• 0

    posted a message on Tutorial confusion

    The editor didn't change that much since beta. It looks a bit different, but generally most things are the same tho.

    Posted in: General Chat
  • 0

    posted a message on Are directional shields possible?

    When you say a shield do u mean like a protoss shield right?
    Idk how to do this, but i suggest taking a look at the hangar ability. Its how broodlords have the broodlings follow them. So you could just use that to create 4 units that will be infront, aft(?), port, and starboard of your ship. Then make sure that those units are targetable and have like 1 health and whatever amount of shields. You would also be able to give them a model of something that looks like a protoss shield. However how to make it so that they would get in the way of incoming projectiles that are targeted at the center unit. hope this helps gl.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Solved]How to make a trigger that dosent allow a research item to be researched after being researched

    you can use requirements for that. No need for triggers. I think there might be a tutorial for requirements somewhere, not sure.

    Posted in: Triggers
  • 0

    posted a message on channeled ability?

    I think what you might be looking for is called prepare. For example when a battlecruiser uses a yamato cannon it has to w8 like 3 or 4 seconds. Those 3 or 4 seconds is called a prepare in the editor. Channeling is something more like the medic heal where theres an effect with being cast.
    So what you can do is create a dummy ability with like say a 10 second prepare time. Then have a trigger to go off when that ability is cast to teleport the caster.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Set rain to everywhere?

    What you can try to do it create a unit with the doodad model and have it placed everywhere. It's a lot simpler to just place all of the doodads, in anything you can try to go and scale them to make then bigger, might make it so you would need to place more.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Protoss Weapon Upgrade 1...

    When looking at the upgrade in the data editor under look at the data field "Upgrade - Max Level" This affects how many times with upgrade will work. To get this to work you should also get rid of the requirements associated with the upgrade, because the way the upgrades work atm in sc2 is that its not 1 upgrade with 3 levels, but actually 3 separate upgrades.
    I think theres a bug related tot he max level of upgrades atm, not sure. so i think the max atm is ~100.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Creating a Custom function to return..

    The link you sent to me is outdated. XML editing it how people tried to make maps when there was no editor out. As far as i understand how the data editor actually works is, that its just a bunch of text files or something of the sort and they are in XML format. Before the editor was released people had to go and use program to open and edit those text files. Now we have the Galaxy editor, it does it for us and we don't need to do any of that XML editing. Also everything done in that post through XML can be done in the Galaxy editor as well. The carry behavior and carry weapon thing are data fields for items. What they do it when ever that item is carried by a unit they will use that weapon or have that behavior, however they also have a data field for equipbehavior and equipweapon. The difference between those 2 is that carry is when the item is in the units inventory, equip is when the item is in an inventory slot with equip enabled ( idk you if know this but i'll mention this anyways, you enable equip for a specific slot when you create the inventory container).

    I can help you more, but i think i would need to know the bigger picture of what your trying to do, because i might be able to help you do it in an easier way or something. For example is the only way you want the hero (ill refer to the unit used by the player as hero) to attack is when you left click your mouse button? Will the hero be able to use the regular attack ability?

    also im on atm, but i might be busy, however i will try to get on vent if you are on

    Posted in: Miscellaneous Development
  • 0

    posted a message on Creating a Custom function to return..

    yea, but tbh im rly tired, and im about to go to sleep any minute now xD, so tmrw pm or something when you want to discuss this and i wouldnt mind explaining it again. I'll probably be free to dicuss this over vent in like 10-12 hours.
    The catalog way might not work because catalogs return string values, and there is no built-in way to convert a string to a gamelink, well not afaik. You would need to convert the string to a gamelink because effects are gamelinks.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Creating a Custom function to return..

    All the visual effects like explosions or beams or what ever, will have to be done through actors linked to the effects.
    Catalog functions deal with getting info straight from the data editor and editing info in the data editor. However the way i did you don;t have to use them, and tbh i think this will slightly easier once its all set up. Its not rly the most seeming direct way but thats what that function i posted basically does, depending on what the weapon is, it will return the effect you want for it. If you want ill post another function that does something simliar though it will use catalog functions and it will have to be done in a slightly different way.

    Edit: nvm, the way i was thinking of doing it with catalog functions isn't possible unless you have a custom function (with custom script) to convert a string to a gamelink or have another custom function to manually convert strings to gamelinks but thats making it more complicated then the other way i said. So just try it the way i posted before.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Creating a Custom function to return..

    @Sumsin:

    I haven't actually done any work with mouse clicks. I just took a look at the event, and from the looks of it, it will cause lag if you use that event so idk how you would go about doing that, but thats not what your asking here.
    k, So besides damage, do u intend for there to be anything else besides damage. I mean like for example a slow effect when an enemy is hit, or maybe some kind of damage overtime after they are hit.

    To do this w/o using an issue order and using environment actions, this would have to be half data editor and half triggers. what you would be able to do is make it so that in the editor none of you weapons actually have effects directly linked to them.Create a bunch of Launch missile effects that will have damage effects, and behaviors and the such that you would want those weapons to have, but don't actually give the weapons these effects. Then In your trigger with the event that will "shoot" use http://wiki.sc2mapster.com/galaxy/triggers/create-effect-at-point-from-unit/ . For the point you will have to figure out how to get that on your own, idk anything about tracelines. For the Effect you will be able to use the function that you asked for at the start.

    Here is an example of how the function would look. I used place holders like x, and " launch missle effect for weapon x".

    Effect of Weapon
        Options: Function
        Return Type: Game Link - Effect
        Parameters
            Weapon = No Unit <Unit>
        Grammar Text: Effect of Weapon(Weapon)
        Hint Text: (None)
        Custom Script Code
        Local Variables
        Actions
            General - Switch (Actions) depending on (Unit type of Weapon)
                Cases
                    General - If (X)
                        Actions
                            General - Return Launch missle effect for weapon X
                    General - If (Y)
                        Actions
                            General - Return Launch missle effect for weapon Y
                    General - If (Z)
                        Actions
                            General - Return Launch missle effect for weapon Z
                Default

    You will need a global variable for the weapon, not the unit/hero the player is using. Item and weapons are all considered units, even if they are equipped or in an inventory. So you will have to have triggers to set the weapon to the variable every time its changed.
    Nevermind the thing about the catalog functions, its not necessary, but it is possible to do this in another way using it. However dont worry about that, this should work just fine.

    Edit: Also if you find this confusing or something or have a question go ahead and ask, ill try to respond asap, but imma be going to bed soon.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Creating a Custom function to return..

    Still a bit confused about what you want. This is what i got so far, in your map your going to have items that have a class defined as weapon:range.

    So you want a function that will give you the damage and any behaviors a weapon has? Don't think that can be done because functions can only return one value, though there are ways around this. One thing that you will need is some custom way to reference the weapon. I suggest just using a global unit type variable. Then depending exactly what you want the function to return the function will vary, For example if you want to get the damage a weapon deals you would be able to use this function http://wiki.sc2mapster.com/galaxy/triggers/catalog-field-value-get/ .

    I don't want to go into more detail because im still not 100% sure if this is what your aiming for, and dont wanna waste time making a wall of text for nothing xD.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Creating a Custom function to return..

    You worded that kinda odd, can you try to explain elaborate a bit more?Do you want it to return the slot an item is currently in? ir container its in? Or something else?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Problem with triggers - units won't join unit group

    Do the one shot timer thing so you don't need to turn that other trigger on and off. Also Create a global variable , thats a type timer, and set that timer to it. Then when ever you want to reference the timer, reference the variable instead.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Problem with triggers - units won't join unit group

    Can you post the trigger with the timer? Im guessing it has something to do with the the timer. Also if you set it as a one shot timer, you wont need the whole turning a trigger on/off thing.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Problem with triggers - units won't join unit group

    Can you elaborate on exactly whats going wrong?
    Also for the  2nd trigger, the conditions aren't necessary, since it wont run on its own unless that event happens or its run from another trigger, and in both of those cases the conditions wont matter unless for when your running it from another trigger you have it check its conditions. Also there might be an issue with your timer.

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.