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    posted a message on [Question] Calldown unit + nuke explosion

    @DrSuperEvil: Go

    Yes, i knew it was just me being confused. Now it works, thanks!

    Posted in: Data
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    posted a message on [Question] Calldown unit + nuke explosion

    Hey!

    Lets start with what is my goal:

    • It is to make a drop (preferably using the calldown mule animation) which creates nuke explosion upon hit.

    I managed to do drop which spawns correct units and damages everything around.

    What i cannot do is the explosion itself. After some searching i think its bound to nuke drop animation, so i cant have one without the other (so it's actually one long animation).

    I thought i can just make a nuke drop which spawn a unit then, but somehow it's not working. It's probably really easy, i'm just a little confused here. So can anyone help me with either of this:

    • Adding the nuke explosion to Calldown mule drop animation (when it hits the ground - boom)
    • Adding a unit spawn to Nuke drop (when nuke touches the ground and explodes, a unit also spawns)

    Big thanks in advance!

    Posted in: Data
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    posted a message on [Data] Working with Beams (Beginner Difficulty)

    I think it is in the Splitter (Search) Effect.

    You have to uncheck Ally and Player boxes in the Search Filters.

    Here it is again from tutorial:

    Create a new effect named Splitter (Search) with Effect Type: Search Area

    • set Search - Areas + to (Arc: 360; Effect: Splitter (Damage2); Maximum Count:2 and Radius: 4)
    • set Search - Exclude + to Target
    • set Search - Search Filters to exclude[Dead/Hidden/Invulnerable/Missile/Resource(both)/Self/Stasis] and require [Visible] and uncheck ally/player
    • set Target - Target Sorts + to TSLifeLargestFirst(Unknown)
    Posted in: Tutorials
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    posted a message on [Data] Working with Beams (Beginner Difficulty)

    Now it works! Thanks a lot! These tutorials are great btw.

    I just did a Lancer with beam following the Ionic Splitter's one. So it hits one target and then jumps to three another. It all works, just i get one error in-game:

    "[LancerDamage2] Can only create one CActor Action per effect"

    Lancer Damage 2 effect is based on "Splitter (Damage2)" in tutorial.

    Also, what i would like do to is - when the beam hits a target, there's an effect on unit, like a small "cloud" or "explosion" (like in a normal Collossus attack). When there are so many units hit (attack jumps), there are just too many of these "clouds/explosions" and i can't see enemy units under them. How can i make them smaller?

    Posted in: Tutorials
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    posted a message on [Data] Working with Beams (Beginner Difficulty)

    Hey!

    When i make Lancer, and i duplicate marine, there are far more actors attached to it (compared to what was shown on the screen). When i copy only those, which were copied in the tutorial (Marine and Marine_Death), somehow it doesn't work.

    There's an error message: " Model Assets\Units\Terran\Lancer\Lancer.m3; Unable to create this model."

    I guess some recent patch changed what is attached to Marine.

    Just to clarify, what i do (after doing all the effects, and actors for attack): 1. Duplicate Marine, unit.

    2. Choosing to duplicate also: Actors - Marine; Actors - Marine_Death; Models - Marine; Weapons - Marine C-14 Gauss Rifle.

    3. Rename duplicated stuff in this order: Model Marine -> Lancer; Actor Marine -> Lancer; Actor Marine_Death -> Lancer_Death; Weapon Marine blablabla -> Plasma Lance; Unit Marine -> Lancer.

    4. Then i change the weapon as tutorial said (but this isn't important here, is it?)

    And then there's this error message.

    [EDIT] It seems that the Lancer model has nothing in it (all parameters are empty). It's strange, because i just renamed it from Marine Model.

    Thanks is advance!

    Posted in: Tutorials
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    posted a message on Making a custom AddOn

    Hey. So i've made a custom building and now i want it to have custom addons. I want this building to be able to have three addons at the same time. Thay should be on the opposite sites of it. And i want them to build automatically, without placement choice (since the building cannot fly). So its a modified engineering bay and it should be able to have three different addons (at once) - one on the right, one on the left, one up or whatever. I made it to some point and now i can choose to make a new addon, but game wants me to choose location (like when you want to biuld any addon in terran buildings) - and i dont want that, i want it to automatically place itself next to the building. And the second thing i do not know is - where to change the position of addon (if its on the left, right, or wherever).

    [EDIT] ok i got where to change the position of it. its techtree - add on offset. stil the main problem remains - how to actually make it appear without choosing placement.

    Posted in: Miscellaneous Development
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    posted a message on Adding Supply as an upgrade

    I have a unit (thor) that generates 11 supply. I want to give this unit ability to upgrade itself, so it generates +30 supply (so 41 total). But i cant find how to do it. Anyone has an idea?

    Posted in: Miscellaneous Development
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    posted a message on Unit Calldown(Dropship)

    @Kickiriki: Go

    hmm i can make it to land next to the casting unit. to do that change "data - location" in "calldown mule (create unit)" to "source unit/point". The problem is that you still have to click. I'm working on that now, but i can't find where you can set it so it launches without you clicking a target...

    Posted in: Miscellaneous Development
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    posted a message on Unit Calldown(Dropship)

    Ok, here's how i've made that:

    1. new ability (lets name it "MArine Drop" here)

    • -ability type: effect target
    • - race - terran (or the same race as unit which will cast it)
    • -field values: copy from (orbital command calldown mule)

    2. Create a button - name it whatever you want

    • race - terran (the same as ability)
    • copy from original droppod button

    2. in the ability (top of the tree - ability itself):

    • "(none) Range" - i gave it 10
    • "Combat - Auto Cast Filters" - check ally and player too (i dont know if that changes something).

    3. Effects: Calldown: MULE (create unit)

    • - "Data - Spawn Count" - here as many units as you want (i gave 2)
    • - "Data - Spawn Unit" - what unit should spawn (i set it to be marine)
    • Calldown: MULE (final set) - "Effects - Effects" - remove "Calldown MULE (Timed life)" [or leave it if these units should be temporary] and "Calldown MULE (Issue Order)"

    Now pick a unit you want to have this ability (for me it is thor). Edit the unit itself:

    1. "(none) - command card" and add button of your new ability wherever you want.

    • Command Type - Ability
    • Requirements - none (if you want some you will have to make a requirement too)
    • Ability - Marine Drop (or whatever you named it)
    • Ability Command - Calldown: MULE

    Now my thor call calldown droppods with marines. The only issue tho is that i made the ability spawn 2 marines and it makes 2 drop pods... But that's a smaller issue.

    Posted in: Miscellaneous Development
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    posted a message on Whats with all these XML tutorials

    Ok, that kinda brings me back hope:)

    Posted in: Miscellaneous Development
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    posted a message on Objectives messing up (and other questions)

    First let's say how it looks in game. Player gets first cinematic, and then he gets control of units and objective is created. Then he must walk through some canyon to meet with ghost. If any of his units reach certain location another cinematic starts. There should albo be change in objectives. Last objective should be marked as completed and new one should be made.

    And that is not working. Last objective doesnt change while game randomly makes 1-5 new objectives (duplicates it). screen

    What is wrong here? Is game duplicating it cause more than one unit entered the location? Is brake function what i think it is (breaking the trigger so it wont run again)?

    Another question i have is i remember in SC1 editor there was a "switch" trigger. You made trigger one and then used "set swtich x to true", then made another trigger with condition "switch x = true". it was really helpful. Is there something like that here?

    Thanks for help!

    [EDIT] One more question - how to set sky in the map? - i've found that (environment - set background).

    Yet another one - i set the map reveal level to black mask and its fine. But when my units are walking close to the cliffs they can see whats above (not exactly see, but they reveal whats above). I dont want them to do that i want cliffs to remain black mask. What should i do?

    Posted in: Miscellaneous Development
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    posted a message on Whats with all these XML tutorials

    I have the same problem - everyone is talking about XML, it sounds like a really powerfull tool, but i don't know how to use it, what are the commands, i even don't know how to access it...

    Posted in: Miscellaneous Development
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    posted a message on How to create a new upgrade

    So, i'm playing with editor and i want to make a super-thor. I changed everything i wanted, but i'm stuck with two things (actually about the same thing).

    1. I want to create a new upgrade for Thor, giving him +2 armor (like that one for ultralisk)

    2. I want to make Level 4 or basic Terran Vehicle Plating and Weapons.

    I've made them. Thor's upgrade is based on those ultralisk's (i've just changed anything that related to ultralisk/zerg to thor/terran) and the basic ups are based on those terran lvl 3. What i cannot do is i cannot force them to be actually available for researching. When i try to add thor's upgrade to tech lab (factory) i cant. There're these ups for siege mode and this one for hellions and i can add new ones, but the one i just created isnt on the list.

    I assume i have to add it to game's upgrades list or something and its something really simple, i just cannot work it out.

    Here's how it looks: http://img402.imageshack.us/img402/7656/skrino.jpg

    Thanks for any help!

    Posted in: Miscellaneous Development
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