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    posted a message on Need help with random texture variations.

    You can do it at the Actor Event level.

    • Actor Creation
    • Condition: PassChance XX
    • - Swap/set your texture here.

    You can also do it with Triggers.

    I'm not quite sure how to do it at the model level - you can take a look at the Infested Colonist's model and actor, follow that format for texture Actor Events and the texture tab on the model, and just adding multiple textures with probability values. May work, but no idea.

    Posted in: Artist Tavern
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    posted a message on How to make a working oval shield

    @nostradamus1915: Go

    As ImperialGood states, they may be redirecting multiple times which could mess up their movement. No idea if that's what's going on there though.

    - You can use markers to only redirect once, or have the redirect also apply a short buff and validate that the unit doesn't have a buff applied - effectively using a custom marker. Markers would probably be best though.

    I'm not sure if there's a good built in way to set target priorities, but you could try validating that there is no "better" target nearby. If you want to try this, you can set it up like:

    Combine { [Enumerate_Area ( Is_Shield_Validator count = 0 ) ] OR [Is_Shield_Validator = true] }

    effectively saying EITHER the target is a shield OR there is no shield nearby.

    For the Is_Shield_Validator, you can enter all the unit types into a COMBINE set to OR, check for a buff you give all shield units, or something else probably more efficient.

    Edit: I imagine you'd only want to redirect to shields. So the above may be unecessary - just validate that it only retargets to shields.

    It should be the shield checking for missiles to redirect to itself, or the missile checking for shields to redirect to. Either way you should be able to just set the search area range fairly short (just before the missile hits) and just validate that the redirect target is a shield.

    Posted in: Data
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    posted a message on New LotV development update - HERC is OUT! New Terran unit brainstorming & suggestions

    What do Terrans need nowadays? Haven't played Melee in like a year :/

    I like the idea of a Spartan type with:

    • Armor Lock - immobilizes the unit and grants invulnerability for a small duration with a short cooldown. Can be used to waste banelings or approach siege lines by stutter-stepping with the invulnerability.

    The mobile barracks is cool too, but it seems a little strange to produce bio units on the go. What if...

    • Suped-Up Vulture - big tank that can deploy and produce a stream of spider-mine-esque weak automatons... wait that's a Swarm Host.
    • Some sort of "berserker" unit that deals more damage when lower in life would be cool, possible some sort of nano construct.
    • Shield Projector - A walker that deploys a wide directional shield that blocks movement and damage from one direction, while allowing friendly units to fire out. Can be upgraded to allow slow movement while deployed, or near-instant deployment.
    Posted in: General Chat
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    posted a message on Event Ideas Brainstorm!

    I am working on a map (tentative title - Darwin's Paradise as posted in Map Feedback) and need ideas for events!

    It's a map where players choose 1 of several "strains" which are sorta mini-races - I'm trying to get the feeling halfway between a single hero and a full RTS race. They then compete in events for victory and resources. I have several races and most mechanics complete but I need a lot more events before it's ready for a Beta phase - this is where I need you!

    Currently I have the following events:

    • Kill a giant Nydus Worm boss
    • Kill a squad of patrolling enemies (Terran/Protoss survey and extermination squads)
    • Deliver a pickup item from one area to another
    • Gather pickup items (food) and feed them to the Torrasque
    • King of the Hill
    • Chase and kill migrating Overlords
    • Kill other player's units (though I can't figure out how to access unit supply cost through triggers...)

    What else could be fun? Are there any cool variations of the above you can think of? Your input is much appreciated! If you got a cool idea I'd be happy to give you credit as due :P

    Posted in: General Chat
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    posted a message on How to make a working oval shield

    1) I believe you can make your missiles hit the first target encountered (maybe ballistic mover setting? not quite sure how to set this up) and set the shield's hit detect radius greater than the ship's. This is assuming the shield is its own unit. You can then also change the shield proportions independent of the ship. Once you get the missiles intercepted by the first target hit it's merely a matter of either creating/destroying the shield when it is up/down or setting it to become untargetable with no collision while down.

    2) You can try using multiple smaller shields to approximate an oval. 3 set up like oOo with a slight overlap may be sufficient.

    Edit - Only 1 shield would be visible, stretched to the proportions you want. The other shields are just there to approximate an oval hitbox.

    3) The Shield Generator map uses a Redirect Missile effect to force missiles to hit it. It periodically does this search when the shield is up. Is it not working on missiles mid-air? I thought that's how Redirect Missile worked, so I'm not sure.

    You can also look at your units Launch Missile effect. With method 1 you can also give them a retarget range and turn on the retarget flag, which should allow them to retarget enemies as it moves. You can then set a filter for retargetting to have it only retarget shields. I don't believe you can put a validator for this, but you can use unit types - you can make your shields type Summoned or whatever and have the missiles only retarget Summoned units.

    Posted in: Data
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    posted a message on Validating: Target Unit != Source of Behavior on Caster Unit

    Not sure how you are doing Power Lines, or what is required of them - but you should be able to do it using Data (Behaviors) instead of Triggers.

    I've got an idea of how you can do it, creating power that rolls through all units in the line.

    Generator -

    Has a Behavior ("Generate Power") by default.

    "Generate Power" has a periodic effect "Search for Power Lines" and an infinite duration.

    "Search for Power Lines" is a search effect with a short range (.1 should result in only adjacent buildings picking up the effect). This search effect only targets power lines (through a validator) and applys 3 Buff Behaviors "Conducting Power", "Recently Conducted" and "Powered"

    "Conducting Power" is identical to "Generate Power" but does not effect units currently affected by "Recently Conducted" - and it has a brief duration (you can try .1 seconds).

    "Recently Conducted" is a dummy behavior to ensure conducting lines don't infinitely conduct power. It has a brief duration equal to or slightly greater than "Conducting Power"

    "Powered" has a longer duration (maybe .4 seconds) and is what your validators check for to determine if a building is connected to the power grid.

    Probably more clever ways to do it, but I'm not sure. And if you needed to manage amounts of power rather than "powered or not" you may have to work with a stacking buff or something.

    You can also use actual Energy, having the Generator regenerate energy and use an ability as above that transfers energy to a nearby building that transfers it further...

    Posted in: Data
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    posted a message on How to change the launch site of a non-weapon missile?

    Markers -

    Make sure you have a validator attached to the effect (damage) that checks for the effect's markers (unitcomparemarkercount). If that doesn't work, try validating for different effect markers but validating at the effect (damage) level.

    Whenever I have Marker issues, I make my own by adding a buff ("Recentlydamagedbyability_") with a short duration and having the damage or effect validate that the target does not have this buff.

    If it'd be hit by crossfire, not sure how this'd work. I'm not too pro with Markers so I'm not sure the above would work for you but give it a try.

    Launch-

    Not really sure, I think it'd be the Launch Site Ops from the attack actor. Make sure you check your missile and missile mover height settings.

    Posted in: Data
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    posted a message on [SOLVED] Missile With Lateral Knockback help

    @ImperialGood: Go

    Worked like a charm, thanks you folks. <3

    Posted in: Data
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    posted a message on How do you make buildings move to other positions?

    I believe units with placement footprints cannot move. Try messing with footprints.

    Posted in: Data
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    posted a message on How to make a unit have multiple shields?

    You can try adding it to the health bar, and having regen/healing stop at a certain point.

    You can set the health bar colors blue if armored, switching to green at 75% or wherever the armor is off.

    Alternatively, if your unit doesn't use the energy bar you can try using that like armor - have a behavior, effect or autocast ability that heals the unit rapidly and automatically at the expense of energy. Negative of this is that any damage over his max health would still kill him, but you could work around this.

    Posted in: Data
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    posted a message on [SOLVED] Missile With Lateral Knockback help

    I am trying to design a missile that knocks enemies back laterally from the direction of movement. This missile does not stop when it hits an enemy. I'd also like to know how to knock away from the caster.

    Essentially, for those who play HOTS, I am trying to replicate Raynor's Penetrating Round and Thrall's Sundering.

    -I am using an ability to launch a missile towards a point. -The missile has a behavior that periodically creates a search effect. -This search effect applies a marker, damage, a knockup (buff) and an apply force (which SHOULD be knocking them away from the source?).

    However the apply force doesn't seem to be working. To be honest I'm not sure how to use it. I've tried creating a periodic effect to apply a smaller force a few times but I'm stuck, currently the missile is only doing damage and knocking the enemy up.

    How can I make a missle knock enemies in its patch sideways or backwards?

    Posted in: Data
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    posted a message on Need map maker. $1000 Payment

    @Koolmoto: Go

    Consider offering some level of stake in the "actual" project, even its nonmonetary. Maybe some consultation position or the potential for additional contracting work.

    You may find better results if the mapmaker is attached in some way to the final product, maybe just his name somewhere in the credits. Rather than a "pump out product, get money, cut contact" setup. Especially because $10/hr isn't too great on its own.

    Posted in: Team Recruitment
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    posted a message on Disabling a single unit's stand animation

    @penguinwars: Go

    What you doing this for? Context may help.

    The easiest way would be to make it a unique unit with its own actor (copy the default) and do what you need to do there. You can swap actors when you want the stand animation disabled.

    If you want to do this often you may be able to set up an actor that replaces stand animations with a different one (on animation stand start, play walk or whatever) and attach it to the unit with a trigger.

    As said above it may be possible to do at the model level but I'm not sure. I know stand and walk animations have their own special fields, but I'm not sure if you can pause it or whatever there. I've used it to swap stand and walk animations though so check those fields out.

    Posted in: Galaxy Scripting
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    posted a message on In need of hero concepts

    Got an idea that may be pretty unique.

    Drone

    Support spell power hero that is dependent on form morphs. Forms are powerful but cost energy to maintain. Alternatively, forms are free but each has 1 ability that costs energy. Morph takes a second or two.

    Base form - Drone. Doesn't have an attack, but can heal allies at a similar rate to a normal hero's DPs (heals instead of attacks)

    Guardian form - powerful ranged splash attacks, but slow.

    Colony form - immobile sunken colony that roots enemies that come near, providing an immobile "tank" form complete with cc but lacking DPs and mobility.

    Ultraling - massive single-target DPs zergling. Fast with life steal but weak to focused attacks.

    Ultimate - empowered morph - makes next morph more powerful. Alternatively, add a "super morph" that can cast powerful spells or is a sweet ultralisk or something but is a limited duration.

    Place style - good for people who like auto attacking or being versatile. Lacks focus and powerful spells but is a bit of a "jack of all" and rewards quick thinking where it relates to optimizing current form. Drones get no love in hero genres. Give 'em some.

    Posted in: Miscellaneous Development
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    posted a message on Starsquad TableTop (Warhammer 40k-like gameplay)

    Love the idea. Sounds cool and good to see it takes advantages of SC2 rather than trying to be an exact clone.

    Only thing that I don't like the sound of is the increasing cost of units per purchase, as I like to try a lot of different units and hate being punished for it. The map also looks a little plain.

    I'd love to test it.

    Posted in: Map Feedback
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