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    posted a message on "Birth D Start" refuses to play. (Solved)

    Ive been trying to figure out why my Terran Construction Actors are just freezing at the last animation sequence(C) and never going away.

     

    I did some debug testing, by changing:

    UnitConstruction.*.Finish

    =AnimPlay BirthD Birth,D

     

    To:

    UnitConstruction.*.Finish

    =AnimPlay BirthD Birth,A,Stand

     

    Which resulted in it successfully playing the animation.

    However the D animation does not play when I set it back to default.

    This is obviously why the Terran Construction Actor is not being destroyed, because the Events+ tree is looking for "Birth D" to finish animation before destroying.

     

    So what could be causing Birth D to not animate, even tho I can set it to A in the same entry and it works?

    Ive even tried changing it to:

     

    UnitConstruction.*.Finish

    =AnimPlay BirthD Birth,D,Start

     

    And it still doesn't work.

    Posted in: Data
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    posted a message on How to modify the standing distance while a worker builds a structure?

    Ive made a buildable Mineral Base that has a blank footprint, and basically no collision.

    (farm land with plants the worker needs to be able to walk through)

     

    When it is built the workers building it stand far beyond its radius.

    Their placement is visibly jarring and I would like to make sure they stand closer to the center while building it.

     

    Ive tried the range setting in the worker's Build Ability, as well as tweeking the various Radius settings in the Mineral Base.

    How can I change how close they stand while building it?

    Posted in: Data
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    posted a message on Selection Circle's lines are too think, How to make them thinner? (Solved)

    I got it.

    I already did similar things for other purposes, it just hadn't occurred to me to make a custom selection actor.

    Posted in: Data
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    posted a message on Selection Circle's lines are too think, How to make them thinner? (Solved)

    Ah. Yea that would work. Thanks.

    Posted in: Data
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    posted a message on Selection Circle's lines are too think, How to make them thinner? (Solved)

    I've made a unit based on the Spider Mine Model, but scaled up to be a bit bigger.

    The problem is that the line of the selection circle, while the proper size, is too thick.

     

    Is there a way of thinning the circumference while maintaining the radius?

    Posted in: Data
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    posted a message on Is it possible to auto acquire and attack Radar detected units?

    Im not sure how a Search Area will help, since the weapon won't auto fire unless it already has a target and if I could get that I wouldn't need a search anyway... 

    I probably should have mentioned I want it to auto acquire targets as a normal weapon attack.

    Sorry about that. :P

     

    I was just using the Radar Modification of a Buff Behavior on the Detector Unit. (Buff > Modification+ > Radar: 25)

    I wasn't manually applying anything to the detected units.

     

    The attack is a weapon, and almost all of it's Filters by default "Allow" everything in the list.

    The only one that doesn't is the Target Filter, and it is already set to what I thought would allow this functionality.

    Unless Units in Fog of War count as Hidden?

     

     

    Posted in: Data
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    posted a message on Is it possible to auto acquire and attack Radar detected units?

    I want to make a guided missile weapon that can acquire and attack enemy units that are still in fog of war, but being detected by another units Radar.

    Is there a setting somewhere so I can do this or is it going to require some fancy "footwork"?

    Posted in: Data
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    posted a message on How do I make Impact Effects hitting a Target, to face the Caster?

    I know it is an Impact Site of some type, I just don't know which or what combination.

    I tried making a Rotator SOp, but it gave errors about not specifying a local axis.

    Which SOp do I need to do that?

    Posted in: Data
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    posted a message on Is there a way to only jump down from cliffs? (Solved)

    I made a Demo Map with Reapers that will only jump down.

     

    Link Removed: http://www.mediafire.com/file/c0x7hy5s41zvqhf/ReaperJumpDownOnlyDEMO.SC2Map

     

    However, there are 2 issues I couldn't resolve:

    1.

    Ramps bug out the system.

    Ramps introduce a height difference between the unit and the target location.

    If you issue a move order to a lower position while they are on a ramp, they will prepare to jump.

    If the destination of that move order does not cross a cliff the unit will never leave Jump Prep, or if it crosses a higher cliff they will jump over it.

    I tried to add an extra Compare Cliff Level Validator chain that checks to ensure the Unit was specificlly on the 10 or 12 cliff levels, but could not get it to work. :P

     

    2.

    The Cliff Jumper Mover does not path like a Ground Mover when not Prep'd to Jump.

    I don't think I can fix this one, because I don't think you can switch out movers on the fly.

    The result is the unit moving next to and jittering about at the bottom of a cliff even tho there is a ramp it can walk up nearby.

     

     

     

    Posted in: Data
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    posted a message on Is there a way to only jump down from cliffs? (Solved)

    DONE!

    I have succeeded in creating a consistent and reliable chain of 2 abilities, 2 behaviors, 10 effects, and 6 validators that will automatically add or remove the Jump Behavior as needed as the unit is issued move commands. The best part is that this chain is standard and generalized. I don't need to duplicate a unique chain for each Unit I want to have this functionality. I just need to give the Unit the 2 abilities and the Jump Behavior.

    (there is also no use of Persistent Effects or Periods)

     

    I also learned how to circumvent the standard move command, and replace it with one of my own so I can track player initiated right-click issued move orders.

     

    Thank you, to all three of you for your help.

     

    One final question:

    I would like to make an example map of this.

    Is there a way to easily transfer just a select group of objects into a new map?

    Or is my best bet to just copy the map and reset everything I don't want in it?

    (:P I guess thats technically two questions. lol )

    Posted in: Data
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    posted a message on Is there a way to only jump down from cliffs? (Solved)

    Arrg! Im so close!

    I have successfully got 2 out of the 3 validator checks I need working on a SINGLE Behavior Buff method for disabling and enabling the Jumping Behavior.

     

    I used Unit Compare Order Count to check if there is a Move Order.

    I then used a Unit Compare Order Target Range to check that the Unit is within 3 range of the destination.

    Now I just need to compare the Cliff Levels of the Destination and the Unit.

    The problem is that I need to get the Destination somehow.

    I would normally use a Create Persistent Effect or something and use its Target Point, but I can't attach effects to the default move ability, and augment doesn't trigger from the right-click move commands like I need.

     

    How can I pass the current Move Order's Target Point to a Cliff Compare Validator, from a Buff Behavior?

    EDIT:
    Is there a way to pass the Target Point of one Validator to another one in a Combine Validator(or any other such validator?)?

    Posted in: Data
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    posted a message on Is there a way to only jump down from cliffs? (Solved)

    I dunno, it looks simple enough for my tastes, and seems like it should work but is kind of inconsistent.

    I added stepping cliffs up to 12 cliff level, and added 8 more reapers, 2 of which I started on the higher cliff.

    Initially only the first one you spawned in works, and the two on the cliff never worked during my tests.

    The rest start out inoperable, but then start working after a long delay??

     

    During one test, I ordered the first Reaper to jump down from a Cliff Level 12 to ground level.

    It moved to the closest Cliff Level 10 and jump down to it(expected), then walked out the nearest ramp to ground level.

    But then it broke, and would not regain the Jumper behavior.

     

    I appreciate the effort and it certainly is giving me ideas, but I don't think I can use that set up as is.

    Posted in: Data
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    posted a message on Is there a way to only jump down from cliffs? (Solved)

    ok. I made some progress but not completely in the direction I wanted.

    After looking at the Raptor, I replicated most of the functionality over.

    I even got my unit going down hill only.

     

    I have two problems:

     

    1. It only works if I manually click the button then the destination.

    I want to be able to just right-click to activate it. Just like the move command.

     

    2. If Im too far away from the destination, the unit will walk to the cliff and stop, instead of jumping down.

    But if I remove the distance validators then the unit will start jumping to the destination as soon as the ability is triggered regardless of how far away they are from the cliff or the destination.

    Posted in: Data
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    posted a message on Is there a way to only jump down from cliffs? (Solved)

    Ah. Then Ill take a look. Thanks.

    Posted in: Data
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    posted a message on How to launch Projectiles from Projectiles?

    Huh. Weird. I had the impact and launch offsets at:

    Impact offset: 0, 8, 0.75

    Launch offset: 0, 0, 0.75

     

    Both set to target point.

     

    Based off your post I changed the offsets to:

    Impact offset: 8, 0, 0.1

    Launch offset: 0, 0, 0.2

     (just to see what would happen)

     

    Now I can see the missile but it is flying from the ground level location of the missile to the mid air location of the missile and impacting there.

    That... doesn't match the offsets I input. Whats more the missile is moving WAY faster than the mover its been given should allow. (It moves so fast I can barely see it, but the max speed in its mover is 3)

     

    EDIT:
    Ok.

    After some more testing it seems almost as if the missiles are mirrored between the terrain.

    The second missile is starting in the same position as the first missile, but UNDER the terrain by an amount equal to the height to the first projectile. As the first projectile's parabola moves it down to ground level I can see the final impact location of the second projectile rise up to meet and then pass it. (the Z components of the offset values determine this, but the x and y components don't seem to do anything)

     

    This will make using it as a secondary mid flight deployments system difficult to say the least.

    Any idea what could cause this?

     

    EDIT:

    Actually...

    Hmmm I added an action but the offsets are still acting weird, and is trailing the first projectile by alot.

    It also seems to be mimicking the first projectiles mover, but Im not sure if its that or if it is just attached and ignoring its own mover...

     

    Im going to put this to the side for now, and come back to it later.

    Maybe a fresh and cleared head will help.

    Posted in: Data
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