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    posted a message on Using a Single Texture to Blend Different Sets: Avoiding "Visual Artifacts"

    Thanks man. Yeah, I probably will end up ignoring this one. It's just there is a subtle but noticeable line in between the different zones even though the texture is the same. I guess its not that big of a deal though.

    Posted in: Data
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    posted a message on Using a Single Texture to Blend Different Sets: Avoiding "Visual Artifacts"

    I'm using the same texture in two different texture sets in order to blend the areas of set 2 that extend further than desired into set 1 (because texture zones can only be designated in very large increments). I get the following error messages:

     

    1)"Texture 'TarsonisConcrete' in texture set 'SpecOps2OutdoorCityLayer' is used on the map but also appears in 'SpecOps2IndoorTechLayer' on a different channel. Visual artifacts will occur if 'TarsonisConcrete' is painted across texture set boundaries."

     

    2)"Texture conflicts can be resolved by removing all texture sets except the primary set from the map, and then re-adding and re-assigning the texture sets on the map. In some cases it may also be necessary to move the problematic textures into separate texture sets."

     

    Looking at #2, it sounds like if I remove both texture sets, set up a dummy with only TarsonisConcrete, make the dummy the primary set, and re-add both of the other 2 layers, "visual artifacts" will cease to appear. Is this correct or am I mistaken? Anyone know?

    Posted in: Data
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    posted a message on Placement Tool Becomes Unresponsive After Changing Cliff Texture in Data Editor

    No luck.

     

    Maybe someone could tell me why some of the cliff types have (Unnamed) after the cliff name. i.e. EndionProtossCliff1 (Unnamed).

    Posted in: Data
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    posted a message on Placement Tool Becomes Unresponsive After Changing Cliff Texture in Data Editor

    Yes, if I close the file and reopen it the issue is fixed. This doesn't prevent it from occurring again however.

    Posted in: Data
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    posted a message on Placement Tool Becomes Unresponsive After Changing Cliff Texture in Data Editor

    Hello sc2mapster community,

     

    It's been quite a while since I used the editor. I am trying to make a customized terrain type in the data editor. I noticed after trying to change some of the cliff types in the Cliffs+ field that the placement tool in the terrain editor no longer creates cliffs. To be more precise, it won't create the new cliff type I switched to in the data editor. This seems to happen at random. I can switch some cliffs and placement works fine.  Others seem to cause the cliff tool to stop working. Has anyone else experienced this?

    Posted in: Data
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    posted a message on Units Created from Items that Maintain Stats when Turned Back to Items

    I changed the charge cost location on the Carry Behavior attempt to Unit and the item now adds charges to the ability on the turret when it is loaded into the turret's inventory. The item doesn't get consumed in the process though and I can't figure out how to make that happen.

    I tried setting the charge cost (Max), (Start), and (Use) to 1 in the behavior Cost field but that didn't do anything. Right now, the unit can keep putting down and picking up the item to gain charges which is not what i want.

    With an ability item, I think the item measures how many charges it has by the charge cost (Start) and (Use) of the ability linked to it to determine when the item is used up. I'm not sure how to do this for an item that has a carry behavior or if its even possible. I have the Destroy When Depleted flag check for both items.

    I tried to do the same fix for the ability item but it is not working at all. I continues to disappear as soon as it is picked up by a unit with an inventory.

    Edit: I also apologize for the late reply. I had gotten totally burnt out on trying to figure this and another test map out and said 'fuck it' for a while.

    Posted in: Data
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    posted a message on HMLRS Drone: Turret/Unit firing while movnig. Mixing Various Concepts.

    Here's another complex one. I'm trying to Create a unit that:

    1. follows its caster after created
    2. continues to follow the caster unit while the attack is taking place
    3. uses an ability to fire a rocket at a target location
    4. turns to fire at its target
    5. fire out of a missile turret model on top of the drone unit

    My objective is to try to create an escort unit with the illusion of a hover unit that can spin and fire while moving.

    (1&2) The drone is created when the Hero class uses an item. I have followed the "Warp Trooper" part of this tutorial to set up the effects chain for the drone to follow the Hero: http:www.sc2mapster.com/forums/resources/tutorials/17420-data-ai-simple-behaviors/ This part is working okay but the persistent is telling the unit to move even when the hero is not moving. I was wondering if there is a data solution to have the drone move with the Hero when he is commanded to move.

    (3) I have created a test map that, I believe, should get the job done but I think something is not quite right in the effects chain for firing the rocket. I have used a similar concept to my previous turret concept found in this thread: http:www.sc2mapster.com/forums/development/data/78699-solved-artillery-turret-making-a-turret-face-ability/#p9. I have removed the attack issue order effect because it was causing the unit to stop in order to fire at its target and I have made the dummy unit hostile so that the weapon finds it automatically (or at least that's what it's supposed to do). Right now the weapon is not firing at all. The Dummie is created when the rocket ability is used but the weapon effect chain doesn't fire. I have it set up with a set effect that uses a validator to target the dummy.

    (4) In order to keep the Drone moving while firing I have use the concept from this thread: http:www.sc2mapster.com/forums/development/data/42343-attack-while-moving-turning-unit/#p6 (Kueken's test map is in post # 4). When the unit is equipped with a normal weapon it fires as intended It doesn't fire when the ability that creates the dummy target and the weapon with the rocket set are equipped.

    (5) For the model attachment, I have use a site actor and set it up the way it is done in these threads:

    1. By ProzaicMuze (under other actors for the bunker) http:www.sc2mapster.com/forums/resources/tutorials/8926-data-working-with-attachments-beginner-difficulty/
    2. By Builder_Bob (Missile Tank) http:www.sc2mapster.com/forums/development/data/18329-weekly-data-exercise-10-all-turrets-active-commander/?page=2#p22

    The missile model is firing from below the center of the drone model instead of from the missile turret attack attachment points though and I'm not sure whats causing the issue.

    Posted in: Data
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    posted a message on How to teleport several units in the same direction? (picture)

    It may help you to review the following post. http:www.sc2mapster.com/forums/development/data/21225-custom-teleportation-ability-targets/#p12 I remember having a lot of trouble trying to set up target and search effect correctly for a teleport ability I made once where the caster teleports himself and the nearest unit to the target location. Not sure if this is exactly what you need but it might help you with setting up the search correctly.

    Posted in: Data
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    posted a message on Units Created from Items that Maintain Stats when Turned Back to Items

    I've completed a framework test map with (surprise, surprise!) several issues. I will list these issues in order of importance:

    (I will try to be as descriptive as possible to help you understand my setup, what is going on, save you time, and help you understand my objectives in case you decide to look at the test map I will attach below. I've also tried to fill in as many of the (Basic) Editor: Editor Description and (Basic) Editor: Editor Comment fields as possible in the data objects in my map. Also, the objects marked (unnamed) have been imported from another completed test map and do not require any attention.)

    1. The building ability that the turret item uses does not work.

    I'm trying to create an item. The item is an ability item. At the moment, It has an Effect - Target type ability in the (Basic) Basic: Ability field of the item. The Effect - Target ability has a Create Unit effect that is responsible for creating the turret unit at the target location. This setup works for placing the turret but it doesn't allow my hero unit to enter a setup phase when placing the turret. When my hero unit uses this item I want him to start setting up (building) the turret at the target location.

    I am thinking that if I give the hero unit the ability to build the turret unit in his (Basic) Ability: Abilities field but don't add the ability to build to his command card, maybe I can use an issue order command on the ability item to have him start building the turret. The hero is going to be able to use several kinds of turrets as well as many other abilities though. If possible, a method that doesn't require the ability to be on the command card to save space would be ideal. I am still researching how to make a unit build a structure with an item on the forums and having no luck.

    I'd also like to have the Terran Build model to play while the turret is being built. I've tried to set up the correct actors but haven't had a chance to test them because the item is not functioning properly yet. I've taken info from this page: www.sc2mapster.com/forums/development/data/19043-what-causes-scv-build-frame-animations/#p3

    2. The items I have created to add charges to the turret's attack ability do not work.

    The turret unit has an ability that launches an artillery shell at the target location and I would like to create items that can be loaded into the turret's inventory to replenish the charges of the ability. I have attempted two different methods:

    1. An Ability type item attempt with a Specialize type ability based on the Vulture - Make Spider Mines ability.
    2. A Generic type item attempt with a carry behavior. I have no idea how to set up the behavior to accomplish adding charges to an ability.

    When the ability item is picked up, it doesn't appear in the inventory. I have a feeling this has something to do with how the Specialize ability is set up. When I link a Build type ability into the (Basic) Basic: Ability field of the ability item for the turret, the same thing happens. Maybe I need to use a Target type item for the turret to get it working but Build and Specialize abilities both use info fields rather than effect fields. It kinda seems like this causes the item to malfunction.

    I still have a lot to learn about the editor so, if you post a solution, please try to be as specific as possible.

    Also, again, please no half-baked/half-assed replies. Lets try to keep the forums concise and coherent so we don't waste everybody's time. Posting guess work wastes my time and it wastes yours.

    Posted in: Data
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    posted a message on Item add charge on ability

    I'd like to create an item that adds charges to an ability of a unit when loaded into that unit's inventory.

    Would anyone be able to give an example of how to set up such a behavior?

    The Modify Unit effect that recharges the spider mines for the Vulture's ability seems to be linked to a "Specialize" ability. I have never seen this kind of ability and don't really know how to set up the fields in (Basic) Ability: Info + to have values like "Info - Charge - Link" link to the charge modifications to the desired ability correctly. It looks like you can add links to abilities by hitting "Add" beside the field and then typing in something like Abil/(AbilityObjectIDHere).

    How does the Specialize ability add the charges to the target ability (spider mines) and why are both the Specialize ability and the Modify Unit effect necessary? It looks like the do almost exactly the same thing.

    I'm assuming if one were to use a behavior to have the item add charges to desired ability of target unit, one would have to use "Item Type: Generic" and put the behavior in the (Basic) Basic: Carry Behaviors field.

    If using the specialize ability, one would use "Item Type: Ability" and put the specialize ability in the (Basic) Basic: Ability field.

    Is that somewhere near correct? I could really use some explanation for how Modify Unit effects, Specialize abilities, and behaviors control charge counts for abilities like the Vulture spider mines.

    Here's a test map I've been working on. There are 3 items. One is an item that makes a turret at a target location. The other two are separate attempts at creating an item that will add charges to the turret's artillery attack.

    Posted in: Data
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    posted a message on Units Created from Items that Maintain Stats when Turned Back to Items

    Hi everyone, I have another complex and challenging concept to try to create with data. If I get an answer, I post it as a test map for the reference of the community though so cheers to that.

    Anyway, the project I am working on has hero classes that use custom resources to craft ammo items. These items are ammunition for other player abilities and ability items.

    Now the tricky part: I am trying to design a Mechanical Engineer hero that uses the previously mentioned custom resource to build a turret ability item that, when used, has the ME enter a setup phase to arm/build the turret (would like to use Terran build models and actors for setup if possible but not sure how they work) at target location. This turret unit has an ability that launches an artillery shell at a target location. The ability will require the previously mentioned ammo items to be created and loaded into the turret in order for it to shoot. The turret unit its self, once created, can be disarmed/taken down and transformed back into an item for relocation.

    The problem: I'm guessing that when the turret is disarmed, it will lose any and all ammo that has been loaded into it, and once it is set up again it will start at 0 (charges/energy whatever the best way to keep track of ammo count is). Is there a way to create a concept like the one I have described here WITHOUT the turret losing its vital stats/ability charges/ammo count at the time it is disarmed and turned back into an item?

    Edit: I forgot to mention I have already completed the turret and its ability. They can be found here: http:www.sc2mapster.com/forums/development/data/78699-solved-artillery-turret-making-a-turret-face-ability/#p7.

    I would also like to ask that unless you have a fairly concrete understanding of what is going on or have a solution that you do not post so as to keep this thread from becoming insanely long. Thank you.

    Posted in: Data
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    posted a message on [ALMOST Solved] Decoy Drone: Getting a Spawned Unit to Move in Target Direction

    @fishy77: Go I was not able to find anything that sounded like what you described in the turret actors of the missile turret.

    The solution for the pink/purple model issue can be found here: http:www.sc2mapster.com/forums/player-zone/warcraft-modding/77983-see-purple-models-just-delete-a-folder/.

    For now the map is completely functional using a custom asset and this fix method. However, there's no telling when Blizzard will create other kinds of problems related to custom models. This one appears to be related to the shader cache being compiled incorrectly. The fix is very easy and straight forward though.

    I should also add that this fix is not even necessary UNLESS the model appears pink/purple for you.

    Posted in: Data
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    posted a message on [ALMOST Solved] Decoy Drone: Getting a Spawned Unit to Move in Target Direction

    The effects chain is now perfectly set up and functional thanks to a guide referred to me by DeadZergling: http:www.sc2mapster.com/forums/resources/tutorials/17420-data-ai-simple-behaviors/. This guide is super helpful for those who are trying to get an issue order effect to work together with a behavior.

    The drone now moves continuously in the direction it was cast without relying on a single offset. The actors are starting to get pretty messy though. By messy I mean too much and too many but it does function just about the way I had originally envisioned

    The ONLY issue with this map now is that no matter what I try I cannot seem to get the default shrike turret model to rotate. A friend of mine created a shrike turret model with a TurretZ attachment point using blender but the texture for that model asset seems to have become... problematic... problematically pink. The shrike turret model doesn't seem to want to rotate without that TurretZ attachment point and I cant for the life of me figure out how Blizzard got theirs to work on their bunkers.

    Posted in: Data
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    posted a message on [Solved] Artillery Turret: Making a Turret Face Ability Target

    Awesome! Thank you so much! Map updated.

    Posted in: Data
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    posted a message on [Solved] Artillery Turret: Making a Turret Face Ability Target

    Okay, finally. Here it is. All shiny and awesome. A map with a turret that has an ability and functions like you would expect it to when you use that ability.

    A very special thanks to Deadzergling for all his help in showing me how to properly set up such a polished effect chain and dummy unit.

    The map has HotS assets so all you WoL mappers are shit outta luck. Sorry. I will try not to use HotS assets in my test maps in the future.

    Posted in: Data
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