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    posted a message on [Data] [need help] Vector Targeting Abilities, using 2 clicked points

    @DrSuperEvil: Go

    I loaded the coop mod, and as far as I can tell, they do not use that method for "SOA Thermal Lance". I'm pretty sure both the Griffin abilities work that way, even without checking though. This would certainly make more sense than what I was able to hash out from "SOA Thermal Lance".

    I'll check myself, but you wouldn't happen to know the names of the campaign triggers I should look at, do you?

    Also (I'll likely see this when I check), if I need a trigger for the second stage in targeting, would that trigger create the targeting actors? or would that be attached to the ability of the created unit?

    Posted in: Data
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    posted a message on coop commanders maps in vs maps

    @collinmarcum57: Go

    To clarify, you want to...

    1. Use Coop Commanders in a melee pvp map?

    2. Use Melee units and balance in a Coop map with objectives?

    Posted in: General Chat
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    posted a message on [data][effects][need help] Creating a Fixed Point, Relative to a Unit

    This problem seems to be the key component in several interesting arena-style abilities I'm interested in. The core component is that a "point" is created (visible or invisible) which manintains its distance to, and orientation relative to a unit which moves about the map.

    I'd like to be able to create fixed points that respect unit orientation (that is to say, when the unit turns, the point will move, rotating around a long axis, to remain on the same side of the unit as it previously was), and fixed points that do not respect unit orientation (meaning that a point SW of a unit will always be SW, regardless of how the unit rotates)

    Let me give you a few examples. These should give a bit more perspective with respect to Data.

    Fixed point, Respecting unit orientation: Attacks from behind deal more damage

    Each unit will have a buff named [vulneravle]. This buff[vulnerable] does 2 things: 1) it creates a persistent effect, located 2 units behind the unit owning the buff[vulnerable]; 2) it has a damage response effect that recognises the whether any source of damage comes from a unit with a second buff[deadly]. Several times a second, the create persistent effect will run a search area effect (radius 2), and that search area effect will apply a buff named [deadly].

    The net effect of all this is that any unit in melee range behind the unit with buff[vulnerable] will gain the buff[deadly]. units with buff[deadly] will deal double damage to units with buff[vulnerable].

    While starcraft has little use for this type of effect, arena style maps do.

    Fixed Point, Without regard to unit orientation: Shield

    Let's say we have a unit. We'll name him "Braum". We want to give him an ability named "Unbreakable". When Unbreakable is cast, in a target direction, it creates 5 fixed points (create persistent) in an arc, facing the direction the ability was cast. several times a second, each of these fixed points runs a search area in a small radius, and deals lethal damage to all missiles found in the area(s). These persistent points last for several seconds. As Braum walks around, these points should always face the same direction - if he casts the ability to block attacks from the West, the shield should not rotate north and Braum walks south.

    I've created this type of ability before, but the "shield" of 5 points is created at the target point, and just rotates in accordance with the casters movements. it fails to stay with the caster, and it fails to maintain its origional orientation.

    ..............

    Thankyou in advance for your help. I can provide more information as needed.

    Posted in: Data
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    posted a message on [Data] [need help] Vector Targeting Abilities, using 2 clicked points

    I'm currently working on a map that uses global calldown abilities, the same a s Spear of Adun (SOA), or the Coop Commander maps.

    Most of this is going very well, but the abilities which use multiple on screen clicks, during targeting, all seem to fail. By default, the UI only accepts one on screen click, and then attempts to execute the ability. This results in A) the ability consumes costs but does nothing, or B) the ability performs only part of its desired effect.

    Here are Two examples of what I am trying to create/make work:

    1. (SOA) Thermal Lance:

    (not to be confused with the Colossus Weapon) This one origionally comes from the Protoss Campaign, and appears again with the Karax Coop Commander. When used, the player clicks the screen once to determine the start point for the effect (targeting arrow appears on first click) and clicks a second time to determine the end point (all units, in a line, starting at first point and moving a set distance in the direction towards the second point are damaged). In addition to this 'Vector style Targeting', the ability allows the player to target 3 different areas with one casting. - That is, after the effect begins damaging units along the first line, the ability immediately propts the user to select a second area to target with an identical effect, and does this a total of 3 times.

    Looking through the in-editor data, the ability itself is a BEHAVIOR type ability, and that makes very little sense to me. If you can help me create the proper effect once, I will be very greatful. If you can help me create the effect 3 consecutive times, as is done in the Blizzard maps, I will be even more greatful, and quite astounded.

    2. (Nova) Tactical Airlift

    The in-editor name for this one is "Nova Griffin Transport Load Units". On cast, the ability Spawns a unit, and orders that unit to Load all units in an area search. So far, this works. On the first click from the player, after the Spawned unit appears, the ability needs to issue an order to move to the clicked point (allow minimap targeting) and unload all units. (this part does not work. it currently does not accept user input for where units should be dropped off) At the end of a timed life, the Spawned transport unit disappears. (this part works. it even drops off all units, even if no target point was chosen)

    ....................

    Finally, I'll underline again that my current goal is to Fix pre-existing abilities, causing them to work correctly. If you suggest rebuilding them from scratch, I am happy to go that route (and would like to know how, in the case of Thermal Lance), but have not yet made heavy efforts to do so.

    The major problem with these (I think) is allowing the user to put in all the necessary commands. I suspect Triggers will be necessary at some point, but I would like to use as few as possible. ....................

    Thankyou, in advance.

    Posted in: Data
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