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    posted a message on Stop Heroes from Sinking into Ground

    @Knallertton: Go

    That sounds straightforward enough, I just gotta figure out what commands to use under events. (If anyone could point me in the right direction that would be great.) Thanks!

    Also it looks like the model disappears rather than sinking into the ground. Same principle tho.

    Posted in: Data
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    posted a message on Stop Heroes from Sinking into Ground

    Hey all.

    I'm working on a map that requires a system where a hero can channel an ability to revive and fallen allied hero. What I'm doing is largely based on the WoL mission 'Belly of the Beast,' except rather than the hero reviving after a timer, each hero can revive their friends (with an ability that removes the incapacitated behavior). Also worth noting is that I'm using War3 assets.

    The trouble I'm having is getting the animations to work right. I've been tweaking the incapacitated actor from Belly of the Beast, trying to tweak it to get it to do what I want. The problem is, the death animation for War3 has the units sink into the ground after a while. How can I get the unit to fall over and stay down until I revive him? (I also don't think I'll be able to get him to stand back up, but that's OK. I can just have him warp back up, maybe with a magic puff of smoke to obscure it.) Here's what I'm currently working with:

    Thanks!

    Posted in: Data
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    posted a message on Remaking New LotV Warp In Mechanics

    @Bilxor: Go

    That's a good start, that would let me distinguish between the two types of pylons, but how would I change the warp in time? It's a property of the ability data.

    Posted in: Data
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    posted a message on Remaking New LotV Warp In Mechanics

    Hey everyone.

    I'm trying to make the new LotV Warp In mechanic in the editor (i.e. where the warp-in takes 2 sends when the pylon is in range of a Nexus/WG and 16 when it is not.)

    I haven't managed to think of a way to do it just in the data editor. I don't think it's feasible to make them two separate abilities, because then they'd be called by different buttons, but the ability doesn't have an effect tree and only one place to enter the warp-in time for each unit.

    Any help?

    Thanks!

    Posted in: Data
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    posted a message on Make Workers Return Resources to Nearest Allied Town Hall

    @ImperialGood: Go

    That sounds pretty useful. If I'm not mistaken, that's a data implementation? If I understand correctly, essentially every time a player creates a Town Hall, they also create a hidden unit with no actor under it which can serve as a drop off point for all that players' allies?

    Though come to think of it, I'm not sure how I would use data to spawn a unit for other players, so I guess I would just use triggers to say that every time a player makes a town hall, the dummy unit (made in data) spawns where the Town Hall is made. Is this along the lines of what you were thinking?

    Thanks!

    Posted in: Triggers
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    posted a message on Make Workers Return Resources to Nearest Allied Town Hall

    Hey guys!

    I'm working on a map for a team game type and for it, I'd like SCVs to return their minerals to the nearest allied Town Hall, not the nearest Town Hall of the player.

    I looked a bit a the Data of it, and it looks like the meat of the Harvest ability can't really be edited (at least in this regard), so I think I'll need to use a Triggered solution. I'm pretty inexperienced with Triggers, so I'm gonna start plugging away at it. Do you have any advice?

    Thanks!

    Posted in: Triggers
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    posted a message on Dependencies and Mod Info Not Saving

    Hi folks.

    I tried publishing an extension mod to Battle.net, and everything seemed fine. I then wanted to update it, but when I opened the file, I received the error: Dependency data could not be loaded.

    I selected continue anyway. I then received in the Message window: Warning: Unable to load 'DocumentInfo' from 'Untitled Mod'

    And indeed, all the information in the Mod Info window is gone: reset to the default.

    If I go under Manage Published and select Open In Editor, I get a slightly different error: Warning: Unable to load 'DocumentInfo' from 'Battle.net: [Extension Mod Name]'

    I guess I could rewrite the title and description and re-import my dependencies every time I want to update, but that seems pretty annoying and I kind of doubt it's necessary. What should I do?

    Thanks.

    Posted in: Miscellaneous Development
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    posted a message on (Solved) Burrow Sounds?

    @DrSuperEvil: Go

    That's exactly what I was missing. Thanks a ton!

    Posted in: Data
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    posted a message on (Solved) Burrow Sounds?

    @DrSuperEvil: Go

    I see. Hmm. In that case, what should I do?

    For what it's worth, earlier I switched the Queen to have my new unit's model and the burrow worked perfectly fine. However it does not work when the custom unit has all the Queen's actor events and the very same model.

    I don't really understand animation brackets at the moment either.

    Thanks!

    Posted in: Data
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    posted a message on (Solved) Burrow Sounds?

    I believe I'm having a related problem.

    I'm trying to make a unit burrow, however when it does so, it just sits there and plays the BurrowDown noise. It does not go underground or scatter dust. I've tried copying events from the Infestor and Queen onto my unit, but it all ends up doing the same thing. I believe my burrowing unit's actor events are fine. I think the difficulty is that it's not calling the macro actors for burrowing, and I'm not sure why this is.

    In the Events for the actors of the burrowing units, there do not seem to be any events that call the macro actors. I believe the way the unit is called is through the ability key BurrowDown and BurrowUp. But the ability key for my custom burrow ability is, indeed, set appropriately. So I can't find what the problem is!

    Thanks!

    Posted in: Data
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    posted a message on Recreating the SC1 Nydus Canal

    @DrSuperEvil: Go

    I assume this is in response to the calldown effect. I've mostly given up on that, as I decided that even if I could get it to work, it wouldn't achieve the nice distribution of the unloaded units I was looking for.

    For now, I've mimicked Maverk's method and gotten it working. It works well enough, and it achieves the nice distribution I'm looking for. Unfortunately, it uses triggers, which I'd really like to avoid. Here's how it works (roughly): -Whenever a unit is created by the Nydus Canal - Create Child Nydus Ability, it saves the parent and the child units as variables. -Then, whenever the parent loads a unit into cargo, the child unloads it immediately. (All Nyduses on the map share a cargo, just like the Nydus Network).

    Another problem (aside from just using triggers) is the fact that if one loads too many units in, the other end (the exit) gets backed up, and by the team the player clears up the exit Nydus, the Nydus itself is no longer being ordered to unload. This only happens for a lot of units, and doesn't occur when a rally is set, but it's a problem nonetheless.

    At the moment, I think this method has the most promise. It seems to me that using a Teleport or Calldown to move the units would just entail a whole bunch of nasty work to get the units to distribute out the end nicely like out of a Barracks or Transport, however I'm open to suggestions. You suggested a few ways that might make it work with the Teleport method, but being as new as I am, I wasn't able to follow.

    For now, I'm looking for a way to recreate Maverck's method in the data editor, but if anyone has what they think is a better idea, I'm all ears.

    Thanks a ton for your help!

    Posted in: Data
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    posted a message on Recreating the SC1 Nydus Canal

    At this point, I'm starting to think that a transport with triggers to autounload at the proper Nydus (as SC2BW does) is the best way to go. I'd really like to find a way to recreate the same effect using only the data editor, but I haven't been able to devise one. I'll keep thinking about it.

    If anyone can show me a data only method to create a Nydus Canal that preserves the unload pattern of the Nydus Worm/production facility/etc, let me know!

    Posted in: Data
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    posted a message on Recreating the SC1 Nydus Canal

    OK, so I've figured out that the calldown works fine when I call down to a target point, but I want to calldown on a unit (an end of the Nydus Canal).

    Once I figure that out, I'll be able to say whether or not I'm satisfied with how this method works. If not, back to the drawing board.

    Posted in: Data
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    posted a message on Recreating the SC1 Nydus Canal

    Hmm, it looks like getting what I want with this method is going to be more complicated than I'd like. I'm starting to think that maybe it would be better if I went back to having the load ability be a transport ability. I found out recently that one can take units out of cargo using Use Calldown. So now I'm thinking maybe I could make the load ability be a simple transport again, and then have each Nydus use a Use Calldown effect to take the units out of the other's storage promptly once they are loaded.

    That's what I've been experimenting with for now, and I have some vague ideas for other plans. Push come to shove, I could use Triggers like SC2BW does to force the Nyduses (Nydi?) to unload when the other end is loaded, but I'd rather avoid that. Alternatively, maybe there's a way I could use an Issue Order that activates whenever a Nydus is loaded, but I haven't thought of a way to set it up.

    For the time being, I'm tinkering with Use Calldown effects. I've got each Nydus on a persistent that is set to calldown the untis from the other. For some reason, the calldown just isn't doing anything. I'll keep fiddling with it, but any guidance is appreciated.

    Thanks again!

    Posted in: Data
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    posted a message on Recreating the SC1 Nydus Canal

    @DrSuperEvil: Go

    I understand. That is the way that the TGW campaign mod does its teleport. I was kind of hoping there might be a more direct, cleaner method, but marking the unit with a buff will get the job done. I'll just do that for now.

    The next issue I'm facing is how the units exit from the nydus. In the original SC1, units came out of the nydus starting at the bottom, and sort of spiraled around. This is more or less the same from how units exit from a transport, such as the SCII Nydus, or from production facilities i.e. barracks, factories, etc. In the mod, units arrive at the Nydus exit with the same orientation as they had with respect to the Nydus entrance. So if a unit comes at the nydus from the right, they come out the other and from the right. If they approach a nydus from the top, they come out the top. With groups of units, this effect looks rather messy, with the units exiting in a jumbled pile, and furthermore is just not faithful to how it worked in SC1.

    The best I've been able to figure is that the Source field is in play here. If I change the source field from Caster Unit (the default) to Target Unit, the units come out INSIDE the structure of the Nydus exit. This is, in a way, closer to what I wanted, but they still come out in a jumbled pile, and obviously the behavior of them being inside the structure is unwanted. Does anyone know of a way to make the teleport feature teleport the unit to a structure such that they file out neatly, like out of a production facility?

    Thanks a ton for your help!

    Posted in: Data
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