So, I just came back to SC2 since LotV and ran into a problem with one of my old maps, which was working fine in HotS. For a certain spell, I create a hidden dummy unit with a timed life to cast one portion of the spell, the problem is: when the dummy unit expires, it is now playing a protoss-like explosion effect. I already removed all the death effects and death actors, tried adding another hide event for when the unit dies, even tried to change all protoss explosion models to something else, but every time it just does the same explosion when the dummy's timed life runs out. Am I missing something here?
Thanks, I guess I'll have to do it with triggers then. My only concern now is if it could cause lag, since I'll need a periodic trigger running to move each missile because they move in a curve, so a simple "Move to point over X seconds" wouldn't work.
Basically, what I'm trying to do is create a channeled spell where the missiles launched would behave differently (different speed, angle, acceleration, etc) over the duration of the channeled spell, and reacting to the presence of enemy units. Creating individual movers for each type of movement would not be possible, as the number of possible variations would be incredibly high. Is there a way to edit a missile's mover dynamically with triggers to create these variations?
I'm not sure there's a simple solution with data, but it would be really easy to do this with triggers. You'd make an event that triggers whenever a unit dies, make a condition to check if the unit type of the unit that died = SCV, then add that amount of gas to the triggering unit's owner (and subtract that amount from the other player, if you want).
I'm not sure if they actually modified the field and I didn't notice, but the field that links an actor to a unit is still there, under "Token - Unit Name".
I managed to solve this by using multiple throw phases with long blend times to generate the curves, but now, no matter where I target the skill, the projectile is always fired straight down. Does it have to have at least one guided phase?
Edit: Nevermind, found a way to fix it, thanks for the help guys.
What I meant was a projectile that moves in a curve on the horizontal plane, from what I've read from Blizzard's tutorial a ballistic driver can only do vertical curves, like a catapult projectile, or am I mistaken?
Recently I've been trying to make an ability to send out a projectile that moves in a curve and collides with the first unit it hits. I was using the trigger editor for this but, because of the large number of projectiles being handled by triggers it was causing some lag.
I wanted to convert the system into data so it hopefully doesn't lag as much, would it be possible to do so? I already read the tutorials about projectiles and movers, but I haven't been able to replicate the effect I was doing with triggers.
The tutorial you linked is for importing m2 models from WoW, as far as I know the program used there can't convert Warcraft 3's MDX models to m3.
Unless someone creates some kind of tool to automatically convert MDX to m3, some kind of modelling program (3ds max, Gmax, Maya...) will be required to do this conversion.
And no, as far as I know you can't download the Warcraft 3 editor without the game.
Didn't you create a similar thread to this before? It might have been answered there already, but anyways:
When you add the Left 2 Die mod as a dependency to your map, it only contains the assets (3d models and textures). It comes with no data because Blizzard created the data on the map itself, not on the mod.
You can either create the data yourself on your map, or you can try copying the units over from the Left 2 Die map, however that never worked properly for me, since you need to copy the data in a specific order or the vaules will not get assigned correctly.
Didn't notice the Char lava already there, my bad. But that can be fixed by duplicating the Char lava with the data editor and using different ones for each areas, like I did up top. In fact, unless someone is working on it right now, I should be able to fix it in just a moment.
When you lowered the lava, it also lowered it on the rest of the map, uncocering the untextured terrain below. I replaced the lava in your area with the Char lava, which looks the same, while also keeping the lava in other areas at the same height.
Edit: Christ, I just checked the date of the previous post. Is this still going on?
Edit 2: Anyway, finished my part. If anyone wants to keep this going, the map's attached.
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Here's the actor, it was based on the observer actor.
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So, I just came back to SC2 since LotV and ran into a problem with one of my old maps, which was working fine in HotS. For a certain spell, I create a hidden dummy unit with a timed life to cast one portion of the spell, the problem is: when the dummy unit expires, it is now playing a protoss-like explosion effect. I already removed all the death effects and death actors, tried adding another hide event for when the unit dies, even tried to change all protoss explosion models to something else, but every time it just does the same explosion when the dummy's timed life runs out. Am I missing something here?
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@EagleXs: Go
Try something like this:
Event: Any Unit dies
Condition: Comparison: Unit type of Triggering Unit = SCV
Actions:
Modify Player property - Owner of Triggering Unit - Vespene - Add [amount]
Modify Player property - Owner of Killing Unit - Vespene - Subtract [amount] (if you want to subtract vespene from the killer)
I haven't tested it but I see no reason for this not to work.
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Thanks, I guess I'll have to do it with triggers then. My only concern now is if it could cause lag, since I'll need a periodic trigger running to move each missile because they move in a curve, so a simple "Move to point over X seconds" wouldn't work.
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Basically, what I'm trying to do is create a channeled spell where the missiles launched would behave differently (different speed, angle, acceleration, etc) over the duration of the channeled spell, and reacting to the presence of enemy units. Creating individual movers for each type of movement would not be possible, as the number of possible variations would be incredibly high. Is there a way to edit a missile's mover dynamically with triggers to create these variations?
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I'm not sure there's a simple solution with data, but it would be really easy to do this with triggers. You'd make an event that triggers whenever a unit dies, make a condition to check if the unit type of the unit that died = SCV, then add that amount of gas to the triggering unit's owner (and subtract that amount from the other player, if you want).
0
I'm not sure if they actually modified the field and I didn't notice, but the field that links an actor to a unit is still there, under "Token - Unit Name".
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I managed to solve this by using multiple throw phases with long blend times to generate the curves, but now, no matter where I target the skill, the projectile is always fired straight down. Does it have to have at least one guided phase?
Edit: Nevermind, found a way to fix it, thanks for the help guys.
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What I meant was a projectile that moves in a curve on the horizontal plane, from what I've read from Blizzard's tutorial a ballistic driver can only do vertical curves, like a catapult projectile, or am I mistaken?
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Recently I've been trying to make an ability to send out a projectile that moves in a curve and collides with the first unit it hits. I was using the trigger editor for this but, because of the large number of projectiles being handled by triggers it was causing some lag.
I wanted to convert the system into data so it hopefully doesn't lag as much, would it be possible to do so? I already read the tutorials about projectiles and movers, but I haven't been able to replicate the effect I was doing with triggers.
0
The tutorial you linked is for importing m2 models from WoW, as far as I know the program used there can't convert Warcraft 3's MDX models to m3.
Unless someone creates some kind of tool to automatically convert MDX to m3, some kind of modelling program (3ds max, Gmax, Maya...) will be required to do this conversion.
And no, as far as I know you can't download the Warcraft 3 editor without the game.
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Didn't you create a similar thread to this before? It might have been answered there already, but anyways:
When you add the Left 2 Die mod as a dependency to your map, it only contains the assets (3d models and textures). It comes with no data because Blizzard created the data on the map itself, not on the mod.
You can either create the data yourself on your map, or you can try copying the units over from the Left 2 Die map, however that never worked properly for me, since you need to copy the data in a specific order or the vaules will not get assigned correctly.
0
@Terhonator: Go
Didn't notice the Char lava already there, my bad. But that can be fixed by duplicating the Char lava with the data editor and using different ones for each areas, like I did up top. In fact, unless someone is working on it right now, I should be able to fix it in just a moment.
Edit: There, everything should be fine now.
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Working on it right now.
@Terhonator: Go
When you lowered the lava, it also lowered it on the rest of the map, uncocering the untextured terrain below. I replaced the lava in your area with the Char lava, which looks the same, while also keeping the lava in other areas at the same height.
Edit: Christ, I just checked the date of the previous post. Is this still going on?
Edit 2: Anyway, finished my part. If anyone wants to keep this going, the map's attached.
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@AMtrane: Go
If the map is not protected, just go to Open -> Battle.Net and search for the map you want to open.