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    posted a message on Can't Replicate Burrow

    I found the end animation for the non stealth burrow, its called "Work", I'll basically use this along with the burrow animations (It is close enough).

    Thanks.

    Posted in: Data
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    posted a message on What can cause an arcade map to lag badly?

    I started making an arcade map and tried testing it online. So far the only people who have helped me test it have told me they couldn't see anything (Despite them having units on the map) and that they had slow frames per second when they were near the edge of the map.

    The odd thing is that I haven't done much things on the map itself, at this rate the map won't be able to run at all if I finish the whole thing.

    Is it normal for an arcade map to lag with very few units in it? Should I post it so you guys can open it in the editor and judge for yourselves? I really want to address this issue before I continue further in working on it.

    So far the most complicated things I have added are triggers for spawning units and added around 7 custom units (Basically resized units which already exist).

    Posted in: Map Suggestions/Requests
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    posted a message on Can't Replicate Burrow

    I got it to work (And I think I know how I did it).

    But I have some new problems.

    1) Swarm Host radius becomes significantly smaller when burrowing, changing the radius in his burrowed form does not change this radius. How do I make his radius constant between burrowed and unburrowed.

    2) I want the swarm host to use its root animation instead (I think would be a better animation choice than burrow), but I have NO IDEA which animation is the root animation, I tried most of the animations that sounded like they were "root" but none of them worked. (The animation where the Swarm Host appears to be kneeling like in the hots campaign, not the one where he ends up underground).

    Posted in: Data
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    posted a message on Can't Replicate Burrow

    @DrSuperEvil: Go

    Ok I think I managed to attach the map to this reply.

    What I did was change the double's name to "Double", but for some genius reason thee ditor insisted on giving the same name to the original swarm host as well (I hate you too galaxy editor ;] ), so I changed the clone unit's hp to 1 (To be able to tell which unit is the copy).

    The map contains three units, 1) Swarm Host, 2) Swarm Host Double (Unburrowed), 3) Swarm Host Double (Burrowed)

    The burrowed double shows no model (Just a placeholder sphere).

    I added all the effects/animations immediately visible when typing "Swarm Host" and "Burrow" into the search bar.

    I also tried to make up some events in "Zerg Medium Burrow Effects" because I can not find the Burrow Animations actor, I attempted to add Burrow and Unburrow animations to my units (So my custom swarm hosts kind of play a burrow/unburrow animation after they have technically already done so).

    I'm surprised by the fact that making a unit immune to attacks from behind is easier to make than adding animations to units(Oh silly Galaxy editor XD).

    Posted in: Data
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    posted a message on Can't Replicate Burrow

    I copied all the actor data events that contained swarm hosts (Including Multiplayer Swarm Host), I managed to get the black hole in the ground, the sound, but not the animation where the Swarm host actually digs under and out of the ground. There is no Swarm Host data left to copy from.

    I'm stuck.

    Posted in: Data
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    posted a message on Can't Replicate Burrow

    I read and counted all the events which mentioned burrow on the original swarm host and my swarm host copycat unit and they have the exact same events. I have no idea what is missing for the animation to actually take place, am I supposed to somehow link them?

    I really think I put the events needed, but since it doesn't work I have no idea what is going on. The swarm host should burrow like normal but it doesn't even flinch, despite me entering the correct animations in the animation bracket fields like in the original swarm host.

    The events keep talking about Creation, Ability Morph from To, Cancel (I don't even know how to make the morph cancel ability show up, I even have the button made and linked to the ability, and the cancel ability linked to the swarm host copycat), animation brackets, AbilKeys (Ability Keys? What ware they referring to? Are they being stated and created in the AbilKey field where they are found?

    I tried looking for tutorials, but I haven't found any useful ones.

    Posted in: Data
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    posted a message on Can't Replicate Burrow

    I did what I think you said to do (Create actors and add the animations there) and so far and my results were this:

    Nothing

    Also, my unit already has all the Zerg Burrow Macros on it. Plus, how do I attach a model to more than one unit? (Swarm Host needs two units, one burrow and one unburrowed, but I only know how to attach one model to one unit, no one model to two units (Do burrowed units use the same models as their unburrowed versions and only vary in animation? or do they use different models?)

    I'm a dunce when it comes to data.

    Posted in: Data
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    posted a message on Can't Replicate Burrow

    I wanted to give burrow to a duplicate swarm host (I made a new unit, it is a swarm host. It is a different unit but I made it based off swarm host).

    I gave it a morph ability which seems to work correctly.

    But I have tried to animate it for 5 hours now...I'm still not making any progress. Any help? Please give me complete answers/instructions I can comprehend and follow, the actors and events things make no sense for burrow, looking at the files helped NOTHING (Actor Events Editor does not make sense, it refers to nothing and creates things which themselves are not specified).

    I'd also like to know how to do the same thing for "Root" (The Swarm Host's campaign ability which did not give it stealth).

    I'm guessing animations are important when you don't want things to look incredibly boring.

    Posted in: Data
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    posted a message on I am unhappy (Validators)

    I DID IT!!!

    I am guessing that the search area validator is incapable of retrieving the fact that there are NO UNITS in an area (The only thing I needed, what a surprise).

    So I set the validator to search for ANY number of units (Value: -1) and then used a second validator of combine type, I set it to only combine my first validator (The Area Search) and then set the Combine Validator to "Negate: Enabled" because it is the opposite of what I need :D

    So far I have noticed NO PROBLEMS.

    Posted in: Data
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    posted a message on I am unhappy (Validators)

    @wisesquirrel: Go

    I think the "Zero" value in the search field is bugged, because when I choose "One" I can only target and complete the effect of the ability as long as 1 unit besides the caster is always next to the bush from the ability being ordered to it being actually cast (And being canceled if the unit moves away).

    And if I try to target a bush while 2 or more other units are next to it, it does not work either (Because I set it "Equal to One").

    Is there another way to validate that there are no other units in the area since this validator is bugged?

    Posted in: Data
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    posted a message on I am unhappy (Validators)

    So far I have only achieved this:

    By setting "Location:" to "Target Outer Unit", and search count inside the search field to "1" I can only eat a bush when TWO units are next to it.

    By setting "Location:" to "Target Outer Unit", and search count inside the search field to "0" Nobody can eat from it.

    I have concluded that Target Outer Unit is the ability effect's target and that counting is far more complex than what I first thought in kinder garden.

    Posted in: Data
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    posted a message on I am unhappy (Validators)

    @DrSuperEvil: Go

    Me again. I don't know how to use search area validators.

    My eat ability is meant to be used on 1 bush by only 1 unit and then the bush is "consumed" and disappears (Awarding 1 point to the player). The problem is that it is very easy to order 2 or more units to simultaneously "Eat" the bush.

    I wanted to add a validator to prevent that (On Eat's Target Effect) by searching around the ability target and making sure there are no player units around it (Self, Ally or Foe) while making sure not to include the neither the CASTER (Because he needs to be close) nor OTHER NEUTRAL UNITS (Bushes that may be nearby) in the search.

    So far nothing makes sense (Blizzard Validators make zero sense, I can't wrap any logic around their parameters), there is one search area field...but it doesn't say what the count is for...and there is another count field...but it doesn't say what it does...which count says how many to search for?, which count says which to compare to? Why is there a compare field inside and outside the search field?

    So far I have managed to make 1 type of bush uneatable (I don't want that) and the other type can still be eaten by many simultaneously.

    Someone please help me out, I can't figure thus out by myself, at least not in 2014.

    Posted in: Data
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    posted a message on Impossible Request

    Here is what I want to learn to do (If it is even possible XD)

    I have an ability called "Eat", it is an ability that uses a target. You target a unit of player 0 and the unit does his thing and the food disappears (The important point is that the ability targets a specific unit, it is not target ground, not aoe, none of that).

    My friend suggested that I add an "attack move" function to this ability (So that the units immediately scan for viable targets, target them with this specific ability ("Eat"). I think it is a really good idea (And probably not possible), but I want to try to do it.

    Is this possible? If I am not being clear, I'll gladly answer questions so that you can more fully understand what I am asking for.

    Posted in: Triggers
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    posted a message on I am unhappy (Validators)

    I Had no idea you could make them...thank you D;

    But now I have a new problem (Hurray!)

    I want to give the players the option to toggle/detoggle status bars (So they can see the lifebars and energy bars of all their units without having to hover their mouse over them.

    I want to give the players the means to keep track of their units' energy.

    Posted in: Data
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    posted a message on I am unhappy (Validators)

    So I was adding a behavior which decreases a unit's energy over time as long as it is "moving or attack".

    For some reason validators disable when ANY of the conditions are not met (Why not all the conditions?). So now I have to find ONE VALIDATOR that meets all and only the requirements I need.

    So I found these validators:

    Not Stationary (Doesn't lose energy when attacking...) Idle or Attacking (Doesn't lose energy when moving...) Wants to Move or Has Orders (Loses energy when ordering it to go somewhere it can't reach or when you use "Hold")

    The Data editor in SC2 is the most non-intuitive interface I have ever encountered so far (The order and place of things never makes sense), and I am very bad at learning.

    Please help me out.

    Posted in: Data
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