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    posted a message on [Trigger] Advance Dialog Tutorial - RPG Hero Selection

    @turokhunter: Go

    Hehe yep yep, as far as long or short videos, they are yours to make, so make whatever you are most comfortable making =P

    Posted in: Tutorials
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    posted a message on [Trigger] Advance Dialog Tutorial - RPG Hero Selection

    @turokhunter: Go

    Hmmm, yeah, tried what you said in 1 and 3....well... tried too, heh

    Couldn't figure out how to make #1 work, and didn't even know where to go with #3 (all i got out of that was create a variable of Boolean type with an array of 8 -my hero count- and even then i'm not even sure if that was right -.-; )

    I just have no idea what i'm doing with triggers (i've only been working with the editor for about a week now, and that's been 99% data editing, and i have no prior experience in any sort of coding language, so all this boolean, if then else, etc terminologies mean nothing to me =X )

    But to expand on #2: Load your map (the advanced dialog tutorial map) pick a hero, confirm the hero and then use the arrow keys (up down left right) to scroll around the map. You will notice, when you press down, it does not go down (which is extremely evident by watching the mini map). It goes wherever it pleases pretty much.

    Also: You said at the end of video 5 you mention something about leaving all players in cinematic mode until all heroes have been selected or time runs out, you explained how to do it, but as i'm sure you noticed i'm pretty much completely trigger retarded ._.;

    P.S: I'm going to PM you with some info as well

    Posted in: Tutorials
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    posted a message on [Trigger] Advance Dialog Tutorial - RPG Hero Selection

    Just finished the tutorial, works like a charm, very cool too :-)

    Although i have a few questions:

    1) For my show hero info, i have more than 1 dialog box pop up (1 box with skills/skill descriptions, 1 box with a short hero description/lore). How should i change the variable at the end which is Set Dialog:Previously Selected = Last Created Dialog Item to be able to take out both of the dialog boxes instead of just 1 of the 2.

    • I realize a fix to this would be just to keep all the dialog in 1 box, which worst come to worst, with a lot of work and a huge dimension box, i could have the same effect i have now but with a lot of work on spacing... and i know there must be some way to just set the variable to do both boxes instead of 1 that i just don't know >.<;

    2) How do i get my camera angle to always face the PROPER starcraft2 angle after it pans to the hero after the hero is selected?

    • I really don't like this wrong angle business, it is EXTREMELY disorienting when scrolling up is actually going left, and scrolling left is actually going down, so on and so forth.

    3) How would i go about making it so that only 1 hero of that type could be selected and have it shown on the screen (even if via a created text box beside the select button that says "ALREADY CHOSEN" and then causing that characters select box to no longer function or something to that extent, whatever is easiest/still looks decent)

    • My old hero select did this:
    • Hero spawn regions 1/2/3/4/5/6/7/8
    • Any unit enters the region, spawn hero 1/2/3/4/5/6/7/8 at hero spawn location.
    • Destroy triggering unit
    • Destroy hero that is standing in the hero selection area
    • Move hero spawn region to point: deadspace (just a random place off the edge of the playing area)

    This worked fine for me, but i doubt i could emulate it with this system properly

    I am quite unexperienced with triggers (except for my hero selection that i did myself, and now this tutorial....those are the only 2 things i've done with triggers, other than that i've been 100% dealing with data editor), so the clearer the explanation the better :-)

    Thanks a ton for any insights anyone may be able to offer me into these issues :-)

    Posted in: Tutorials
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    posted a message on [Solved]Disable Push?

    i know how to do it when they aren't on the same team, but not when they are on the same team (but i'm not exactly a pro here)

    for opposite teams, the unit has a "Push Priority" stat, make those all the same, and no pushing will happen

    Posted in: Data
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    posted a message on [Data] Working with Actors (Beginner Difficulty)
    Quote from Bijan641: Go

    I have to say, this is a bit over my head but I think this is the right place to post my question.

    There is a specific actor that is simply named after the unit which seems to be the most important actor.

    I have an issue where when I try to duplicate a unit, that specific actor will never duplicate.

    Through further testing I have discovered that this happens only when the Liberty Story dependency is activated.

    Is there a way to keep that dependency, which has so many cool units and doodads, without sacrificing my ability duplicate units?

    in the case you havent found out, yes you can, open your map, go to "File > Dependencies" "Add standard" and add it in :-)

    Posted in: Tutorials
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    posted a message on Apply Upgrade without research
    Quote from Suspense206: Go

    @Zurom: Go

    Want to make them faster by default? Just increase move speed on the zergling.

    pretty much this, except they won't have their meta-boost wings =P

    Posted in: Data
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    posted a message on Removing 1 specific attack from the animation pool

    Hey again mappers

    Got a question that is beyond me atm

    I have a hero which is a special looking zealot called a Zealot Prisoner, but for all intensive purposes it's exactly like a zealot.

    Here's what i'm looking to do:

    He has 3 attack animations.... Attack Attack 01 Attack 02 ... I have used Attack 02 as a spellcast animation (as zealots dont have one naturally) and now i want to remove it from his natural attacking cycle. (I want him to auto attack using ONLY Attack and Attack 01, but never Attack 02)

    How would i go about doing that?

    Thanks in advance :-)

    Posted in: Data
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    posted a message on [Data] Trigger-free Leap

    Hey wild

    Awesome function, i added it into my map, and the jumping and everything work fine, but... my *missile* is a white orb instead of the model, i dont know where to add that in, i know it should be stupidly easy, but i cant figure it out haha *i am kinda tired atm >.<; and inexperienced... bad combo*

    Also, like i said, i am new (this would be my 4th day with using ANY editor ever) how would i add an effect like:

    Adds a buff that increases damage by 2x for 1 hit, and only lasts for like 1 second (so someone cant leap and just hold onto the charge)

    If you can answer those 2 q's i'll subscribe to your newsletter! :P

    Peace for now :)

    PS/Edit; I sent you a copy of my map via PM as im sure that makes it easier to find out what specifically is missing wrong

    Posted in: Tutorials
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    posted a message on Clueless with custom weapons and lookin for help >.<;

    @Bloodytrailz: Go

    changed the original post quite a bit, so here's a bump

    Posted in: Data
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    posted a message on Fire bat Fire blue ?

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

    check out that tutorial, if you read the posts on it, someone asks the exact same kinda question basically

    just read the tutorial/the full thread, then try to incorporate both together

    (the part you would be going for is the LANCER section)

    Posted in: Data
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    posted a message on Found a kind of funny image file on the editor.

    @Mozared: Go

    hehe, i couldn't care less, day9 is a champion

    Posted in: Off-Topic
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    posted a message on Tree as a weapon?

    @Reach0: Go

    i cant offer any advice here, but i'm just here as a well wisher and hoping it works out, cuz that would be hilarious xD

    Posted in: Tutorials
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    posted a message on Clueless with custom weapons and lookin for help >.<;

    Hey all, so im pretty new to the editor, ive looked at basic tutorials for weapon creation... i know how to do a basic one...but my goal right now might be a little out of my own league (mainly through the intimidation factor of all the values and stuff >.<)

    What i want to make is this:

    An attack that restores energy...rather than dealing much damage

    • Preferably like this: Restores 50 energy per auto attack

    Definately looking for some help on this, and it would be hugely appreciated, i really want this to work, and i know it can...i just can't seem to do it properly c_c;

    Thanks a ton for any insights into this :-)

    EDIT* Changed my goal, gonna make a void ray attack on another hero all together

    Posted in: Data
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    posted a message on % based regeneration bonus, is it possible?

    @RileyStarcraft: Go

    i was more looking to increase current regeneration via a buff

    Ie:

    Unit: Stats - Energy Regeneration: 10

    Buff: Increase energy regeneration by 20%

    Ending up @ 12 energy regen

    also as im making multi levels and energy regen is one of the stats that levels up, a static value would get left behind in the dust eventually =/

    Posted in: Data
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    posted a message on Found a kind of funny image file on the editor.

    This is on the editor, in images (not sure which dependancy it is)

    but the file is called;

    btn-ability-zerg-banelingspooge

    yep...you read it right... baneling spooge. (its the icon for the banelings acid explosion basically) but yeah, i had a pretty good laugh being the immature person that i am sometimes >.>;;;

    hope you at least got a laugh out of it too =P

    Posted in: Off-Topic
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