities using locals for storage thanks to the perfect timing accuracy of the defer executing native "Wait". Do be aware that a hard-coded thread limit does exist so you would want to avoid generating threads for trivial tasks (such as each unit hit by an AoE spell getting its own trigger thread).

    I need it to be able to work with any number of units, any unit type, and for every player.

    Basically, I'm converting this into SC2:

    http://www.hiveworkshop.com/forums/2608430-post15.html

    So a I have a lot more control over the grouping mechanics. (I am Aple and that trigger does work in WC3 very smoothly, so no worries on those parts.)

    EDIT: Alright, so in SC2 the only actual advantage converting this system would do is allow for in-box orders, which currently is a hard-coded value. Other then that, everything it can do is already provided by the Data Editor.

    So I'll spend some time later figuring this out.

    Posted in: Triggers
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    posted a message on Convert Player Index

    See, I was thinking about that... But I wasn't too sure.

    One more, in WC3 there is an event that goes "A unit is issued an order targeting a point" How would I do that in SC2?

    EDIT: Also, I don't I need to use Arrays for all my variables, do I? I can just use Local Variables and it'll be MUI? EDIT2: And what about leaks? Do I have to manually clean up points and unit groups like in WC3 or are those automatically cleaned up?

    Posted in: Triggers
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    posted a message on Convert Player Index

    So... In WarCraft III there was a function that was "Conversion - Convert Player Index to Player"

    It was useful for For Each Loops because you could do something like "(Owner of (Triggering unit)) Equal to (Player(P_Int))" And I can't seem to be able to find the equivalent in SC2... Can anyone tell me where to find it?

    Posted in: Triggers
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