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    posted a message on Need someone to change the pool in the spawning pool's color
    Quote from Kueken531: Go

    Like this?

    Still glows a little green, not sure, which part of the texture is responsible for that.

    Thanks for ya help :D

    Posted in: Requests
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    posted a message on How to tint a particular part of an actor?
    Quote from Kueken531: Go

    @ST4RKiLL3R: Go

    Tinting specific parts of a model is indeed impossible, however a custom texture should work. You could export the textures of the spawning pool (the diffuse and emissive most likely) and edit them slightly (changing the color should not be too different), then re-import them either on the exact same path to replace the default ones, or use this method; which is more work, but you can still use the original spawning pool then.

    When I try to export the files it wont let me save them. Their extensions are screwed up? I'll try back in the morning it's pretty... uh... early here. 4 am x.x

    Posted in: Data
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    posted a message on List of SC1/BW assets in the mpqs

    Just browsing through using browse console command I found the following:

    effect models

    SC1 Zerg Construction Model (all 3 variations)
    dragoon attack missile
    dragoon attack missile impact
    guardian missile
    disruption web model
    feedback model
    feedback impact
    feedback launch
    maelstrom model
    energy transfer impact
    energy transfer launch
    SC1 Terran Construction Model (1 variation)
    Hydralisk acid spit
    Hydralisk acid impact
    Devourer attack missile
    Lockdown model
    lockdown missile model
    Stasis model
    Recall model
    Mindcontrol model
    irradiate model
    medic heal model
    optic flare model
    restoration model
    razor plague model (could be defiler plague not 100% sure though)
    sunken colony missile
    spore colony missile
    spore colony missile impact

    unit models

    dark archon model
    dark archon death model
    scout model
    scout warp in model
    scout stargate warp in model
    observer model(s)
    lurker models
    scourge model
    scourge death model
    wraith model(s)
    firebat model(s)
    goliath model(s)
    medic model(s)
    science vessel model(s)
    spider mine model(s)
    vulture model(s)

    buildings

    control tower model
    science facility model(s)
    nuclear silo model
    fusion core model
    etc

    theres prob more but thats what i found lol.

    Posted in: Miscellaneous Development
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    posted a message on Need someone to change the pool in the spawning pool's color

    I need someone to edit the spawning pool model or textures and tint the color of the pool inside it to a purplish-bright pink color instead of the default green color. I don't want any other part of the model tinted just the actual pool part. Thanks to anyone who can do this. I would myself but I do not have 3D Max, nor do I know how to properly use it.

    Posted in: Requests
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    posted a message on How to tint a particular part of an actor?

    I want to tint the pool of liquid in the Spawning Pool a blue color instead of green, but leave the rest of the actor un-tinted, how can I do this? Do I need a custom texture or an actual edit of the model?

    Posted in: Data
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    posted a message on Triggering Player Returning -1?
    Quote from Hobrow: Go

    @ST4RKiLL3R: Go

    That should be the first action in the trigger... xD Basicly you changed nothing because you stored it at a point where you already lost the value. I guess it's as Ranakastrasz sad, the removal of the unit also removes the link the the Triggering Player.

    I guess I should have thought to put the set variable at the beginning of the trigger. Now it works lol. The remove unit action doesnt have anything to do with it. Thanks :D

    Posted in: Triggers
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    posted a message on Triggering Player Returning -1?
    Quote from Hobrow: Go

    Hmm I heard of a problem where triggers "forget" the value for triggering player. However I never encoutered it myself. Try storing triggering player in an integer variable and see if it works...

    I tried setting a variable to triggering player just before the camera - pan action, it still didn't return the correct value. :/

    Quote from Ranakastrasz: Go

    Well, If you remove a unit, then refer it it, I expect some technical difficulties will occur. Basically, Remove (Triggering Unit) at the end of the trigger, as I imagine (Triggering Unit) would be Picked in that loop, and removed, and once it is removed, well, It tends to not belong to any player.

    Also, Triggering Player, I wouldn't expect to work, as the trigger does not have anything to do with a player.

    It might be the removal of the unit that's causing this, maybe. I'll try moving the remove units action down after the camera - pan action.

    BTW it counts "Triggering Player" as the owner of the triggering unit, according to the hint text associated with this event. And likewise with damaging player etc. I was using owner of unit (triggering unit) before I switched to triggering player and it worked up until the same point.

    Edit: Nope, moving the remove action to the end of the trigger doesn't fix it.

    Posted in: Triggers
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    posted a message on Triggering Player Returning -1?

    okay look at this:

    Convert Human to Hybrid
        Events
            Unit - Any Unit takes Fatal Any damage (from Any effects)
        Local Variables
        Conditions
            (Unit type of (Triggering unit)) == Human (Builder)
            ((Triggering player) is in Humans) == true
            ((Triggering player) is in Hybrids) == true
        Actions
            UI - Display ((Text (Name of player (Triggering player)) with color (Color((Current player (Triggering player) color)))) + (" has been killed by " + ((Text (Name of player (Damaging player)) with color (Color((Current player (Damaging player) color)))) + and will no for (All players) to Debug area
            Unit Group - Pick each unit in (Any units in (Entire map) owned by player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                Actions
                    Unit - Remove (Picked unit) from the game
            Player Group - Remove player (Triggering player) from Humans
            Player Group - Add player (Triggering player) to Hybrids
            Unit - Set (Damaging unit) Experience to (((Damaging unit) Experience (Current)) + ((+ ((Real(hyb Hero Level[(Damaging player)])), (Real(1)))) * (Real(100))))
            Player - Modify player (Damaging player) Minerals: Add 100
            Player - Modify player (Damaging player) Vespene: Add 5
            Player - Modify player (Triggering player) Minerals: Subtract 1000000000
            Player - Modify player (Triggering player) Vespene: Subtract 1000000000
            Player - Modify player (Triggering player) Minerals: Add (1 * (Integer((Round((Mission Time))))))
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Mission Time) >= 900.0
                Then
                    Player - Modify player (Triggering player) Vespene: Add 5
                Else
            General - Wait 2.0 Real Time seconds
            Camera - Pan the camera for player (Triggering player) to (Center of Hybrid Spawn) over 0.0 seconds with 100% initial velocity, 0% deceleration, and Do Not use smart panning
            Unit - Create 1 Hybrid for player (Triggering player) at (Center of Hybrid Spawn) using default facing (No Options)
            Environment - Execute Level Up Effect Trigger on (Last created unit) from player 0
            UI - Display You have respawned as a Lesser Hybr... for (Player group((Triggering player))) to Debug area
    

    This trigger works fine, up until the "camera - pan" action and beyond, where it gives me an error ingame saying that triggering player is returning -1. I've tried using Owner of Unit(Triggering Unit) and it returns 16, which is an impossible value because you can only have a maximum of 15 players in the game. How do I fix this??

    Posted in: Triggers
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    posted a message on WC3-esque Level Up Model

    Could anyone make a model similar to WC3's hero level up model? The giant vertical beam decending from 'heaven'?. Even a direct port of the wc3 model would be nice, if that's easier. Needs to be animated to look heavenly kind of like your being blessed.

    Posted in: Requests
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    posted a message on Two Difficult Chain Lightning Spells Needed

    I cant figure out how to remake the two chain lightning spells for a map I'm remaking. I was wondering could anyone help me remake them? They're very crucial to the game but I cant figure out how to create them in the data editor.

    Whoever can help me with this I'll give mad props to them in the map and loadscreen and a special skin for common units in-game once the map is done.

    --

    Here is what I need done:

    Ability Name: Chain Lightning
    Hotkey: H
    Energy Cost: 250
    Intial Damage: 125
    Intial Amount of Bounces: 4
    10 Second Cooldown All Levels

    Targets an enemy unit intially, and then upon hitting them it jumps to nearby enemy units, each jump decreasing the damage by 10%.

    15 Levels
    +25 damage a level, all the way to level 15 for a total of 500 damage
    +1 target a level until level 7, then stop adding targets for the remaining levels

    ---

    Ability Name: Healing Bolt
    Hotkey: E
    Intial Energy Cost: 175
    10 Second Cooldown All Levels
    10 Levels

    Heals 1000, 1500, 2000, 3000, 4500, 6000, 7500, 9000, 11500, 15000 hp (each value corresponds to a level, 1000 being level 1, 15000 being level 10)
    Costs 175, 200, 225, 500, 750, 2000, 3500, 5250, 7000, 7500 energy (each value corresponds to a level, 175 being level 1, 7500 being level 10)
    

    Targets an allied unit (including the unit that can cast this) and sends forth a beam that heals the target, and then bounces to nearby allied targets - healing them the same amount. Can only hit each target once per use, once hit you cannot be hit again by the same instance of the spell. This includes the intial target.

    ----

    Thanks!

    Posted in: Data
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    posted a message on Caster not casting ability Validator

    Nvm, doesn't work. I made two new validators by copying from the caster not attacking validator, and switched their abilities to two of the other abilities my hero has, and then added the two new validators to the cloak behavior under remove validators. It doesn't seem to be taking the new validators into consideration even though they're linked.

    And is there any validator or way to have cloak remove itself when the unit actually strikes another unit (not when he is just issued an attack command) if cloak has the caster not attacking validator under the remove validators section?

    Posted in: Data
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    posted a message on Caster not casting ability Validator

    lmfao now I feel dumb. Something didn't click when I was doing it that attack is also an ability and its validator can be used for whatever ability.

    Posted in: Data
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    posted a message on Caster not casting ability Validator
    Quote from DrSuperEvil: Go

    Try using a Unit Order Queue validator

    How do you actually set it up? Been trying different combos for about a half an hour now, cant figure it out.

    Posted in: Data
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    posted a message on need help implementing A* Pathing algorithm
    Quote from maverck: Go

    @ST4RKiLL3R:

    thats how i had it for testing
    but.
    that would be 1 thread for every unit
    i worry about hitting the thread limit

    it's also going to be tricky dealing with unit collision... changing paths... attack move units that acquire targets.

    Would this work?

    Check Pathing
        Events
            Unit - Any Unit uses  Move at Generic1 - Any stage (Ignore shared abilities)
        Local Variables
        Conditions
            ((Triggering unit) is Required: Ground; Excluded: Air, Missile, Item, Uncommandable, Stasis, Dead, Hidden for player (Owner of (Triggering unit))) == true
        Actions
            Your Custom Action
    

    Or would this also create one thread per unit... I think if you can do this for a unit group of whatever is selected that would work?

    Also for attack move units, couldn't you just queue it the move order so that after the unit is done auto-attacking the trigger will resume checking the original move pathing? Your need to save the orders as points. Or I guess you will also have to check the individual unit's pathing first..

    Posted in: Triggers
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    posted a message on need help implementing A* Pathing algorithm
    Quote from maverck: Go

    ok.
    perfect
    got it down significantly

    the screenshot i last posted would hit the trigger execution time limit
    so thats about 400 nodes
    now it takes 41ms to run which is perfect.

    now i just have to develop the best way to make units use this.
    off the top of my head im thinking of adding units to a variable and have a running thread which picks units from this variable one at a time.

    ideas?

    Try this:

    Events
    selected units use move ability
    Condition
    unit is ground unit = true
    Actions
    Your Custom Action, with values changed to fit the events and conditions.

    Or you could just do one big trigger, with an if then else event covering each ground unit. Make the trigger check to see what unit it is, then follow up with the appropriate action once it's found the unit. This way you aren't running any other actions than you necessarily have to. But you could also just do individual triggers for each unit, and that might give similar results.

    41ms is still kind of high isn't it, does it work efficiently enough in-game?

    Posted in: Triggers
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