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    posted a message on Is 1 SC2 unit 1 meter in 3ds max?

    Anyone know if 1 Starcraft 2 unit  is 1 meter?

    Posted in: Artist Tavern
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    posted a message on Rotate structure ingame before actually placing them. Possible?

    In reply to Prodigy454:

     You mean this part right? Can't figure out the DraggingStart and DraggingStop part I'm guessing starcraft 2 doesn't have this.
    <CActorQuad id="NecromancerSkeletalMagesGuide" parent="StormGuideVisualQuadFantasy" abil="NecromancerSkeletalMages">
            <Quad value="-0.500000,-0.500000,0.500000,0.500000"/>
            <On Terms="ActorCreation" Send="Create NecromancerSkeletalMagesRegionQuad"/>
            <On Terms="Abil.NecromancerSkeletalMages.DraggingStart" Send="Create"/>
            <On Terms="Abil.NecromancerSkeletalMages.DraggingStop" Send="Destroy"/>
            <On Terms="ActorCreation" Send="Create NecromancerSkeletalMagesGuideLaunchSite"/>
            <On Terms="ActorCreation" Send="Create NecromancerSkeletalMagesGuideImpactSite"/>
            <On Terms="ActorCreation" Send="RefSetFromRequest ::HostLaunch NecromancerSkeletalMagesGuideLaunchSite"/>
            <On Terms="ActorCreation" Send="RefSetFromRequest ::HostImpact NecromancerSkeletalMagesGuideImpactSite"/>
            <On Terms="ActorCreation" Target="_GuideRegion" Send="SetHeightRange 6.500000,6.500000"/>
            <On Terms="ActorCreation" Target="_GuideRegion" Send="RefSetFromRequest ::HostLaunch NecromancerSkeletalMagesGuideLaunchSite"/>
            <On Terms="ActorCreation" Target="_GuideRegion" Send="RefSetFromRequest ::HostImpact NecromancerSkeletalMagesGuideImpactSite"/>
            <Remove Terms="Abil.NecromancerSkeletalMages.Guide" Send="Create"/>
            <LaunchActor value=""/>
            <LaunchHeight value="0.000000"/>
            <CenterActor value="NecromancerSkeletalMagesVisualQuadCenter"/>
            <CenterHeight value="13.000000"/>
            <ImpactActor value=""/>
            <ImpactHeight value="0.000000"/>
            <Height value="13.000000"/>
            <Width value="3.250000"/>
            <QuadFlags index="IgnoreLaunchAndImpactForHeight" value="1"/>
            <HeightRange value="13.000000,13.000000"/>
    </CActorQuad>
    Posted in: Triggers
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    posted a message on Rotate structure ingame before actually placing them. Possible?

    In reply to ImperialGood:

     
    I've installed/extracted the following out of HOTS.  I checked for triggers but don't seem like they used anything for this character to rotate. But as you mentioned "vector". It has a vector assigned here <CEffectCreatePersistent id="NecromancerSkeletalMagesOffsetPersistent">
    Now I've been through this for it for a bit and I assume that you can't make it work in starcraft 2 with just Data.  How would I make it work?
    I tried replicating the settings from the skeletal mages but it just puts the finished building in place without able to rotate it (finished building as in it skipped the constructing part) I also failed to make the Placement model to work. Not great but ver interesting learning process to compare with HOTS thanks for that tip!

    Full file available here: https://pastebin.com/0N0yVY86
    <CAbilEffectTarget id="NecromancerSkeletalMages">
            <EditorCategories value="AbilityorEffectType:Units"/>
            <PrepEffect value="AbilityUseResponseSetDismountDecloak"/>
            <Effect value="NecromancerSkeletalMagesCastSet"/>
            <Flags index="ClearLastAttackTargetOutOfRange" value="1"/>
            <Flags index="ClearLastMoveTarget" value="1"/>
            <Flags index="RequireTargetVision" value="0"/>
            <Cost>
                <Vital index="Energy" value="80"/>
                <Cooldown Location="Unit" TimeUse="70"/>
            </Cost>
            <InterruptArray index="Cast" value="1"/>
            <InterruptArray index="Channel" value="1"/>
            <Range value="10.5"/>
            <Arc value="270"/>
            <CastIntroTime value="0.125"/>
            <UninterruptibleArray index="Cast" value="1"/>
            <UninterruptibleArray index="Channel" value="1"/>
            <UninterruptibleArray index="Finish" value="1"/>
            <CmdButtonArray index="Execute" DefaultButtonFace="NecromancerSkeletalMages" Requirements="Ultimate1Unlocked">
                <Flags index="AllowSelfCast" value="0"/>
            </CmdButtonArray>
            <ProducedUnitArray value="NecromancerSkeletalMage"/>
            <CursorEffect value="NecromancerSkeletalMagesAuraSearch"/>
            <VectorRange value="15,15"/>
    </CAbilEffectTarget>
    	
    	
    <CEffectSet id="NecromancerSkeletalMagesCastSet">
    	<EffectArray value="NecromancerSkeletalMagesOffsetPersistent"/>
    	<TargetLocationType value="Point"/>
    </CEffectSet>
    	
    	
    <CEffectCreatePersistent id="NecromancerSkeletalMagesOffsetPersistent">
    	<WhichLocation Effect="NecromancerSkeletalMagesCastSet"/>
    	<OffsetVectorStartLocation Effect="NecromancerSkeletalMagesCastSet" Value="TargetPoint"/>
    	<OffsetVectorEndLocation Effect="NecromancerSkeletalMagesCastSet" Value="VectorPoint"/>
    	<PeriodCount value="4"/>
    	<PeriodicEffectArray value="NecromancerSkeletalMagesSpawnPersistent"/>
    	<PeriodicOffsetArray value="0,4.75,0"/>
    	<PeriodicOffsetArray value="0,1.625,0"/>
    	<PeriodicOffsetArray value="0,-1.625,0"/>
    	<PeriodicOffsetArray value="0,-4.75,0"/>
    	<PeriodicPeriodArray value="0"/>
    </CEffectCreatePersistent>
    
    
    <CEffectCreatePersistent id="NecromancerSkeletalMagesSpawnPersistent">
    	<ValidatorArray value="TargetPointWalkable"/>
    	<PeriodCount value="1"/>
    	<PeriodicEffectArray value="NecromancerSkeletalMagesCreateUnit"/>
    	<PeriodicPeriodArray value="0"/>
    </CEffectCreatePersistent>
    
    
    <CEffectSet id="NecromancerSkeletalMagesCastSet">
    	<EffectArray value="NecromancerSkeletalMagesOffsetPersistent"/>
    	<TargetLocationType value="Point"/>
    </CEffectSet>
    
    
    <CEffectCreateUnit id="NecromancerSkeletalMagesCreateUnit">
    	<WhichLocation Value="TargetPoint"/>
    	<CreateFlags index="OffsetByRadius" value="0"/>
    	<CreateFlags index="Placement" value="0"/>
    	<CreateFlags index="SetFacing" value="1"/>
    	<CreateFlags index="TechComplete" value="0"/>
    	<SpawnEffect value="NecromancerSkeletalMagesSpawnSet"/>
    	<SpawnUnit value="NecromancerSkeletalMage"/>
    </CEffectCreateUnit>
    
    
    <CEffectSet id="NecromancerSkeletalMagesSpawnSet">
    	<EffectArray value="NecromancerSkeletalMagesApplyPreBirth"/>
    	<EffectArray value="NecromancerSkeletalMagesApplyTimedLifeDummy"/>
    </CEffectSet>
    
    
    <LevelScalingArray Ability="NecromancerSkeletalMages">
    	<Modifications>
    		<Catalog value="Unit"/>
    		<Entry value="NecromancerSkeletalMage"/>
    		<Field value="LifeMax"/>
    		<Value value="0.040000"/>
    		<AffectedByAbilityPower value="1"/>
    		<AffectedByOverdrive value="1"/>
    	</Modifications>
    	<Modifications>
    		<Catalog value="Unit"/>
    		<Entry value="NecromancerSkeletalMage"/>
    		<Field value="LifeStart"/>
    		<Value value="0.040000"/>
    		<AffectedByAbilityPower value="1"/>
    		<AffectedByOverdrive value="1"/>
    	</Modifications>
    	<Modifications>
    		<Catalog value="Behavior"/>
    		<Entry value="NecromancerSkeletalMagesTimedLifeDummy"/>
    		<Field value="Modification.VitalRegenArray[Life]"/>
    		<Value value="0.040000"/>
    		<AffectedByAbilityPower value="1"/>
    		<AffectedByOverdrive value="1"/>
    	</Modifications>
    	<Modifications>
    		<Catalog value="Effect"/>
    		<Entry value="NecromancerSkeletalMagesDamage"/>
    		<Field value="Amount"/>
    		<Value value="0.040000"/>
    		<AffectedByAbilityPower value="1"/>
    		<AffectedByOverdrive value="1"/>
    	</Modifications>
    </LevelScalingArray>
    
    <CEffectEnumArea id="NecromancerSkeletalMagesAuraSearch">
    	<SearchFilters value="-;Self,Player,Ally,Mechanical,Structure,User1,Missile,Stasis,Dead,Hidden,Invulnerable,Unstoppable"/>
    	<AreaArray Effect="NecromancerSkeletalMagesAuraSearchImpactSet">
    		<Radius value="1.5"/>
    	</AreaArray>
    </CEffectEnumArea>
    
    <CEffectSet id="NecromancerSkeletalMagesAuraSearchImpactSet">
    	<EffectArray value="NecromancerSkeletalMagesApplySlow"/>
    </CEffectSet>

     

    Posted in: Triggers
  • 0

    posted a message on Rotate structure ingame before actually placing them. Possible?

    In reply to DrSuperEvil:

     

    From what I understand both "triggering unit" and "last created actor" refere to "things" created through triggers. So how can I detect the Placement model that follows the cursor.  And the last placed unit on the map?

    Make (Triggering unit) face 90.0 over 0.0 seconds
    Make (last created actor) face 90.0

     

    Posted in: Triggers
  • 0

    posted a message on Rotate structure ingame before actually placing them. Possible?

    So far I can change the inital rotation of the building. 

    But this is fixed and I want it to be turnable. I'm curious on how I can change this value between fixed values like 90, 180, 270 and 360 based on a button press.

     

    The value I want to change is : Field BarracksField Barracks(Basic) Stats: Facing 90.000000

     

     

    I'm trying to research it but not quiet sure what to look for that triggers this change.  

    Posted in: Triggers
  • 0

    posted a message on Rotate structure ingame before actually placing them. Possible?

    I'm not sure if its possible but when you are about to place a building during the game. Can I make it rotate by press R for example.

     

    Some games have a fancy drag to select direction plus with an arrow facing front. But I'd be happy with a simple press R to rotate 90°. How about would I go to change the placement model and actual model by a button press.

    Posted in: Triggers
  • 0

    posted a message on Sc2Mapster Data Assets

    I did but he ignored my message :p 

    Posted in: Data Assets
  • 0

    posted a message on Sc2Mapster Data Assets

    None of these work since the change to the new forum board... 

    Posted in: Data Assets
  • 0

    posted a message on Selection offset doesn't do anything?

    @DrSuperEvil: Go

    Ok apparently I just had to add a Ref_Origin (in 3ds max) to its new center. Then the standard selection circle uses the origin point to base the selection circle around. In hindsight how could I miss that...

    Thanks for putting me in the right direction !

    Posted in: Data
  • 0

    posted a message on Selection offset doesn't do anything?

    @DrSuperEvil: Go

    I assume I have to put selection radius on 0 . Then make an event to spawn the selection actor. But then how does that stay on the model? I guess I'm looking in the wrong direction..

    Posted in: Data
  • 0

    posted a message on Selection offset doesn't do anything?

    @DrSuperEvil: Go

    I tried 5, 50 and even 50 000 and it doesn't move at all. I've also tried to hide the unit ring. (None): Ring Radius is by default 0.0 . And changing it to a higher number seems to add a glow but nothing related to a selection circle. I tested this on the Terran command center.

    Posted in: Data
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    posted a message on Selection offset doesn't do anything?

    I'm guessing its a bug in the editor... I opened a new map tried to move the selection offset in there and it doesn't move at all. Any creative ideas make a dummy object or so and use that to show the selection decal. How would I do that? Or perhaps make my own selection circle?

    Posted in: Data
  • 0

    posted a message on Selection offset doesn't do anything?

    Putting in any value in the x y z of Selection offset doesn't change anything to the green selection circle. The selection radius does work so its the right model etc.

    The reason why I move the model (in 3ds max) away from the center point is so the units spawn from that point. So I have to move the selection circle to compensate the change. Which I'm confused about why the offset doesn't do anything.

    Posted in: Data
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