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    posted a message on HotS "Torrasque" -Styled Ressurection Ability

    For my map I'd like to give a type of unit (In this case a Infested-Civilian) the ability to revive itself upon death once every 60 in-game seconds, without the use of triggers. What i have in mind parallels the HotS Campaign's "Torrasque" unit, which upon death leaves a chrysalis behind that morphs into another Torrasque unit. Unfortunately, the way Blizzard designed the Torrasque reincarnation is extremely round-about and causes various graphical errors if you just change a few values here and there, then slap it on to another unit.

    So- What i want for my Infested-Civilian to do is, when it dies, to leave behind a unit (I'll give it a Corpse-y Doodad for a model or something) that morphs into a new Infested-Civilian, and for this to only be able to happen once every 60 seconds (Behavior that suppresses the Death response?).

    I'm certain there's a way to set up this kind of ability, but I'm not entirely sure what. If anyone here knows how, then help would be totally amazing :)

    Posted in: Data
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    posted a message on Cloaking-Based Abilities (Solved)

    @SoulFilcher: Go

    How do i make one behavior suppress another, though? I've been looking for a field that would let me do that and i can't find one :S

    • Edit: I know that i can suppress Cloaking in the Modifications field, but how would i go about suppressing the behavior that keeps the unit Cloaked and gives it the Damage buff?
    • Edit2: Never-mind; Found the behaviors suppression field INSIDE the modifications window, if anyone else was wondering, it's in the Behavior tab labeled as "Behaviors Disabled"
    Posted in: Data
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    posted a message on Cloaking-Based Abilities (Solved)

    I'm trying to make three abilities that involve cloaking~

    1) One that makes a unit cloaked until they either attack or receive damage, then re-cloaks them after ten seconds

    2) One that makes a unit deal additional damage when they're cloaked and apply a debuff behavior when they attack (Would only work once, due to uncloak)

    3) One that makes a unit cloak after it receives damage and uncloak after a couple seconds but only once every 30 seconds

    If anyone knows good methods of setting these abilities up, their help would be very appreciated :)

    • Edit: Clarification, these would be passives
    Posted in: Data
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    posted a message on Timed Race Selection Dialogs - Help needed!

    Alright, i got the big rectangular dialog box to show up, got the 7 pictures to show up with a bit of room between them (took me awhile to get the scaling right), got the labels beneath the pictures to say what i wanted them to and got the buttons at the bottom to spawn the desired units at the desired start locations. I also got it to hide when one of the buttons is pressed.

    Unfortunately, i couldn't figure out how to make the timer show up in its box nor how to make the spawning be delayed until the timer expires. Presumably I'd have to store peoples selections in variables, then have the spawning happen at the expiration of the timer based on what the stored values are for each player, but i don't know how to set that up in the trigger editor :S

    Also, i wanted to sorta show what race is currently selected by putting a border around the button at the bottom that you currently have selected, but I'm completely lost as to how to do that.

    Think you have time to make me an example map? Er, completely understand if you don't by the way, just wondering. It'd really speed this up for me if i had something to look at first-hand.

    Posted in: Triggers
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    posted a message on Timed Race Selection Dialogs - Help needed!

    I'd like to create a timed Race Selection setup for my map, but I'm not entirely certain how to do it. I have a pretty basic understanding of dialogs, timers and triggers in general, so while I'm not completely lost I'm also having difficulty doing this on my own (attempted twice, no dice).

    What i have in mind

    It would have a timer to show how much time you have left to select a race, have portrait and text dialogs for each race and a "Select" button for each race.
    To select your race, you click one of the buttons at the bottom, then when the timer expires the building/units for your race are created at a start location.

    Picture/Example:

    http://i1285.photobucket.com/albums/a581/netherrevenant/Example_zps042e766e.png

    A step-by-step tutorial would help me the most here, but if you don't feel like making one, then pointing me in the right direction would help too :)

    Posted in: Triggers
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    posted a message on Continuous Colossus Beam

    Wierd, that didn't show up when i searched the other day- yes, i used the search-bar as well~ Thanks for the reply, will delete this or whatever if i manage to get it working.

    Posted in: Data
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    posted a message on Continuous Colossus Beam

    I've been working on this for a little while now, but I'm still completely lost. And not just a little lost, either, i mean 200% lost. Googled around for tutorials and everything, no such luck.


    Skip to 8:35 and watch for ten-fifteen seconds, should give you an idea of what i mean~

    So, as you may or may not know, the Colossus originally did not have its current sweeping beam attack, it instead had a continuous beam that moved from one target to another as the targets die- I'd like to resurrect this attack, but due to my inexperience with the editor (Still making my first map, nowhere near done) i simply do not know how.

    I think i know what I'm supposed to do, slightly. Well, more like what i want to accomplish~

    1) Make the Colossus attack a continuous beam (like Voidrays or Sentries have)

    2) Make the beam re-target when it kills a unit to the target nearest to where the unit it just killed died (A bit of a mouthful, dunno how else to word it though)

    3) Make the beam animation/graphic/whatever persist while it is re-targeting

    Or maybe I'm even more lost than i thought i was! Who knows, definitely not me!

    If anyone here has time to write up a tutorial detailing the steps i should be taking to make this attack, that'd be wonderful. If there's already a tutorial for this out there that i just couldn't find, then please direct me to it.

    Posted in: Data
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    posted a message on ->SOLVED<- Automated Refinery "Depletion" Glitch

    Alright, found the validators you were talking about and removed em', works fine now. Well, the animation for mining keeps playing after depletion, but that really doesn't matter too much. Thanks for the help!

    Posted in: Data
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    posted a message on ->SOLVED<- Automated Refinery "Depletion" Glitch

    As far as i can tell, there is no gather ability on autorefineries by default, they instead have a behavior that periodically does the "Auto Harvest Vespene" effect, and i changed the effect from -4 to -1, not changing the ratio thing.

    Am i missing something really obvious here?

    • Edit: Sent you a PM, ArcaneDurandel, since you were online- i think you went offline before you got it though, sorry bout that. It was prolly rude or something, not entirely sure how etiquette works on the 'mapster forums when it comes to PMs. Basically just had what i posted here, but with more useless words.
    Posted in: Data
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    posted a message on ->SOLVED<- Automated Refinery "Depletion" Glitch

    How so? I haven't messed with any of the validator flags, all i did was change the resource -4/tick to -1 and take out the textkicker event action, which wasn't what caused the issue, since i did that after i tested it and figured out the refineries were bugged.

    Think i should just scrap it and make my own auto-refinery from scratch, rather than using the campaign one? If so, how would i go about doing that? I'd assume it would involve making new auto-mine effects/behaviors and adding it to a new structure, but im a little iffy on the details.

    Posted in: Data
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    posted a message on ->SOLVED<- Automated Refinery "Depletion" Glitch

    Alright, this is probably something stupid that i'm just overlooking, but i cannot for the life of me figure out how to fix this-

    For some reason, my Automated Refineries only mine 700-ish gas before "depleting", even though the geysers still have several hundred gas left in them.

    • Edit: Oh, and after the first one depletes, all other refineries deplete at the same time- And from that point on even new refineries are built depleted
    Posted in: Data
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    posted a message on Assorted Custom Abilities, Weapons and Assets - Mostly Solved

    Haha, you guys are awesome! Thanks to y'all, i managed to get the starfall/rain ability to work, tinted the colossus beam and made the single target Z offset ability to boot- Now i can get back to balancing and design, my personal favorite parts of map making :)

    If for some ungodly reason my map ever gets popular, i'll be sure to give credit to you two for help, along with the other resources i found here on sc2mapster.

    Posted in: Data
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    posted a message on Assorted Custom Abilities, Weapons and Assets - Mostly Solved

    So, I recently decided that i wanted to make a map; It's a pretty simple map, but I've been running into roadblock after roadblock concerning the Data Editor. Some of this stuff i could probably work out on my own, using the almighty Google to my advantage, but some of it i most certainly cannot (I've already tried for a couple things in here, no luck.)

    I'm a pretty awful map-maker at the moment, as I'm only just now trying to do anything cohesive with it, so please bare with me~

    By order of importance/difficulty from least to greatest, here are my questions

    1) How do i create an auto-cast spell that launches a projectile which does XYZ damage and applies a XYZ % slow attack speed/movement speed behavior, having no cast time and costing 50 mana? And more specifically, how could i give this projectile a graphic? I'd be wanting some kind of icey cloud or bolt, if at all possible.

    2) How do i change the color of a colossus' attack, beam, impact and all? I'd like to change it from its usual red/orange coloration to something darker, purplish maybe. I'd also like to know how to turn it green, since I'd be using both color variants. Presumably changing it to green would use the same methodology as changing it to purple, though. At least i think so. I dunno, I'm really quite awful at map-making :S

    3) How do i give a visual effect to auras? More specifically, how do i put said visual effect on the targets of said auras? IE: Firey aura that makes affected units look like they're on fire, icey one that makes them look a little bit frozen, etc. ? I'm sure there's a way to do this, but i cant figure it out on my own :(

    4) How do i make a spell that causes an icey bolt/cloud projectile to fall from the sky at a target location, leaving a sort of smoke trail behind it, that explodes when it lands, dealing XYZ damage in the area where it explodes along with applying the aforementioned slowdown effect? This one has me stumped in two areas, the first being "How do i make it fall from the sky?" and the second, more utterly perplexing area "How do i make it leave a little trail behind it that disappears after a few seconds?". I don't even know if this one is possible, but seeing what some of you masters (That means you, Dr.SuperEvil and co.) have done with the editor I'm sure it is. If it is, a step-by-step tutorial would be needed at the very least~ This data editor business confuses me to no end. It's "taking larger numbers away from smaller numbers" all over again!

    5) How do i make a starfall/rain of fire style ability that causes projectiles to fall from the sky in a target location, exploding in a small radius for XYZ damage when they land? This one really has me stumped~ I was following the "Raining Cows" tutorial ( http://www.sc2mapster.com/forums/resources/tutorials/17869-data-z-offset-projectiles-its-raining-cows/ ) for it, but when i got to Step 9 i suddenly realized how utterly lost i was. If at all possible, I'd like a more simplified step-by-step tutorial, ideally with a downloadable example map. I know that's asking a lot, but I'm not sure if anything less would work for me, considering how unskilled i am at all this.

    And that should just about cover all of the stuff for my map that I'm not sure how to do- I'm sure this stuff has been answered somewhere else already by now, but I'd like personal answers to my questions; It'd help me understand what's actually going on if i know what it's pertaining to.

    XOXO to anyone who can help me out with this stuff, i really want to contribute to the arcade, but i don't want to contribute any substandard material; The last thing the arcade needs is me bringing down the average :P

    Posted in: Data
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