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    posted a message on Changeling

    @ST4RKiLL3R: Go

    I took a quick look at your map and you're still lacking a couple effects and a validator before you're good to go. Let me explain how changeling works:

    the starting changeling has a behavior called Changeling Disguise which launches a periodic collision effect called Changeling - Disguise (Search) which searches the area around the changeling for a suitable unit to copy.

    When the effect finally discovers a suitable unit it launches two effects:
    A) remove search behavior (which stops it from looking for a unit to copy)
    and
    B) an effect called Changeling - Disguise

    Here is where you need to start modifying. The effect Changeling - Disguise is a switch which will launch a different effect depending on what unit the changeling has encountered. For every new unit morph, you need to add another case to this switch effect. Right now your map has five options and the switch looks like this:
    Case 0 - Validator: Disguise As Zealot - Effect: Changeling - Disguise as Zealot
    Case 1 - Validator: Disguise as Marine with Shield - Effect: Changeling - Disguise as Marine with Shield
    etc, etc.

    The effect called from this switch basically calls a generic morph effect and then issues a specific ability order to the changeling. I noticed you already had the ability created but you had nothing calling it yet.

    Basically, you need to add a new case for every new unit you want the changeling to morph into, so basically you're going to need the following:
    (validator) Disguise as Infested Terran
    (effect) create Changeling - Disguise as Infested Terran
    (effect) create Changeling - Disguise as Infested Terran Issue Order
    (ability) create Changeling - Disguise as Infested Terran
    (effect) modify Changeling Disguise to include a new case
    (unit) Changeling - Infested Terran
    (actor) a new morph between units

    You've already got the unit, the actor, and the ability. Now you need to create the validator and the 2 effects and then add the new switch case.

    At least that's how Blizzard did it. If it were me, I would redo the entire thing so I only needed a single morph actor and so that I didn't need so many bloody effects.

    Posted in: Miscellaneous Development
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    posted a message on Give actor/unit no model?

    @Thalassicus: Go

    To alter a units transparency you need to get into the actor's events and use the "Set Opacity" action, ala

    Unit.Birth.Zergling

    SetOpacity

    0 = completely transparent.

    I'm not sure if that'll leave the power splat visible, but I could be more helpful if I knew the purpose of said unit modification :>

    Cheers!,
    Xen.

    Posted in: Miscellaneous Development
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    posted a message on Add same weapon to unit twice? (Now: How to make triggered effects persistent?)

    @MapleNormandy: Go

    Have you also considered manually duplicating weapons so that they're all the same but so that the editor thinks they are different? Y'know like "Missile Launcher 1" "Missile Launcher 2" "Missile Launcher 3" and then adding all of them on to the same unit? It's a bit of effort, but it might work (because if I understand you correctly, you're trying to add multiple instances of the same data entry weapon on to a single unit and that doesn't work). You can then use several behaviors (such as One Launcher, Two Launcher, Three Launcher) which enable and disable the proper amount of weapons and shift between them using triggers or an upgrade or what have you.

    P.S. auto "duplicate" blows.

    Posted in: Miscellaneous Development
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    posted a message on making a unit un-clickable and un-selectable on the fly

    @Pandaros_Brewmaster: Go

    I'm not -entirely- sure why you want the unit to be un-clickable and un-selectable but you may want to consider giving the unit the "uncommandable" flag. OR you can use triggers to pause the unit when its not that players turn. OR you can disable move & attack & other abilities when its not that players turn and then re-enable them when it is (through triggers).

    Just because the unit is clickable doesn't mean they can control it.

    Posted in: Miscellaneous Development
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    posted a message on Only spawn 1 unit problem

    @Layola: Go

    The problem is that your second trigger, once activated, keeps running every 0.5 seconds, without any conditions. Remove the Event: Timer - Every 0.5 seconds of Game Time from your second trigger, so it only gets activated from the first.

    Posted in: Miscellaneous Development
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    posted a message on Removing Nuke Requirements

    @halfthought: Go

    Alternatively, you could just create a new ability that skips the calldown portion of the ability, instead going straight to Ghost - Nuke (Persistent). Probably would have to tinker it a bit to get what you want, but I think that may be necessary. I took a quick look and the calldown ability seems linked between the building and the ghost and I'm not sure you can cut the one from the other when relying on a calldown base.

    Posted in: Miscellaneous Development
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    posted a message on How to create a shotgun?

    @s3rius: Go

    If I were coding a shotgun, I would use a collision - missile system similar to those seen in: http://www.sc2mapster.com/maps/big-blue/ & http://www.sc2mapster.com/maps/top-down-fighters/ & plenty of others I'm sure.

    I know exactly how I would do it, but there are different ways. I would create a missile unit (marine bullet model or someat) which is unselectable, etc. but still moveable with the move ability. I would give it a behavior/effect that would check for collision and then blow itself up (causing damage) if it collides with a unit. Then I would create a dummy ability that has a button and whatever but doesn't do anything and doesn't require a target point. Then I would write a trigger:
    Event - unit uses ability - shotgun
    Condition -
    Action - for (x = -5 to 5)
    create shotgun missile unit for triggering player
    issue order to last created unit move to point (position of triggering unit with polar offset: 5 distance in direction unit facing + 2*X)

    Would probably need to put a duration timer on it too or trigger in a kill unit.

    Then the collision behavior/effect would do the rest for me. The downside to the above method is that the shotgun missile would receive credit for any kills it gets instead of the originating unit. However both of the above maps I mentioned have a different scheme which correctly grants credit to the firing unit. Like I said, there are a lot of ways to do a shotgun ability.

    Posted in: Miscellaneous Development
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    posted a message on Ability with charges

    @Gaddzor: Go

    Have you tried using triggers? Add charge regen ?

    Posted in: Miscellaneous Development
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    posted a message on New Ghost animations

    @s3rius: Go

    lol sweet! I actually have a morph skill for my ghost, now I have a better animation!

    Posted in: Miscellaneous Development
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    posted a message on Laboratory/Facility Terrain?

    @Vlaeder: Go

    You can swap specific terrains in and out of a tileset, up to 8. I'd probably use a combination of Korhal and Tarsonis. You can swap at any time so I wouldn't worry too much about what you start with.

    As for the ceiling... someone made an underground ceiling, but I didn't have a chance to take a look. You might snoop around in project showcase forum or do a couple searches for ceiling, roof, etc.

    Posted in: Miscellaneous Development
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    posted a message on how do I set a zerg building ability to function without creep?

    @explicit123: Go

    Try removing the Pathing - Pathing Footprint - Placement of the Creep Tumor unit. Or set it to regular 1x1.

    Posted in: Miscellaneous Development
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    posted a message on unit build times and unit requirements help!

    @cinicraft: Go

    The answer to both your questions can be found in the same place. You need to go into the ability that generates said unit or building.

    For example let's look at building a bunker without needing a barracks. Let's go to SCV - Build (SCV) ability, scroll down to the Info+ field and double click it. There you'll find Build Bunker. Double click (or right click - modify).

    See how it has the Have Barracks requirement? To take that off find the little red x beneath all those little icons and click it. Alternatively, you can edit the Have Barracks requirement to be a constant 1.

    To change the time, you would stay in that screen and scroll down to the very bottom, where it says Time. Change that.

    Unit build times would be found in the ability belonging to the building that produces them.

    Cheers!,
    Xen.

    Posted in: Miscellaneous Development
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    posted a message on Need a little help with Raven - Build Turret

    @Rontu23: Go

    Ah my apologies:
    under Effects you'll want to find the "Raven - Auto Turret Release" effect and find the "Data - Spawn Unit" field there. Change that to supply depot and you should be in good shape. You'll need a separate effect for each of your 3 units.

    Posted in: Miscellaneous Development
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    posted a message on Ability shows up before it's leveled

    @devilesk: Go

    oops! you shouldn't put requirements on the ability in the command card; that just ends up blocking the cost (vital or resource) requirements. Or at least that's all it does for me. The only time I ever use requirements on the units' command card is when I have passive buttons that I only want to show once that passive ability (aka a behavior) is learned.

    Rather the requirement should be placed on the ability itself:
    http://filebox.vt.edu/users/teslae/Require1.jpg
    while the requirement should looking something like
    http://filebox.vt.edu/users/teslae/Require2.jpg

    That's basically what you need, though I am not entirely sure about what exactly is required for hero unit abilities as I don't use heroes myself. ...only villains here

    Posted in: Miscellaneous Development
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    posted a message on Ability shows up before it's leveled

    @devilesk: Go

    1. You need to put a show requirement on your ability. This can be done in the requirement section of data editor.
    2. Then you need to make sure that when you actually put the icon on the unit's command card, you correctly select the requirement you made or modified in step 2.

    Posted in: Miscellaneous Development
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