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    posted a message on [Solved] Actors Vanishing with different Camera Angles

    Alright so I figured it out, although fixing it is going to be tedious. After looking through the cutscene editor and opening up the beams in blender, I found that the models that have near-infinite visibility range are those with extremely large "Bounding Spheres". This is a model property that can be displayed in the cutscene editor as well by enabling the rendering of said Bounding Spheres.

     

    I suspect I will have to modify the beams I want to use through god-knows-what plugin via blender or 3DS to get the models to work properly.

     

    If anyone knows of any easier way (via editor? :D) to modify Bounding Spheres, I'm still listening.

     

    (And no, the model field "Bounding Box Padding" does not help in this situation)

    Posted in: Data
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    posted a message on Acquire/Attack Priorities for a Weapon while Moving
    Quote from DrSuperEvil >>

    Does the cyclone not already do that?

     The Cyclone's Lock On is an ability, not a weapon. I'm looking for a solution with weapons, ideally.

    You could have an ability that is a smart command and can be set to autocast (with appropriate autocast validators/filters) that applies a behavior to a target unit and searches for and removes any other instances of that behavior from the caster. Give the behavior an infinite duration. Then just add a validator to the effect of the weapon that checks for that behavior.

    This could work. I'm not sure how I would get a search effect to detect the previous instances of a buff (except for the one last applied by the attack command) to remove them, though.

    Posted in: Data
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    posted a message on Acquire/Attack Priorities for a Weapon while Moving

    Hello,

     

    I would just like to know if it is possible for a weapon to retain its last attack target while moving.

     

    Ex. I have a stationary unit with a weapon. It is surrounded by multiple enemy units. I order the unit to attack an adjacent unit. I then order the unit to move a bit elsewhere. How do I get the weapon to keep firing on the target I ordered it to after it moves?

     

    Currently, what happens is the weapon will reacquire a new target based on the weapons' "Acquire Priority". Setting this field to "distance from target" gives me the closest thing to the results I want, but will oftentimes fail to target the unit's last attack order.

     

    Are there any other fields/flags I should be enabling in order to give me the desired result?

     

    Things I have tried:


     

    Giving each weapon a dummy weapon that fires a dummy behaviour on its target, then using the "Acquire target sorts" field under Weapons to prioritize that target.


     

    This does not work for two reasons:

    • A-After fiddling around with the field a bit, it doesn't appear as though "Acquire target sorts" does anything, regardless of what you set its targets sorts too.
    • B-The dummy weapon suffers the exact same problem my actual weapon does: it reacquires a new target once my unit is moving.
      Using Triggers to add a behaviour to a unit upon being clicked by player.
    • This fails for the same reason as A above.

    Things I have not tried:

     

    1. Setting up a search area effect on my weapon with the appropriate Target Sorts. (Because of reason B mentioned above, I cant find a way to have a behaviour stick to the attack target of my unit).
    2. Additionally, this method would run into the issue of the weapon firing at one thing, and the turret/actor looking at another (since the acquired target is not the same as the target sort).

    Any suggestions?

    Posted in: Data
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    posted a message on [Solved] Actors Vanishing with different Camera Angles

    That would make sense. After more testing it definitely appears that if the host actor is not in the camera's FOV, it will not render the beams at all, regardless of the angle (unlike what I observed in my previous post).

     

    I've tried tweaking anything that pertains to visibility in actors and models, and nothing seems to work. Does anyone have any ideas?

     

    I saw some fields relating to a "second visibility test" in actors, but I'm unsure what that affects.

     

    I believe there must be a way to do this, as I recall a mission in WoL that had the drakken drill shooting at targets from very far away (the dig?) and the beam on it appeared with no issues. I copied over any relevant properties on the drakken drill over to my base beams but that still hasn't given me any results...

     

    EDIT - OK I just made progress, I decided to literally copy over the model of the drakken laser drill for my own Space Station beams, and now the problem is gone. This is a model issue, but I cannot for the life of me figure out what is wrong. I swapped the model for my beam to "LaserDrillBeamLong.m3" and also tried "LaserDrillBeamLong_Coop.m3". I have no more issues with the camera clipping my beams.

     

    If anyone could tell me why these models have no issues, but the one I was using before ("ArcadeTerraTronBeam.m3"), as well as the default Drakken Laser beam ("LaserDrillBeam.m3"), seem to have clipping issues, that would be very much appreciated!

     

     

    Posted in: Data
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    posted a message on [Solved] Actors Vanishing with different Camera Angles

    If it helps any, after a bit of troubleshooting it seems as though only actors/models (seemingly only beams, although anything that stretches over vast distances ex. tentacles seem to be affected) that are ~90 degrees perpendicular to the direction the camera is facing seem to be affected. I thought it might be something with the camera settings in data but I couldn't modify any value that seemed to affect this.

    Posted in: Data
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    posted a message on [Solved] Actors Vanishing with different Camera Angles

    Hello,

     

    I believe this would be better off demonstrated than explained, see video below:

     

     

    As you can see, the beams fired from the Space Station appear to vanish depending on the camera angle. This only seems to apply to the beam itself, as the impact map still shows up without a problem. How do I fix this?

    Posted in: Data
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    posted a message on SC2 Mapster Upgrade Discussion Thread

    Am I the only person here who is no longer able to use the search feature on this site? I haven't seen anybody else report this and I haven't been able to use the search feature since the upgrade. Either it will display 0 search results or give an error message...

     

    Personally I don't dislike the new changes, although I haven't been here quite as long as most of you. That being said, the white background is atrocious and it legitimately burns my eyes. I hope you'll have new skins in the works soon (just something less...white).

    Posted in: General Chat
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    posted a message on Flying Unit's Weapon is Being Launched at Ground Level [Solved]

    Wrong launch effect on the attack actor. Launch effect has to be the launch missile effect, not the persistent effect.

     

     Holy crap, how did I not spot that. I had a feeling it was something stupidly simple. I am so sorry...Thank you!
    Posted in: Data
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    posted a message on Flying Unit's Weapon is Being Launched at Ground Level [Solved]

    Hello,

     

    I am currently having an issue with a simple weapon setup.  I have a weapon that fires off a persistent effect. This persistent effect launches 4 missiles periodically. That being said, whenever the weapon fires, only the first missile of the persistent effect will fire from the caster unit. The other 3 missiles will fire from the center of the caster at ground level (height=0). I do not want this. I want all my missiles to launch from the casting unit. What am I doing wrong?

     

    I've linked a video demonstrating the issue, found below.

     

    I've also attached a sample map with nothing but the base data demonstrating the issue (weapons, actors and effects).

     

     

    Sample Map File

    Posted in: Data
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    posted a message on Validator - "Unit Compare Height and Z"

    Alright I'm actually pumped about this, I finally have an easy way to validate weapons targeting based on height. It took some messing around and quite frankly, I'm still not sure what most of the fields do exactly, but what I can confirm for sure is that it validates unit height dynamically over the course of the game, which is perfect for a space combat shooter. With a few combine validators I can get a weapon to target units within a specified range, and with a function validator I could make a nearly spherical 3D acquisition space.

    Posted in: Data
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    posted a message on Validator - "Unit Compare Height and Z"

    Hello,

    I recently decided to start dabbling again in the SC2 editor, and upon looking through the validators I noticed one in particular (that appears to be new) that might actually help me with a space flight simulator I've been stuck on. The validator in question is the "Unit Compare Height and Z". Upon testing it a bit I found that unlike the "Unit Compare Field" validator, this validator is dynamic and will take into account changes in unit height throughout a game (particularly useful for weapon target acquisition in a space combat sim). That being said, I'm not really understanding some of the parameters for this validator and hope some of you could give me some insight into them.

    Unit Compare Height and Z Validator Fields

    Most notably, while I can get a weapon to aquire targets above or below a target dynamically using the "Compare" greater than/less than values (in conjunction with the "Other Unit", I can't seem to dictate how much further below or above it can acquire targets. Implicitly, I would assume the "Caster Add" or "Target Add" fields would be there for that, but no matter what I input as a value it seems to ubiquitously target ALL targets above OR below a target. Does anyone have insight into how to interpret the fields in the validator?

    Posted in: Data
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    posted a message on Starcruisers

    @sandround: Go

    Is it available to be used in the editor? I can't find the dependency files that you mentioned on there, the closest thing is a "starcruiser2modfiles" that has absolutely nothing in it D:

    Posted in: Project Workplace
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    posted a message on create attachment points on models that dont have any

    @summerloud: Go

    I don't believe there's any way to directly add attachment points to models through the editor (although you can modify the ones that exist). If you want to add attachment points, you'll need a 3D modeling program and add them yourself with a .m3 plugin tool. It's not all that complicated, the hardest part is learning the interface for whatever program you'll be using (probably either blender or 3DS max). The blender .m3 plugin actually allows you to add attachment points to any model in two steps, essentially.

    I recommend looking at this guide and the ensuing comments to get a grasp of how it works. I've used it multiple times for some of my models and can handle simple modifications to models without many glitches.

    Alternatively you could just use SOps to adjust where your minerals attach themselves. I'm assuming the model you're referring to has at least an origin point to work with. Or, you could attach another model (invisible) to your model and use its attachment points as a reference point for your model.

    Posted in: Data
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    posted a message on N-Key Rollover and Starcraft 2

    Ah, I can make sense of that.

    I gave all my WASD commands cooldowns and now they can be cast simultaneously. It's not super practical, but it gets the job done. I'm guessing only one command can be issued every 0.0625 seconds, since setting my cooldowns to .125 seconds made more than two commands at once glitchy and setting it to .25 made it work fine.

    I played around with the transient flag a bit though - it didn't seem to have any impact on simultaneous casts, at the very least. It just made abilties that require you to turn impossible to cast...

    That being said, thank you for you help. At least I was able to find -a- solution, even if its not the most elegant one.

    Posted in: Data
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    posted a message on N-Key Rollover and Starcraft 2

    I suppose I should have mentioned that I am using a data-based WASD movement system. I do not want to resort to using triggers for buttons pressed.

    Rest assured that my keyboard is not the issue here, I've had my Corsair K-90 for a while and known it to be able to handle many commands at once in other the games I've played. This is a Starcraft issue (to be fair N-Key Rollover isn't ordinarily necessary for melee Starcraft).

    So let me rectify my question - can hotkeys be used with N-Key Rollover functionality?

    Posted in: Data
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