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    posted a message on [solved]Issue Order Move; ignores attackers

    When I run an IssueOrder - Move Effect, the unit moves to the location but ignores all attacks upon it. How do I get the unit to respond to attacks while en-route?

    Is there a good tutorial on related data topics? For instance, I have tried to use markers, but its not going well. I have searched, the tutorials are all very basic instructions on the structure of abilities and effects but they do not contain deeper knowledge.

    Thank you to everyone who has helped me so far, as I dive deeper into data editing, my problems are getting more difficult to solve on my own...

    Posted in: Data
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    posted a message on (Solved) How do I swap models of a unit spawned?

    @PriMan05: Go

    You cannot delete a Blizzard asset. No, you do not delete old models. You simply export, rename and then import the newly named model; it will be considered a separate model that is unrelated to the original.

    You do not need to export/re-import models that already have the name sequence, just use what already exists. ie: darktemplar_00.m3 and darktemplar_01.m3 already exist. Look at how blizzard swaps that model; you are using the same method.

    Posted in: Data
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    posted a message on [solved]Unit Order Queue, Both Attack and Move Via Effects

    @FunkyUserName: Go

    Yes, I have tried that variation, the result is that the unit will carry out and complete the first issue order (move) without interruption, then it carries out the 2nd order (attack).

    I want the periodic issueOrder attack to finish fighting, then 'return' to the previous queued move command after fighting is complete.

    Posted in: Data
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    posted a message on (Solved) How do I swap models of a unit spawned?

    @PriMan05: Go

    its quite easy actually, only the wording is confusing:

    Prerequisites:

    1. your model assets must be named in numeric sequence using this format. modelA_00.m3 modelA_01.m3 modelA_02.m3 (3 variation using "modelA" as a sample name)

    2. you can use any models you want, but you must export, rename and re-import them again with this naming format.

    In Model Tab:

    1. choose modelA_00.m3 as your model.

    2. press ctrl-D to enter raw data view

    3. delete the _00.m3 suffix within the model field; resulting in model name: modelA.m3

    4. change the variation count field to 3. note: 00, 01, 02 is a 3 count.

    Go to Actor Tab, in Actor Events:

    1. make any actor event of your choice, with the action: model swap

    2. in the model swap field, choose your model object.

    3. set the variation count sub field to 3.

    note: the information in the variation count sub field says that it will choose 'that' specific model variation. However, in my testing, i have noticed that field represents the max variation count that is 'randomly' chosen out of the max variation count. *if anyone disagrees, then please tell what is going on-

    Posted in: Data
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    posted a message on [solved]Unit Order Queue, Both Attack and Move Via Effects

    I have made an IssueOrder - Move effect as the initial effect for my buff. Afterwards, a periodic IssueOrder - Attack effect.

    I cannot get the initial 'move' order to queue after the attack order. I have tried all variations of IssueOrder - EffectCommandFlags: Alternate, Prempt and Queued.

    Is it possible to queue the move order after the attack order, or does order queue'ing only queue per ability? As in, does only attack orders queue with other attack orders?

    I found an ugly work around by making a set effect with validators checking if the unit is attacking, then the search effect with IssueOrder - move effect runs.

    Is this the only way to do this? Is there a better way? I suspect that I can indeed queue these order commands, but I don't know how...

    Posted in: Data
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    posted a message on How to set a rally point using data

    To my knowledge, there is no way to input a particular location point of a map into the data editor.

    However, you can ascertain a point using effect searches based on the parameters of your very specific needs.

    If I am wrong about this, and there is indeed a way to input a location point into data, that would be great to know.

    Posted in: Data
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    posted a message on [solved] Instant Deploy of AddOn Reactor

    @ArcaneDurandel: Go

    Thank you, this explains alot of the data editor's behavior. The object id is not a key. Changing an objects key cannot be done in the gui.

    Posted in: Data
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    posted a message on (kinda solved) cannot get addons to work properly with copied buildings

    Originally, I thought it was a construction progress actor that resolved the issue; but it was actually reverting Blizzard's original Barrack - Land ability's token unit back to the original Blizzard Barracks unit (after making the new Barrack - Land ability work correctly).

    Posted in: Data
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    posted a message on Hi everyone

    @Aratumm: Go

    Its great to have a music person join.

    Posted in: General Chat
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    posted a message on Best way to show pics and videos?

    @LucidIguana: Go

    Thanks! this will be useful soon, for longer presentations. I'm making alot of progress.

    Meanwhile i'll look into making small flash vids too. I've seen some nice ones showcasing custom abilities here, which hold a lot of interest for me.

    Posted in: General Chat
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    posted a message on Hi there folks

    @LordDz: Go

    I'm relatively new too. I like your picture.

    Posted in: Off-Topic
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    posted a message on (kinda solved) cannot get addons to work properly with copied buildings

    This phenomenon is caused by the presence of the "Barracks - Land" morph placement ability.

    Edited:

    Problem Re-created:

    Simply create (not duplicate) both the ground-air units and all-3 build-lift-land abilities. The barrack will not move towards a building placement location, although the units, actors and abilities (including tokens within the newly made lift and land abilities) are correct.

    Adding the Blizzard Barrack - Land ability to your flying barracks (in addition to your custom land ability) will allow the barrack to move towards, land and build a reactor. This ability only needs to be present in the abilities list of the flying barrack for you to see this happen. It does not need to be used or have a button assigned to it. (weird? yes.)

    However, the barrack will turn into a Blizz barrack and the reactor will be destroyed unless you have changed Blizzard's "Barrack - Land" ability's unit reference towards your custom barrack. (regardless of whether you are actually using this ability or if you are using your own custom "Barrack - Land" ability)

    After changing the ability's unit reference, this odd solution would work. Or, you could use Blizzards original build-lift-land abilities.

    Completed Solution:

    1. Change Blizzard's original Barrack - Land ability's token unit to your new custom Barrack.

    2. Add the original Land ability to the new barrack unit to see it work. (add it in addition to your new Land ability)

    3. Then remove the original Blizzard Barrack - Land ability

    4. Revert the original Blizzard Barrack - Land ability's token unit back to the original Blizzard Barrack.

    The remaining New - Land ablility (that should still be in your new barracks) will work now.

    Posted in: Data
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    posted a message on [solved] Instant Deploy of AddOn Reactor

    I got it working.

    Instant deploy is determined by a 'behavior added on unit' field within the reactor unit. Add a reference to the newly made barrack/factory/starport id there.

    The ground caster unit must also have 0 acceleration (default). The flying caster unit must have + acceleration, -1 leashes and etc.

    However, the mysterious link that causes the auto renaming of duplicated air/ground buildings remains.

    Posted in: Data
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    posted a message on [solved] Instant Deploy of AddOn Reactor

    @DrSuperEvil: Go

    Thanks, but I've already tried the 'instant placement flag' many times for both lift off and land abilities. I'll continue to delete everything and try again. Perhaps something strange is going on.

    If anyone knows, please point me in the right direction.

    Meanwhile, on a related topic; does anyone know why the names of the Barrack, Factory and Starport change when you duplicate either the ground or flying version of the unit? When you change the name of a duplicated barrack, all of the Blizzard names change with your new unit -for both the ground and the flying version of the Blizzard Barr/Fact/Starport.

    I cannot reproduce this phenomenon when creating units from scratch (with or without the included shared token unit actor). -all the actor events and unit fields were reset to parent-values with only the unit id's being corrected.

    What causes this to occur

    Posted in: Data
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    posted a message on [solved] Instant Deploy of AddOn Reactor

    I have recreated the barracks addon build. But each time I place an addon reactor, it requires me to 'choose' the placement location, then click to deploy the addon.

    Whereas, the Blizzard Barracks will immediately deploy the addon reactor next to the Barrack.

    Any ideas?

    Posted in: Data
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