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    posted a message on Is there any reason to use event macros?

    @DuckyTheDuck: Go

    !!! i just notice the date on the original post!

    Strange, but I was wondering how to use macros effectively and if i should even bother with them.

    Then, I saw this thread on the front page. And now I decided I will look into macros more closely, they may be more useful than I originally thought.

    ... a 6 year old thread is still useful today. who knew?

    Posted in: Miscellaneous Development
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    posted a message on [solved]Modify Unit Effect: Field: Rally Unit

    @DrSuperEvil: Go

    thank you (yes actually, I'm working on swarm host and locusts)

    Posted in: Data
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    posted a message on [solved]Modify Unit Effect: Field: Rally Unit

    Modify Unit Effect: The "Rally Unit" field:

    This causes the modified target unit to move towards the unit specified as the "Rally Unit"

    1. Does it also cause the modified unit to continue to follow the Rally Unit around indefinitely like a follow unit command?

    2. Does the modified unit return to the rally unit after acquired combat? - or does it only move to the Rally Unit only once and is then free to idle.

    3. What is the difference between a rally, a move command, a scan move command? They seem identical

    My tests are very inconclusive. If you know the answer, please tell.

    Posted in: Data
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    posted a message on [solved]Swarm Host in Cutscene Editor: No Animations

    @DrSuperEvil: Go

    Thanks again DrSuperE.

    With your much appreciated and consistent help, my project will be completed soon.

    Posted in: Data
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    posted a message on Make spawn unit ability on target attack only that target until destroyed

    @onlyleviathan: Go

    I'm still new, but I would probably do something like this:

    Make a standard weapon. Make a standard Launch Missile Effect, with impact effect as a Create Persistent Effect with 4 periods. For each period effect, make a Create Unit Effect.

    Within the Create Unit Effect, the spawn effect field; put in an Issue Order Effect that attacks the target.

    The spawned Unit: set unit field acquire response to either none or passive. This will stop it from acquiring different targets. As a side effect, this unit will not be aggressive and will need to be ordered to attack units.

    Posted in: Data
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    posted a message on [solved]Swarm Host in Cutscene Editor: No Animations

    How can I access the Swarm Host animation sequences?

    I need to see the animations for custom actor events.

    Posted in: Data
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    posted a message on [solved]Broodling Escort: missiles

    nevermind

    Posted in: Data
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    posted a message on Game modes

    @Bareleon: Go

    A lobby voting system can be set up by creating custom player attributes to choose while in the lobby. (like choosing player color or race in the lobby).

    Or, you can do voting after the map starts by using standard dialogs.

    Game modes usually refer to game type. Ie: 1v1, 2v2, FFA or other

    Posted in: Triggers
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    posted a message on Dual HealBeam Custom Medivac: Its a beast.

    @EDHRIANO: Go

    Good idea, that was my first thought too. Only one ability effect tree can be channeled at a time; a second channeling would cancel the first channeled ability. However I was able to mimic dual channeling by having the second ability as non-channeled.

    I added set effects that run additional (non-channeled) create healer effects onto that single channel. -using buffs to validate control qty, range. its jittery (unit stutters) -not recommended. (channeling is not interrupted, effect tree still works)

    @DrSuperEvil: Go

    Thank you for pointing me to impact and launch site actors. I have avoided diving into actor scopes msgs, but now i understand the basics.

    1. I used a channeled persistent as you suggested, which runs periodics. I tested and learned alot. The channel can passthrough sets and switches to reach a 'end-branch' channeled effect (but only one).

    2. On a side note: I thought that a channeling-flag and a persist-until-destroyed-flagged persistentEffect would be able to split-channel mutiple effects, like a computer network switch. It does not. In fact, I don't think anyone knows what 'channeling' does.

    After creating several custom effect trees, I ended up using a re-created and modified version of the original Medivac effect tree. I understand now why the creator made it this way. Its stupidly complex, but behaves precisely, predictably and its easier to expand the tree.

    Lastly, they use multiple-nested set effects to run modify-unit effects instead of create-healer effects to modify units. -because the create healer effect has marker issues. Markers do not seem to work at all on them when inside persistent periods.

    Posted in: Data
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    posted a message on Dual HealBeam Custom Medivac: Its a beast.

    I am remaking a Medivac's Dual Heal Beam Ability.

    It works, but is there a simpler way to mimic channelling two effect trees at the same time?

    Posted in: Data
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    posted a message on [solved]DMG Effect Fields: Vital Bonus: Life, Shields, Energy

    This is not a bug.

    The life dmg dealt by the inputting a number into the field:energy is meant to remove life in addition to the amount of life removed by the Vital Fraction Amount Field: Energy. It removes life proportionally to the amount of energy a unit has as a reference.

    Posted in: Data
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    posted a message on Awesome Starcraft Cosplay !

    Blizzard could open up a cosplay theme park.

    Posted in: General Chat
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    posted a message on How can I make the AI play with my custom units and buildings?

    @captaindando: Go

    Your question is too general; not specific enough to answer.

    I suggest starting at the tutorial section of mapster:

    1. Search/research how to auto-train units for your building. This can be done either in data or triggers, the choice depends on what kind of map/game you are making. Data can be less laggy.

    2. The AI for your units can be achieved by either using custom behaviors/effects with validators or by using the Blizzard AI module (usually used for melee maps)

    Posted in: AI Development
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    posted a message on Merc compound training ability

    @Hultmanable: Go

    Are you using a custom mod file for your data? If so, its possible you are experiencing the double mod load problem like me.

    If you are not using a custom mod, disregard this as possible root cause.

    Posted in: Data
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    posted a message on [solved(awkwardly)]SetEffect: Effects within run twice

    @Alevice: Go

    Wow, thats a good idea. I did not consider that. That would reduce alot of reliance on the project map file while making the mod more versatile. I would need to pre-plan that implementation for future projects to leverage it properly.

    Also, it gave me another idea, to separate my mod into 2 mods. -Or more like daisy chain them. I could make 1 for data, another for Trig Lib.

    The project map would access the Trig Lib only, while the Trig Lib accesses the Data Mod.

    I would then use the extra-data'-modify option to force the Trig Lib Mod to access several optional Data Mods, but only 1 at a time. To make things neat, I could make several record arrays to store all data links for each mod to ensure I don't mixup my mod dependencies. That would give tight control for easy expansion.

    Of course, this all based on whether or not the extra-data-modify option works the way i think it does, and also if its reliable.

    Posted in: Data
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