• 0

    posted a message on Brutalisk Animations

    You need to specific which phase of the ability the events happends for expmples sSource Prepare Start, it's under the ability name on the Event.

    Posted in: Data
  • 0

    posted a message on unit transformation, help needed !!!

    I sent a PM to you with the baseics to transforms any unit into any unit.
    Your second question is easy just use validators of type Enumerate Area.

    Posted in: Data
  • 0

    posted a message on unit transformation, help needed !!!

    Just look for the Viking abilities to turn on Assault or Fighter Mode. I can make a tutorial for you if you want but it will be not so complex.

    Posted in: Data
  • 0

    posted a message on Need help on difficulty selection trigger

    Is what appear when charging the game.

    Posted in: Triggers
  • 0

    posted a message on Need help on difficulty selection trigger

    As an added quetion: Is there anyway I can reduce the Streaming Data even having lots of unit and data in the game?
    I've seen games full of units and data and Streaming Data was lower than 100, and mine with 7 units goes to 200.

    Posted in: Triggers
  • 0

    posted a message on Need help on difficulty selection trigger

    TY very much, but I tasted it a weeak ago with those Else with the Normal Count and it worked, but I think it only supported 3 players not 1 like now.
    P.S.: On the Apply Difficulty _Count (Timer Expires) is needed to be the expiring time Any Timer and hten put the correct timer as a condition if not seems not to work, I have tested it.

    Posted in: Triggers
  • 0

    posted a message on Need help on difficulty selection trigger

    Hey guys my problem is the next: I've got a Difficulty Dialog which works fine and everything works fine except the crucial part: the difficulty selection. When I test the map (I have to mention that if I've seen well, triggers are OK) and pick Brutal Difficulty the games runs as if it was in Normal, it only works for Casual and Normal Difficulties but not for Hard or Brutal. I have a system for recognice up to 3 players (the maximun user players) and I don't know if the other ones work, could you have a look to them too? I've got also a little request: how can I make the difficulty dialog set the difficulty if players are ready, I mean, everyone has chosen the game difficulty?TY in advanced

    Posted in: Triggers
  • 0

    posted a message on Need Help Changing Command Card + Card ID

    Hey I'm wondering if there's any way on changing the Card ID which is shown in the Data Editor when you open the Command Card + and then any of the Layout +, in it there's a field called Card ID but I can't change it. I lend to change it via View Raw Data (Ctrl+D) but ingame the Commands Card aren't showing, it just shows a black blank.

    Posted in: Data
  • 0

    posted a message on How to create a Weapon Swap Ability (Solved)

    It's easy if I understand you what you want is 3 separated behaviors which each applies a single weapon, doesn't it? Just put in the Behavior: Modification + on the Weapon: Weapons Disabled + the weapon you want to be disabled while the other is enabled.

    Posted in: Data
  • 0

    posted a message on Looking for a Data Editor Tutor

    Let me also know your questions and I'll also try to answer them :)

    Posted in: Data
  • 0

    posted a message on [Data] Multi-target ability tutorial

    Hey guys, I'm making this little tutorial because I want to share my little knowledge of the editor with all of you.
    I'll be showing you how to make a random multi-target.
    I'll be making a similar ability to the Archangel - Fire Missile from the HotS campaign.
    - First of all is selecting the unit we will be giving our custom ability: in my case I'll give it to the Viking (Assasult Mode). You can give it to whatever unit you want, but I select the Viking (Assault Mode) because of the missile barrels it's got on his shoulders, a perfect place to create the Launch AttachmentQuery Action.
    - Now create our projectile in the Data - Unit. Name it Missile Barrage Projectile. Click Sugest. Parent - Default Setting (Projectile). Editor Prefix and Editor Suffix as you like. Object Family - Melee. Race - Terran. Object Type - Projectile. Click Ok. We'll set the Movement: Mover field later.
    - Go to Data- Effects and create a new effecft. Name it Missile Barrage Damage. Click Sugest. Effect Type - Damage. Parent - CEffectDamage (the default one, I have never really understand for what is parent haha). Editor Prefix and Editor Suffix as you like. Race - Terran. Click Ok. Set Combat: Amount to 10. Set Combat: Death to Blast. This really doesn't mind but is for giving the effect a cool death effect. Set Effect: Flags + to Notification. We'll be setting Combat: Splash Kind and Effect: Kind to Spell (is by default) because this will be and spell damage ability. Open Search: Areas + and add 2 new Areas: 1- Fraction: 1, Radius: 0.5, the rest as default. 2- Fraction: 0.5, Radius: 1, the rest as default. Click Ok. Search: Search Filters unmark Player and Ally, check to Required - [Ground] and check to Excluded - [Dead, Hidden, Invulnerable, Missile, Both Resources, Stasis]. Search: Excluded + add a new object of Target, because we don't want the damage to affect 2 times our target: one of the Impact Location of the missile itself and one of the Search: Area +. Effect: AI Notify Flags + check Hurt Enemy. Effect: Response Flags + check Adquire and Flee. And, finally, in Effect: Search Flags + check [Call For Help, Offset Area By Angle, Offset By Unit Radius] leaving Same Cliff Level checked.
    - Create a new effect. Name it Missile Barrage Missile. Click Sugest. Effect Type - Launch Missile. Parent - Default Effect (CEffectLaunchMissile). Editor Prefix and Editor Suffix as you like. Race - Terran. Click Ok. Set Effect: Ammo Unit to our Missile Barrage Projectile and Effect: Impact Effect to our Missile Barrage Damage. Set Target: Impact Range to 0,25 (this will make the damage effect when the missile is at 0.25 units from the target unit).
    - Create a new effect. Name it Missile Barrage Targets. Click Sugest. Effect Type - Search Area. Parent - Default Effect (CEffectEnumArea). Editor Prefix and Editor Suffix as you like. Race - Terran. Click Ok. Open Search: Areas + and add one: Arc - 180, Effect - Missile Barrage Missile, Radius - 10. Click Ok. Search: Search Filters unmark Player and Ally, check to Required - [Ground] and check to Excluded - [Dead, Hidden, Invulnerable, Missile, Both Resources, Stasis]. Set Target: Impact Location + and Target: Launch Location + to Caster Unit. Set Search: Maximun Count to 1. Mark in Search: Search Flags + Extend By Unit Radius, Offset Area By Angle. Open Target: Target Sorts + and a new Sort. Set it to TSRandom. Click Ok.
    - Create a new effect. Name it Missile Barrage Persistent. Click Sugest. Effect Type - CreatePersistent. Parent - Default Effect (CEffectCreatePersistent). Editor Prefix and Editor Suffix as you like. Race - Terran. Set Effect: Period Count to 20. Add a new entry in Effect: Period Durations. Set it to 0.1. Adda a new entry in Effect: Period Effect. Set it to our Missile Barrage Targets. Mark in Effect: Flags + Channeled. Set Target: Location + to Target Unit. We've ended with effects.
    - Go to Data - Buttons and add a new button. Name it Missile Barrage. Click Sugest. Editor Prefix and Editor Suffix as you like. Race - Terran. Click Ok. Set UI: Hotkey to I. Set UI: Alert Icon and UI: Icon to Assets/Textures/btn-weapon-terran-hailstormmissiles.dds. Set UI: Tooltip to Fires missiles to random nearby ground enemies. UI: Alert Tooltip might be set by default as your UI: Tooltip, if not, copy/paste your UI: Tooltip into your UI: Alert Tooltip.
    - Go to Data- Abilities and add a new ability. Name it Missile Barrage. Click Sugest. Set Ability Type to Effect - Instant. Parent - Default Ability (CAbilEffectInstant). Editor Prefix and Editor Suffix as you like. Race - Terran. Click Ok. Opens Ability: Commands + and set the Default Button for Execute to our Missile Barrage. Click Ok. Check Ability: Uninterrupible + to mach [Cast, Channel, Finish, Prepare]. Click Ok. Add a new entro for Ability: Cost and set Cooldown: Time Use to 60, we don't want an OP ability. Set Effect: Effect + to our Missile Barrage Persistent. Add a new entry for Stats: Prepare Time + and set the value to 3. Now we have enerything to have the ability (excluding visuals: actors, sounds) except the mover.
    - Go to Data - Movers and adda a new mover. Name it Missile Barrage Mover. Click Sugest. Set Mover Type to Missile. Parent - CMoverMissile. Editor Prefix and Editor Suffix as you like. Click Ok. Now go here to check which kind of mover you want Movers, I'll chose the Parabolic Arc (Dynamic) mover type for my missile (thanks to ProzaicMuze by his tutorial about Movers). Set your mover as you like, but I recomend "pasting" one of the page mentioned above. Give your mover to our Missile Barrage Projectile Movement: Movers + field.
    - Now let's finish the tutorial by adding our ability its visuals: actors and sounds. Add a new actor. Name it Missile Barrage Missile. Click Sugest. Actor Type - Action. Parent - GenericAttackMissile. Editor Prefix and Editor Suffix as you like. Doodad Type - Not Doodad. Click Ok. Set the Unit Name token to our Missile Barrage Projectile. Set Art: Model to Thor AA Weapon. Add a a new actor. Name it Missile Barrage Prepare Sound. Click Sugest. Actor Type - Sound. Parent - SoundOneShot. Editor Prefix and Editor Suffix as you like. Doodad Type - Not Doodad. Click Ok. Set Actor: Sound to Battlecruiser_YamatoAttackChargeUp. Open Events: Events + and add a new event. Set Msg Type to Ability, Source Name to our Missile Barrage ability, Sub Name - Source Prepare Start. Chance the Action under the event to Create. Copy/Paste our new event and just change *Sub Name to Source Prepare Stop and the action to Destroy. Click Ok. Add a new actor. Name it Missile Barrage Action. Click Sugest. Actor Type - Action. Parent - GenericAttack. Editor Prefix and Editor Suffix as you like. Doodad Type - Not Doodad. Click Ok. In token, Set Launch Effect to our Missile Barrage Missile and Impact Effect to our Missile Barrage Damage. Set Art: Missile to our Missile Barrage Missile (is in Type - Actor).Open Combat: Impact Map and in None set Model - Thor AA Attack Impact and *Sound - Thor_AntiAirAttackImpact. Set Combat: Impact Site Ops to only one entry (erase one of those 2) and set it to SOpAttachCenter. Open Combat: Launch Assets and set Sound - Thor_AntiAirAttackLaunch. Open Combat: Launch Attachment Query + and in Methods add AMFilterWeaponSetA1, AMRandomUniform. This actor is optional but will add some more visuals to our ability. Add a new actor. Name it Missile Barrage Target UI. Click Sugest. Actor Type - Model. Parent - ModelAnimationStyleOneShot. Editor Prefix and Editor Suffix as you like. Doodad Type - Not Doodad. Click Ok. Set Art: Model to Laser Drill Targeting UI. Open Events: Events + and add a new event. Set Msg Type to Effect, Source Name to our Missile Barrage Missile, Sub Name - Impact. Chance the Action under the event to Create. Add a new entry for Hosting: Host Site Operations to SOpTargetPoint. We're done just add your new ability to your unit and it's finished. Use your imagination to create new abilities like this one :)
    Feel free to use the attached finished map.

    Posted in: Tutorials
  • 0

    posted a message on Need the Replicant Model

    @DrSuperEvil: Go

    Definitely the model isn't in the editor, I've searched for "Protoss" and "Crate" in the models tab and look every model but I didn't find it.

    Posted in: Artist Tavern
  • 0

    posted a message on [Solved] Initial inventory item

    I lend it through a trigger: Event: - Any unit enter withi 1.0 of Player 1 (Start Location of Player 1 and where unit is created) Conditions: -And: - Triggering unit has behavior Hero - Levels (Your veterancy behavior) = True - Unit typoe of Triggering unit has Heroic attribute = True Actions: -Switch Actions depending on Unit Type of Triggering Unit (Because I have 5 heroes and I don't want to repeat 5 times for every unit) - If Hero - Dark Soul (One of my custom heroes) Actions: -Create one Hero - Void Bombs (My custom weapon item) item in the inventory of Triggering Unit -Turn Current Trigger (or the name of your trigger) Off (This is for not repeat the Trigger every time that unit enters the point) If you have more heroes you only have to copy/paste the switch for each of your heroes, and if also there are several players just copy/paste the entire trigger changing the location from Player 1 to Player X.

    Posted in: Data
  • 0

    posted a message on [Solved] Area damage question

    @Photoloss: Go

    I mean the range actor, the actor which shows the Item range when you use it.

    Posted in: Data
  • 0

    posted a message on [Solved] Area damage question

    Thank you and what a quick anwser. I've got another 2 questions: 1- Is there any way on setting Item range or AoE? 2- How can I make a target Item to be usable even if the target is out of range, I mean, make the unit to go and use the Item when it meets the Range?

    Could you have a look at this post too? I have a problem with starting items on hero inventory. http://www.sc2mapster.com/forums/development/data/50621-initial-inventory-item/

    Solved question 2: I had the Transient flag On, so that should be the answer.

    One more question haha: how can I update the Item charges when I buy the same item? If I pick an item and then buy the same Item, charges are not updated, it places me thesame Item in another Inventory gap.

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