So you figured it out?
If this remains a problem, you can try setting the damage to go off slightly after the buff.
Also, on the buff I had to use Effect - Initial instead of Periodic to trigger the next effect in line, otherwise it didn't do anything. Try it, it may solve the death problem.
A nit: instead of damage and then the behaviour effect, you need to put first the behaviour effect and then the damage in the set. Otherwise if the damage kills the enemy, the behaviour is not applied.
Public service message: France and other French speaking countries like Belgium (that's me) use the Azerty keyboard layout instead of Qwerty. This means your pretty WASD control scheme will look something like ZQSD would look on an international keyboard.
This mapping works both ways. So you can solve this issue by allowing people to use the ZQSD input scheme as well as WASD.
There is also the Eastern European Qwertz layout which doesn't interfere with WASD but will still mess up hotkeys.
I'm using Move Unit triggers. Fine, but they seem to move you right over cliffs and into the map edge. There are two ways to stop this: regions and then make the move trigger not apply if the destination point is in a region, or just lots and lots of 4x4 and 8x8 unpathable bricks.
Which would be the fastest? (ie. which was the fastest in War3?)
Wow o_o Nice work! :)
So the missing link was the behaviour.
I think it is possible to make the bolt not bounce back by copying the mutalisk validators, but this may lead to 'NextDelay' issues. What you could try is make the first behaviour last 0.2 seconds, then the second one 0.1 second and search for targets that don't still have the behaviour.
But then in League of Legends the various chain effects didn't account for this either and it made them more interesting to play with and against.
Changing game error text would be great. Since currently when a player tries to use a resource it returns the game's error text which might not make sense in a game.
I think there is an option to edit ingame text, but beware the current localisation issues.
......
- Apply force does not seem to work if the unit cannot move, even if it is a valid target for the force effect.
- There is no trigger that activates mouse look and makes the camera move to follow a unit. Moreover, you cannot combine the camera pan trigger with mouse look. This makes mouse look completely useless.
- When saving maps, the editor occasionally and randomly throws an error saying it cannot delete a temporary file. My SC2 is installed in a directory in the C:\ root so it is not a permissions error.
- The following does not seem possible: an ability casts a set on the target, which has a damage effect and a searcher. The searcher picks a nearby target and applies a similar set to it, doing damage and looking for a new target. Now you want a beam between both units (so basically chain lightning). The beam always originates from the caster and nothing you do seems to affect it.
- I have a set that spawns three searchers, which apply behaviours to every target in range (one for enemies, two for allies). When a unit gets in range, there is a noticable 0.5 second pause.
- Editing triggers gets incredibly slow when you have a long trigger. I have a trigger with 16 switch cases that each do a unit move and set an animation. It takes 5 seconds to process any edit whatsoever. The annoying part is that when you want to edit a line and you move the mouse too quickly, it drags it instead.
- You can't initially set a camera using triggers. You have to place it on the map and then move it.
If Blizzard is reading this, hear my plea: don't break compatibility with existing maps when you patch the editor. Come release, people may have invested months into their map already and you did tell map editors to get started. :)
If, of course, this wasn't intentional. I think it may be intentional, even if it would make the localised versions of the game somewhat unpopular. It is however monumentally silly that US English and EU English are two different string sets.
In Diablo 2 modmakers included their changed strings in every language version, so if you had the French copy it would turn your game into English.
I want to make a chain lightning spell. To do this, I have an ability that casts a Set on the target enemy spot, which separates in Damage and a Search which picks one nearby enemy and repeat.
I also want a beam, of course. The first lightning bolt actor, a copy of the Archon Attack with as attack effect the first Damage, works great. The actor for the second bounce, however, which has as attack effect the second Damage, does not work correctly: the beam goes from the caster to the second target.
I tried changing pretty much everything and it keeps doing that. I want it to go from the first target (or the origin of the Search) to the second target, not from the caster to the second target.
I asked about this on irc, but no flawless solution appeared.
Basically I want an ability that shoots a missile in a straight line from the front of the unit, and if it hits an object/wall/unit/level border it explodes (damage optional, there are triggers for that). So basically a rocket launcher for your unit.
Suggestions so far:
- Keep using the Move trigger in a loop. In multiplayer when 16 people go macross missile massacre this will not work.
- Have a unit target a point, and a proximity trigger in a loop that blows it up. Same problem, plus what if you're facing a wall and it can't spawn the point?
I can't believe it is complicated to have a simple freaking missile that moves in a simple straight line. Even the hellion almost does this. So I must be stupid.
Great. :) It's not entirely what I was hoping for ('can the galaxy editor...?' 'yes.'), but in a way it is enough to solve the UI problem once we can get rid of that black bar at the bottom.
Blizzard's GalaxyEdit won't support UI Customization. Supposedly, the Editor can do anything and everything, except for the UI Customization. With that in mind, we've been planning on getting that in our Third Party Editor, MilkyWayEdit, ;).
But 2 out of 3 Blizzcon maps have a custom UI and the Ghost map has NPC dialogue! :( Even War3 had some UI customisation options.
Could it be that they meant it cannot be done with the trigger menu and you have to dive into the code? Like in War3 where half of the things you wanted to do were only possible in JASS?
Also, Sixen, you need to tell me how you did it. :D
0
So you figured it out? If this remains a problem, you can try setting the damage to go off slightly after the buff.
Also, on the buff I had to use Effect - Initial instead of Periodic to trigger the next effect in line, otherwise it didn't do anything. Try it, it may solve the death problem.
The lightning bolt icon is protoss-arguslink.
0
A nit: instead of damage and then the behaviour effect, you need to put first the behaviour effect and then the damage in the set. Otherwise if the damage kills the enemy, the behaviour is not applied.
Chain Lightning
0
Public service message: France and other French speaking countries like Belgium (that's me) use the Azerty keyboard layout instead of Qwerty. This means your pretty WASD control scheme will look something like ZQSD would look on an international keyboard.
This mapping works both ways. So you can solve this issue by allowing people to use the ZQSD input scheme as well as WASD.
There is also the Eastern European Qwertz layout which doesn't interfere with WASD but will still mess up hotkeys.
Thanks for your consideration.
0
I'm using Move Unit triggers. Fine, but they seem to move you right over cliffs and into the map edge. There are two ways to stop this: regions and then make the move trigger not apply if the destination point is in a region, or just lots and lots of 4x4 and 8x8 unpathable bricks.
Which would be the fastest? (ie. which was the fastest in War3?)
0
It works brilliantly! :D
0
Wow o_o Nice work! :) So the missing link was the behaviour.
I think it is possible to make the bolt not bounce back by copying the mutalisk validators, but this may lead to 'NextDelay' issues. What you could try is make the first behaviour last 0.2 seconds, then the second one 0.1 second and search for targets that don't still have the behaviour.
But then in League of Legends the various chain effects didn't account for this either and it made them more interesting to play with and against.
Thanks!
0
I think there is an option to edit ingame text, but beware the current localisation issues.
......
- Apply force does not seem to work if the unit cannot move, even if it is a valid target for the force effect.
- There is no trigger that activates mouse look and makes the camera move to follow a unit. Moreover, you cannot combine the camera pan trigger with mouse look. This makes mouse look completely useless.
- When saving maps, the editor occasionally and randomly throws an error saying it cannot delete a temporary file. My SC2 is installed in a directory in the C:\ root so it is not a permissions error.
- The following does not seem possible: an ability casts a set on the target, which has a damage effect and a searcher. The searcher picks a nearby target and applies a similar set to it, doing damage and looking for a new target. Now you want a beam between both units (so basically chain lightning). The beam always originates from the caster and nothing you do seems to affect it.
- I have a set that spawns three searchers, which apply behaviours to every target in range (one for enemies, two for allies). When a unit gets in range, there is a noticable 0.5 second pause.
- Editing triggers gets incredibly slow when you have a long trigger. I have a trigger with 16 switch cases that each do a unit move and set an animation. It takes 5 seconds to process any edit whatsoever. The annoying part is that when you want to edit a line and you move the mouse too quickly, it drags it instead.
- You can't initially set a camera using triggers. You have to place it on the map and then move it.
If Blizzard is reading this, hear my plea: don't break compatibility with existing maps when you patch the editor. Come release, people may have invested months into their map already and you did tell map editors to get started. :)
0
If, of course, this wasn't intentional. I think it may be intentional, even if it would make the localised versions of the game somewhat unpopular. It is however monumentally silly that US English and EU English are two different string sets.
In Diablo 2 modmakers included their changed strings in every language version, so if you had the French copy it would turn your game into English.
0
Hi,
I want to make a chain lightning spell. To do this, I have an ability that casts a Set on the target enemy spot, which separates in Damage and a Search which picks one nearby enemy and repeat.
I also want a beam, of course. The first lightning bolt actor, a copy of the Archon Attack with as attack effect the first Damage, works great. The actor for the second bounce, however, which has as attack effect the second Damage, does not work correctly: the beam goes from the caster to the second target.
I tried changing pretty much everything and it keeps doing that. I want it to go from the first target (or the origin of the Search) to the second target, not from the caster to the second target.
Halp!1! :(
0
Long story short: the editor is the best tool to edit xml files. In fact, you won't even notice that they are xml files.
It's just that some people couldn't wait until the editor. ;)
0
I asked about this on irc, but no flawless solution appeared.
Basically I want an ability that shoots a missile in a straight line from the front of the unit, and if it hits an object/wall/unit/level border it explodes (damage optional, there are triggers for that). So basically a rocket launcher for your unit.
Suggestions so far: - Keep using the Move trigger in a loop. In multiplayer when 16 people go macross missile massacre this will not work. - Have a unit target a point, and a proximity trigger in a loop that blows it up. Same problem, plus what if you're facing a wall and it can't spawn the point?
I can't believe it is complicated to have a simple freaking missile that moves in a simple straight line. Even the hellion almost does this. So I must be stupid.
0
Clarification: We can't publish games to the cloudy cloud but CAN we publish them when the game is released? (ie. will we have to start over or not?)
0
Great. :) It's not entirely what I was hoping for ('can the galaxy editor...?' 'yes.'), but in a way it is enough to solve the UI problem once we can get rid of that black bar at the bottom.
0
But 2 out of 3 Blizzcon maps have a custom UI and the Ghost map has NPC dialogue! :( Even War3 had some UI customisation options.
Could it be that they meant it cannot be done with the trigger menu and you have to dive into the code? Like in War3 where half of the things you wanted to do were only possible in JASS?
Also, Sixen, you need to tell me how you did it. :D
0
Wait... are you saying Blizzard's editor won't have support for those, or just the current third party editor? :)
Hi. :D