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    posted a message on Non-cancellable backswing?

    What I'm trying to do, is to force units to play their attack animation in full.

    In SC2, when you order your unit to move soon after the attack being called (damage point), unit will immediately start moving in new direction and its attack animation will stop.

    I've searched the forum and come up with this thread, and a solution that looked elegant in the last post: http://www.sc2mapster.com/forums/development/data/65819-forcing-zealots-to-complete-their-attack-animation/

    I've done the exact same thing (I've made sets for several weapons with a behavior that sets the Unified Movement Speed Factor to -0.99 for a short duration, and the effect that removes the behavior after duration is finished), however, my units break their animation and instead, turn in the direction of a move command, stopping their attack animation anyway. They don't move in the new direction, but turn nonetheless.

    I've tried to check the "suppress turning" in behavior, but nothing has changed and units still turn. If I apply any sort of additional movement multiplier to a very low value (like 0.05), units do stop turning and finishe their attack animation, but only because they ignores all move commands until the behavior finishes. Suppress movement also makes unit uncommandable (you can't order it to move) when attacking past the damage point.

    So, does anyone know any way of achieving a non-cancellable backswing, so units can be ordered to move when attacking, but stay put to finish their attack animation first? Or maybe there is something I'm missing from the method described in the link above?

    Posted in: Data
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    posted a message on [Solved] Void Ray Prismatic Beam reverse charge?

    @aZergBaneling: Go

    Thank you, this was helpful. Instead of creating my own behaviors, however, I've just reversed the validators for different beams, as actors are linked to them and last thing I want is to work with actors and link them to correct beam charge.

    The only issue I have now, is that the Void Ray doesn't look "charged" while out of combat. As soon as it starts attacking, all 3 arms are light up and it charges down how I want, but if I pull the Void Ray away, the charges disappear after a certain duration.

    I'm gonna try to create those ModelAnimationStyleContinuous to fix it in my spare time, I have more important issues that I need to concentrate on. Once again thank you for the idea.

    Posted in: Data
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    posted a message on [Solved] Void Ray Prismatic Beam reverse charge?

    @redlerred7: Go

    Yes, exactly. The only thing that is a bit different is that I am using a WoL version of Void Rays weapon (or rather one that is the most similar, the LotV campaign Void Ray weapon that also increases range with each charge but uses same effects, behaviors and validators I believe), that has 3 levels of charge and 3 different visuals.

    Void Ray has 3 "arms", and in WoL, it had first one active at the start, then activated second, and third charge level activated the third one.

    At the moment, the weapon and damage effects work fine, but the Void Ray animations looks like it is charging up (one arm, two arms, three arms), instead of charging down while attacking (three arms, two arms, one arm).

    Picture

    In this picture you can see three stages of the charge, from 3 at the top, 2 at the middle, and 1 at the bottom.

    Posted in: Data
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    posted a message on [Solved] Void Ray Prismatic Beam reverse charge?

    I'm trying to redesign Void Ray as a unit to counter massive untis. The idea is to give its beams a damage based on targets % of current HP. It works fine.

    To add micro and decision making to the unit, it deals 5% of hp with first charge, 4% with second, and 3% with third.

    Question that I have for the all-knowing community is this: is there an easy way of altering it, so that it has the visual and attack sounds as if it was charged on first charge, and lose the visuals/sounds as it charges up?

    Basically, when it is not charged, it looks and sounds like a charged one, but as it gains charges, it looks and sounds like as if it had none?

    Posted in: Data
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    posted a message on Reduce the range of ability

    Make a duplicate of the ability with lowered range.

    Make whatever that you want to decrease range apply a hidden buff to the Queen

    Have the duplicate ability use a validator that will check for the hidden buff

    Have the normal ability use the same validator but with reverse logic

    Posted in: Data
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    posted a message on [Solved] Damage delay with instant attacks - problem with animations

    @Bilxor: Go

    Actually this is not the case, for example, Tanks in SC2 do not overkill, Marines as well, Oracles and all other instant attacks do not overkill by default.

    I'm still looking for help with this one. So, in other words:

    - I want to delay damage to allow overkill or increase it.

    - I can use either apply behavior or create persistent, it doesn't matter to me.

    - Problem occurs when the unit is attacking another unit. For example: Marine attacks Marauder. Instead of muzzle flash from Marines gun, it is displayed on the Marauder instead.

    It is a problem with the actor, but I do not know how to fix it. If someone explains to me how do I find this Marine's muzzle flash actor, and how can I link it back to the Marine instead of his targets, I will be grateful.

    I have this problem with other units as well, so I would be great if someone can explain how do I find those animations, not just point and say "here it's this one with the name MarineFlashFire12WoL" or something.

    -----------------------

    -----------------------

    Edit: It looks like the problem was caused by the wrong setup of target impact / launch of the create persistent. After setting it the same way as the weapon and its effect, everything works fine again.

    Posted in: Data
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    posted a message on [Solved] Damage delay with instant attacks - problem with animations

    I meant to write "flash", don't know why I wrote "splash", sorry.

    I don't know if there is any way of increasing or enabling overkill directly on the weapon - the only value that is 0.05 on Marine's weapon is damage point, which has no effect on overkill.

    It might and most likely is an actor problem, but I'm not that good at them. If someone explained how can I get this to work on one example, I can fix the rest for myself I think. Unless there is another way of making units overkill without having to come back to edit actors :)

    Posted in: Data
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    posted a message on [Solved] Damage delay with instant attacks - problem with animations

    I'm trying to introduce overkill for instant attack units, like Marine, Siege Tank etc. Problem is, whenever I use Persistant effect or Apply damage behavior, the animations are screwed up. For example, the Marines rifle makes no splash, instead the splash appears on his targets weapon.

    Is there an easy way to fix it? Or is there any other, better way of introducing overkill?

    Posted in: Data
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    posted a message on Is there any other way of exporting balance data...

    ... other then going through xml file or going unit by unit, structure by structure to check what was changed? A lot of damage effects etc. have names that do not specify to which unit they belong to and are hard to guess, other things like removed abilities show up only as "ability array x removed" and so on. I haven't really kept a good changelog for my mod (which I should, but never thought about it), and there is like 72 edited abilities, 170 effects, 41 weapons, 137 units, and a lot of other stuff.

    So, is there any other way then going through xml file to find all the changes applied in a mod?

    Posted in: Data
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    posted a message on [Solved] Apply Force aura only on specific units?

    Alright, I've made it work. If anyone is interested in less efficient pathing system, you need:

    - Trigger that sets alliance aspect of player x towards player x - unpushable, for all players.

    - Apply force effect (0.1-0.3 force) with a validator - target has no order

    - Search effect with a validator - compare movement speed of caster, greater then 0.1, and target filter excluding enemy/neutral, self, missile, burried, structure etc. Radius of the search extended by unit radius.

    - Behaviour that will run a persistent effect every short period (0.1-0.3), which is the search effect above. Add behaviour to every unit.

    This makes units push their way through units that are idling (on stop command), but get blocked by units that are holding position, attacking, patroling and other moving units.

    It messes up the pathing a bit, leading to more BW-like pathing made the simple way. The only issues with it:

    - has effect mostly when units are walking around obstacles/cliffs/other units.

    - not as messed up as BW (could be good or bad, depending on what you want)

    - when you have units and command them to move short distance in direction they are not facing, units at the back will take a curved path, as if they've tried to walk around the units in the front, as they are unpushable. It also happens when units get close to their destination. It is quite consistent, so it can be used as a micro trick to spread your units out, however it also might be a bit random and doesn't look great.

    Posted in: Data
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    posted a message on Hero Limit + Requirements

    @iMisu: Go

    Go to requirements tab in data editor and create new requirement. Let's name it "hero complete". Select it and on you right you will see "use" and "show".

    Right click "show" and add new element. Pick "not" from the list .

    Right click "not" and create new element, this time select "or".

    Right click "or" and create 4 elements for it "compare unit count". In each element choose each of your heroes and set it as "queued or better" or "completef".

    Go to train ability of your heroes, scroll down to requirements and find "hero completed".

    This makes the train button for your heroes dissapear if you start training one (if you chose queued or better) or have one on the map (if you chose completed). If you want the button greyed out instead, do the same thing but create new elements in requirement under "use", not "show", so it looks like "use - not - or - 4 heroes, queued or better/ completed"

    Posted in: Data
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    posted a message on Hero Limit + Requirements

    I presume a requirement would look like this:

    show

    not

    or

    - count unit hero 1 completed

    - count unit hero 2 completed

    - count unit hero 3 completed

    Posted in: Data
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    posted a message on [Solved] Apply Force aura only on specific units?

    What I need: I want to mess up the pathing of units and limit clumping, but at the same time, I want units to push through other units that have no orders (idle units), so they don't get stuck when you set a rally and a lot of units is in the same area.

    For starters, I've set up all units unpushable through trigger - set alliance unpushable towards for every player towards himself. I've also made a behaviour with periodic search effect that applies small amount of force.

    I've tried all sorts of validators, Target is not moving, Is moving, Source is not moving/moving, Has no order, Has move order (ability command 2, for Hold Position I believe) etc. However, no matter what I try, it doesn't work how I want - either it is emitted when unit is stationary, or pushes units on hold position, or stops working entirely when units are moving. I need my units to:

    - Only emit aura when the unit is moving.

    - Aura does not work on units that are attacking or on hold position.

    Basically, I don't know how I should set up the validators for it, where they should be placed (in behaviour? or apply force effect?), and which ones. Any ideas?

    Posted in: Data
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    posted a message on Data being overwritten by LotV changes - fix?

    Problem: In editor, upgrades like, for example, Ultralisk armor show up as +2. They also work fine once you test the mod. Other similar thing happens with starting worker count - I want it at 6, and it is 6 indeed in the editor as well. However, once you publish the mod and test it on BN, the value is getting overwritten by the LotV changes, and reverts to +4 armor. Starting worker amount is also at 12. If I change the starting worker amount in the editor to 5, it works fine, but I want it to be set as 6. Other changes seem to work fine.

    It is a similar problem I believe as this one: http://www.sc2mapster.com/forums/development/data/116429-capacity-of-vespene-geysers/#p2 How can I prevent it? Do I have to duplicate upgrades etc. with different IDs, and put it all back together to work? It seems like a hell of a headache to be dealing with it - testing, looking for all the little things that could be modified, duplicating, linking etc. Any thoughts?

    Posted in: Data
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    posted a message on [Solved] SC1 Valkyrie like attack while moving weapon?

    @Templarfreak: Go

    Unfortunately, all of those persistent effects are interrupted once you order the unit to move. For example, if you modify Thor's persistent attack so it fires over a longer period, you can clearly see that if you order Thor to move, it will stop firing. Even with normal period values you can interrupt Thor's attack and waste the damage - which is one of the many reasons why Thors are not as microable as other units.

    So I'm still looking for help with this one.

    Edit: ok I was testing the Thor first, but I've modified some values for my unit as well and just checked how it behaves. I've changed the weapon allowed movement to moving, set arc slop to 360 (while keeping arc at 0) and unchecked the "create persistent channeled" flag. Not exactly sure which values actually allowed the effect I wanted, but it works. I'm leaving it here for others who might be looking for something similar.

    Posted in: Data
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