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    posted a message on Want to make a structure that spawns units with autocast. -Need Help

    Well if you hero is "a hero" as unit typ then you need only a new EnumArea Validator.

    Cause i have a non-english version i will sometimes use the raw data names to avoid same lingual issues.
    So:

    • Go under Validator in the Data
    • Right click create new validator with validatortyp: CValidatorLocationEnumArea(raw data)
    • Under area declare an 360 degree area that search for more then 0 targets
    • Set the search filter to need heroic and enemy

    only thing left should be to add this validator to your behaviour (and also add it to the unit)

    Hope this helped you a little

    P.S:
    If you want only one unit typ to trigger the behaviour you can ignore the search filter and add an additional "sub" validator to area value of your validator. A validator for unit type is CValidatorUnitType in raw data. Should be selfexplaining

    Posted in: Miscellaneous Development
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    posted a message on Want to make a structure that spawns units with autocast. -Need Help

    1. Create a new create unit effect that creates spawnable unit.

    2. Create a validator that checks if a enemy hero is in range (or anything else that would detect a unit you control)

    3. Create a new behaviour with

    • duration of 0 (means that it stays for ever)
    • set a period-duration of the interval in which you want the building to spawn the needed units (maybe zerglings)
    • add your previous create effect to the periodic effect
    • add your validator to the disable validator array

    If you want the building to really "train" units then you have to exchange point 1 with an order effect that orders the unit to built your needed unit.

    Posted in: Miscellaneous Development
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    posted a message on [Contest] Unit Spells

    Can we also join with a bunch of spells in one? Like a spellpack or only single ones?

    and...

    Remakes of SC1 abilities aren't very orignial... =) Will they get some mali or does creativity doesn't count?

    Posted in: Project Workplace
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    posted a message on M3 Exporter

    Do you think it's able to model with Blender and then export the model into a 3DSMax file and then exporting it into m3?

    That would be great if this can be done correctly.

    And... by the way: Are these "hair" parts on models working right now? Like you can see them on zealots or the tentacles of the corrupters? really need this feature...

    ...organic models making so much mess -.-

    Posted in: Third Party Tools
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    posted a message on [Contest] Melee AI

    Hi guys,

    what things should a AI could do for this contest? If it's only about doing somewhat then i can maybe join with my absolutly crap only building lings, drones, lords and spincecrawler AI. =)

    Is it aloud that the AI can only handle one race?

    I really wonder that the "Overmind" AI hasn't joined in this contest.

    Posted in: Project Workplace
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    posted a message on Custom Decals

    And that it have something to do with the Dekor Decal model or acteur? Strange thing that the amount of texture variations (29)doesn't fit to the real existing decal variations...

    And sry i thought it was kind a easy, but you are right: It doesn't work.

    Posted in: General Chat
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    posted a message on Custom Decals

    Don't you have only to go into the data editor under the subsection "textures" and add a new decal to all the existing ones?

    Posted in: General Chat
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    posted a message on [Help] Merging Dark Archon + Creating Malestorm

    Maelstorm: Have you linked your acteur with the effect that was triggered by a search area effect? Don't know what else you could be done wrong.

    Posted in: Miscellaneous Development
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    posted a message on Cerebrat needs some help with his skills

    So here are some updates.

    I have done some tiny icons for the specialization ability for my cerebrate. He will be able to choose one of them and stay at this value for the whole game.

    Also his passive ability to increase supply has now an own icon.

    What is still to be done:

    • RangeActeur creation on each overlord of the player. I absolutly can't get this to work... Does anybody know how i have to work with "Set reference" and "Signal" or similar?
    • Modal casting costs for the ability "Swarm Unit" also working on an icon for that...
    • Is there a way to get a wireframe for the energy to work?
    Posted in: Miscellaneous Development
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    posted a message on [Video] Icon Tutorial

    This is absolutly great! I never have saved my imports. XD - Good job.

    Posted in: Tutorials
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    posted a message on Color Change

    @Eldrazor: Go I've tested this on an model for an abilities and it doesn't work. :(

    Posted in: Miscellaneous Development
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    posted a message on Color Change

    You have to color tint via events of an acteur.

    Posted in: Miscellaneous Development
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    posted a message on A problem with custom abilities and the range circle?

    @AegisRunestone: Go

    You have to make a new acteur for his range or change the range acteur of the high templer skill to work also on Kheldruns ability. ;)

    Posted in: Miscellaneous Development
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    posted a message on New abilities for Kheldrun?

    If you want Kheldrun's Plague to deal 15 damage per second you only need to change the value on the drained life effect to "-1" and you have to change the period amount(/count) on the behavior to 180 (while you change the periods phases to 0.0000 or reset this value). So he will deal 180 damage except of 300. (Nearly half effective....)

    Defense Matrix reduces all incoming damage to 1 or? Then you can base it on the hardenend shield and only have to reduce his values of 10 to 1... i'm not shure about how many damage can be prevented... would be great if you can found out how this ability has worked in SC1.

    But if you give him my shield recharging skill that can be autocasted and filling up his shield it won't be a real passive ability?

    Anyway...
    I've got another idea. Maybe you can give him the ability to creating an psionical copy of himself by channeling, only having half hp and dealing half damage but being cloaked and having blink? This "ghost" will having only a limited duration of life time...

    All in all i thing Kheldrun has a lot of spells... Kerrigan only got 3 abilities and was one of the heros with most of them.

    Posted in: Miscellaneous Development
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    posted a message on New abilities for Kheldrun?
    Quote from AegisRunestone: Go

    Lol. "Master," "Pay"? I'm a poor college student. I can't afford to pay anyone! XD And I did a lot of work myself. ;)

    It's everytime a wierd experiance to meet me late at night ;) and hope i will also study soon.

    Hmmm.... and if you give him the ability to summon a simple shield? So it doesn't will work like "mana shield" and well... it will be a defense matrix? Or you give Kheldrun a shield value of what ever you want but give him a shield regeneration and starting value of 0. So his shield is normaly at zero.
    Then you can give him an ability that will recharge his shield by draining energy until its full. Then the ability turns off and can be activated again if Kheldrun needs to recharge his shield. Would be simple and have a touch of "mana shield", but won't suck your energy into nothingness.

    Quote from ShadowThanatos: Go

    Piercing Spine definitely the theme of a hydra. How about impale of Cryptlord from WC3?

    Impale: sends seismic spines to move forward, any enemy unit stand on the wake will be impaled. Deal x damage and stun y sec.

    For the wave we have burrow dust effect, impale <= we have sunken colony attack effect.

    I thought i have seen the texture of the lurker attack spines somewhere in the editor maybe there are also the model for this. But he was a Hydralisk an not a lurker?... Hmm sometimes i though he will got the ability to morph into one and also to morph back again into Kheldrun. :)

    Quote from ShadowThanatos: Go

    As you said: Kheldrun is not a cannibal and he need low energy cost spell..how about consume (again). This spell is from Defiler (again). Kheldrun instantly kill a target Zerg unit then he gain HP (add it) and energy (old effect of Consume). If you like, you could make Kheldrun goes frenzy (andreline) when he consume a unit, boots his AS and MS.

    I have already suggested this. Seems Kheldrun don't want to be an consumer. ;)

    @AegisRunestone: Go

    Do you want to give Kheldrun all his spells from beginning? Or do you maybe add some ability in the course of the campaign? Kheldrun needs very very much energy with his spells and it will very helpful to give him an ability that restores his energy. Maybe you can add some levels for the mind link.

    Or you can make my "newest" mana shield suggestion an passive ability that restores Kheldrun shield if he is burrowed.

    Posted in: Miscellaneous Development
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