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    posted a message on Chain Lightning *Weapon* Without Hitting Previous Targets (No Behaviors Included)

    I'll try to get to that up later today. I can't send my main map because my teammates would flay me alive with their minds.

    As for abilities, I actually haven't tested it. I just sort of figured it would work. If I get a chance I'll test it out and see if i can figure something out.

    Sorry for posting in the wrong area. I wanted to just make it a side note but I realized as I wrote it I really needed to explain a lot more for it to make sense.

    Posted in: Tutorials
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    posted a message on Chain Lightning *Weapon* Without Hitting Previous Targets (No Behaviors Included)

    (Note: This apparently only works for Weapons and not on Abilities)

    I've seen a lot of posts on this and no one has ever really given a clear answer on it, so I thought I'd just give a quick explanation for all those who want to know how to make a Chain Lightning skill all data side without the use of behaviors, just like the Mutalisk weapon.

    So the basic setup for a Chain Lightning skill is as follows

    Ability -> Set Effect 1 -> (Damage Effect | Search Effect 1) -> Set Effect 2 -> (Damage Effect | Search Effect 2) -> Damage Effect

    So in other words, your Ability does a an Effect Set, and inside the Set you do your damage and then do an Effect Search to find the next target. The Effect applied by the Search Effect will be your next Set effect which will continue the chain. You simply rinse and repeat with new Set and Search Effects for as many bounces of the Chain Lightning as you want.

    This is all pretty much covered in depth by other tutorials. The part that ISN'T documented as well is how to keep the bounces from hitting the a single target more then one time. This is done through Markers.

    Basically, a Marker is something that an effect leaves on a unit that tells the game that that unit has been hit by that effect. How long the marker lasts depends on how it is applied, or simply the duration of the effect. How the Marker is seen by the game depends on what options you select when handling the Markers+ on the effect.

    For the Chain Lightning, you need to use the [No Markers] validator to tell the Chain Lightning not to target previously struck units when searching for a new target. The validator needs to be applied to whatever Effect the Search Effect is going to use once it finds a unit. For this case, we need to apply it to all of our Set Effects.

    At this point if you were to test the ability, it wouldn't work at all. This is because we haven't set up the Markers to be used. This is the part that most people get confused about. You would think that you need to set up the Markers on the effects themselves, but that isn't the case. Under the Weapon itself in the Data Editor, there is a field called [Effect - Markers]. THIS is where you need to set up your Markers, as this field will tell the ability to apply this marker to all the Effects used. So, simply edit the Effect - Markers field, and under Matches, enable ID. Now, the chain lightning skill will operate just like the Mutalisk weapon, and allow multiple instances of the ability to be cast by multiple units without any conflicts.

    Simple. Easy. No Behaviors required.

    Posted in: Tutorials
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    posted a message on Target Furthest Unit From Attacker

    Okay, so I've come up with a half way work around for this problem. I basically made a behavior on the tower that is using the weapon and every 1 second it does a Search Area effect with a custom Target Sort that searches for the furthest target, then uses a "Issue Order" effect to force the tower to attack that unit. For my purposes this is actually a little better then the weapon simply prioritizing further units, because it forces the tower to switch targets before the targeted unit is dead.

    Posted in: Data
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    posted a message on Target Furthest Unit From Attacker

    Do you mean using a Search Area effect to issue to attack order? Or using a search effect in the attack of the turret itself?

    I'm trying the use of a behavior with a very short period effect that searches for targets and issues the order command. The only problem is spamming commands causes a lot of lag.

    Posted in: Data
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    posted a message on Target Furthest Unit From Attacker

    Greetings. I've been trying to set up a weapon to always prioritize units furthest from it, but haven't figured out how. I've tried making a custom Target Sorts, but haven't had any luck. Does anyone know of a way to achieve this?

    Thanks!

    Posted in: Data
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    posted a message on Patch 1.3.5 - Can't create model frame

    @Helral: Go

    Thanks Helral. I don't know how you keep all this stuff straight in your head. I'm having a hell of a time =P

    So to clarify, as of 1.3.5, Blizzard has disallowed the ability for users to create additional frames of certain types, but you can still modify the existing ones.

    Posted in: UI Development
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    posted a message on Patch 1.3.5 - Can't create model frame

    @Helral: Go

    Could you post the script you used for moving the Weapon and Armor icons as an example? I know I can move the entire InfoPanel, but as of 1.3.5, any attempts to use the frame type "BehaviorBar" or "UnitWireframe" returns an error saying it is a Blizzard only frame and can't be used.

    Posted in: UI Development
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    posted a message on Patch 1.3.5 - Can't create model frame

    Yes, this actually made me pretty angry. It seems most of the frames in the InfoPanel cannot be overridden either. Since it is one solid chuck containing everything from weapons, armor, the unit wire frames, and most importantly to me, the behaviors, I can no longer create my own specific UI to show buffs and debuffs. I'd have to build a UI AROUND the standard layout, which kind of defeats the purpose of a custom UI to begin with.

    Posted in: UI Development
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    posted a message on WoW Model-Pack Requests

    I'm trying to import some WoW models, but for some reason the animations are not transferring correctly. More specifically, the animation I want "animates" for about a second, then the rest of the animation is just stillness. Any recommendations, sources that I can be pointed to, or perhaps someone I could ask to fix this for me?

    The name of the model is: skywall_wind_drafteffect_02.m3

    Much appreciated.

    Posted in: Art Assets
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    posted a message on Changing the Menu Buttons via GameUI Override

    Working with the UI files makes me want to tear out my eyeballs, so if there is anyone who can help with this issue, I'd be most appreciative.

    I would like to tile the menu buttons (Menu, Achievements, Help, Message Log) vertically, instead of horizontally as they are now. I've done a fair bit of work with an override file setting up a hotbar, moving the minimap, etc, but I can't get it to override the MenuBarTemplate to allow me to change how the Menu Bar anchors each of the buttons.

    Any info would be helpful. Thanks.

    Posted in: UI Development
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    posted a message on [Outdated] SC2Layout Files: How to adjust them

    @Helral: Go

    Mad props. Works perfectly!

    Thank you so much. Now I can continue on with the art part and stop beating my head against my keyboard.

    Posted in: Tutorials
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    posted a message on [Outdated] SC2Layout Files: How to adjust them

    @Helral: Go

    I'm afraid I don't know how to adjust the Assets.txt file. That was something I was wondering about before, actually. Could you quickly walk me through it?

    EDIT:

    That sounded a little dumb. I DO know how to use notepad, what I was mainly referring to was how to find the Assets.txt file and update/replace it.

    Posted in: Tutorials
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    posted a message on [Outdated] SC2Layout Files: How to adjust them
    Quote from Forge_User_03903326: Go

    @BloodLX99: Go

    did you also try adjusting layer 0 instead of 1? ;p since layer 1 is used for the cooldown mechanic. although layer 0 is prolly overwritten by the game itself... maybe add a layer 2 in which you place your image, but you ll need to increase the layercount then.

    I tried what you suggested. I got closer, sort of. Adding an extra layer, I was only able to add the texture I wanted to a new layer (layer 2). Using layers 0 or 1 is apparently forbidden. Unfortunately, when adding the texture to layer 3, it just eats up the whole button and the ability icon disappears.

    At this point, I'm just going to give up until either someone has a breakthrough, or I can find an example of this actually being done.

    Thanks again though for all the help :)

    Posted in: Tutorials
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    posted a message on [Outdated] SC2Layout Files: How to adjust them

    @Helral:

    Sorry, that was some kind of typo when I put it into the browser. In my override file, those aren't there.

    EDIT:

    Double-checked just to make sure. I re-wrote the parts you pointed out to make sure I DIDN'T mess that up and sure enough it still uses the default instead of the new texture files.

    Posted in: Tutorials
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    posted a message on [Outdated] SC2Layout Files: How to adjust them

    Hmm... I'm stumped. I tried what you said, modifying the target button itself, but it still seems to reference the template/default instead of making my changes, unless I'm doing something horribly wrong (and I admit I'm not even the slightest bit good at this).

    Here is what I have in that section of the Override file:

        <Frame type="CommandPanel" name="GameUI/UIContainer/ConsoleUIContainer/CommandPanel" file="GameUI">
            <Width val="1400"/>
            <Height val="137"/>
            <Anchor side="Left" relative="$parent" pos="Mid" offset="0"/>
            <Anchor side="Right" relative="$parent" pos="Mid" offset="0"/>
            <Anchor side="Bottom" relative="$parent" pos="Max" offset="-20"/>

    <!  Tooltip >

            <Frame type="CommandTooltip" name="CommandTooltip" template="CommandButton/CommandTooltipTemplate">
                <Anchor side="Bottom" relative="$parent" pos="Max" offset="-270"/>
                <Anchor side="Right" relative="$parent" pos="Max" offset="0"/>
            </Frame>

    <!  Custom image for the hotbar I've created  >

        <Frame type="Image" name="hotbar">
            <Width val="1310"/>
            <Height val="133"/>
            <Anchor side="Top" relative="$parent" pos="Mid" offset="0"/>
            <Anchor side="Bottom" relative="$parent" pos="Mid" offset="0"/>
            <Anchor side="Right" relative="$parent" pos="Mid" offset="0"/>
            <Anchor side="Left" relative="$parent" pos="Mid" offset="0"/>
            <texture val="Assets\Textures\hotbar.tga" layer="0"/>
            <RenderPriority val="100"/>
        </Frame>

    <!  Test Button I'm trying to change: All I want to do is change the texture file. So far I've tried both .tga and .dss formats  >

            <Frame type="CommandButton" name="CommandButton00">
                <Anchor side="Top" relative="$parent" pos="Min" offset="30"/>
                <Anchor side="Left" relative="$parent" pos="Min" offset="120"/>
                   <Frame type="Image" name="NormalImage">
                        <texture val="Assets\Textures\btn_border_red.dds" layer="1"/>
                </Frame>

                <Frame type="Image" name="HoverImage">
                        <texture val="Assets\Textures\btn_border_red.dds" layer="1"/>
                </Frame>

                <Frame type="Image" name="AutoCastImage">
                        <texture val="Assets\Textures\btn_border_red.tga" layer="0"/>
                </Frame>
        </Frame>

    Note that for the Frame Command Button I tried it by adding in the "template='CommandButtonTemplate'" and also without it.

    Thanks for the help, hopefully it's just a dumb mistake on my part.

    Posted in: Tutorials
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