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    posted a message on In-Game Region Attacking

    @Nevets973: Go

    If you just want to do damage in an area, I would not worry about triggers or creating regions, it would be a huge hassle. Just use a "Damage" effect and give it an arc of 360 and a radius of whatever, and it will hit all units in that area. You can even assign multiple arcs/areas and give a different damage value for each (for effects such as the tank who's aoe damage decreases as you get further from the target).

    Posted in: Miscellaneous Development
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    posted a message on what distinguishes protoss and terran building?

    @pixartist: Go

    Go to the "Probe - Build" under Abilities in the Data Editor. Open the "Flags" field. Check the "Worker Maintained" flag, which will make the worker stay on the building while it is being constructed. I think you also need to channel the "interruptible," flag. If you don't the building will probably continue building itself even if something happens to the worker.

    Posted in: Miscellaneous Development
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    posted a message on Making custom weapons for a Hydralisk Hero (and need help with armor, too)
    Quote from AegisRunestone: Go

    Um... okay, but I'm still curious about weapons.

    I need to make it so I can hear the sounds of the weapon

    I need to make it so the projectile doesn't go whacky

    And I need to be able to replace these in the future with new models/sounds

    I did get most of it down a few days ago, except I forgot how I did it. :S

    If you want to change the sound and look of a Weapon based on an acquired Upgrade, you can change that in the actor. go to the actor's event field, find the events that cause the actor to "Create" when the effect happens, and add a "Validate Player" term which checks a validator that is associated with not having the upgrade. Then, you can create seperate actors with different models/sounds and create the same event but check a validator that is associated with having the upgrade. You will probably need to make new validators.

    Posted in: Miscellaneous Development
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    posted a message on Creating 1 Unit from 2

    @Rickilicious: Go

    There is only one triggering unit. Frankly, the trigger shouldn't really care what the triggering unit is. If a unit enters the area, it should count the number of zealots in the area, and if it's at least 2, it performs the action.

    Use the "Number of Units in Unit Group" integer function. For the Unit Group, use "Units in Region Matching Condition" function. I hope I got that right. The condition of course would be "unit-type of Matching Unit == Zealot"

    Posted in: Miscellaneous Development
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    posted a message on Swapping sounds for a weapon.

    Effect sounds are produced by actors. Find the actor that is producing the melee swipe sound, open it's events field, and remove any events that involve the effect you are using.

    Posted in: Miscellaneous Development
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    posted a message on Changing unit Color?

    The actor tells it what color is applied by default but unit ownership explicitly overrides this value. If I were to add events to the marine actor that caused it to appear when an ability went off (not as a unit, just as an actor) then I'm pretty sure it will use the Color you specify.

    Posted in: Miscellaneous Development
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    posted a message on Auto-Build Creep
    Quote from SansRegreT: Go

    @MasterDinadan: Go

    You're right about the game mechanics, but I'm still having trouble. I've done the triggers, and data editing, but it won't auto create. I tried creating a trigger in place of the behavior, but that didn't work either.

    EDIT

    I also added the dummy ability to the command card so I can use it to test the trigger, and it's not working.

    The Trigger:

    Event:

    Unit - Nydus Worm (Canal) [127.50, 120.50] uses dummyAbility at Generic1 - Any stage (Include shared abilities)

    Action:

    Unit - Order (Triggering unit) to (Creep Tumor - Creep Tumor targeting (Random point in (Playable map area))) (Before Existing Orders)

    I modified the Nydus Worm to see if I could, and I can manually create creep tumors. Any theories on why it's not working?

    Calling "Random Point in (Playable map area)" will almost certainly return a point that is out of the ability's range, and since the Nydus Worm cannot move, it will simply fail together.

    What you need to do is initialize a local variable of the type Point. Set this variable equal to a random point within a specific distance of the triggering unit. This will guarantee that the point is in range. There is still a chance that the target point will be blocked or won't be on creep, in which case the ability will fail, but as long as the behavior is running periodically enough, it should hit a valid creep location often "enough." If you really wanted to, you could an a conditional statement that would check whether the point was suitable and rerun the trigger if it wasn't, which would guarantee that the creep tumor would be created every time (but could potentially cause an infinite loop if EVERY point in range is invalid, due to the creep tumors being locally "saturated")

    I'll try to put together a sample in a little while.

    Posted in: Miscellaneous Development
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    posted a message on I can't figure this out - chain lightning
    Quote from Heu: Go

    The behaviour is just a Buff that last for 0.1 sec and the validator checks the unit for that buff so it wont jump to the same target. And the buff has an Initial effect for the next Search effect.

    I assume you are checking the validator on the effect set rather than the Search itself right? I was going to try this, but I was worried that the Search would pick out the same target regardless and then the Set would stop it because of the validator, and rather than bouncing back to the original target, the bolt would sometimes just stop bouncing altogether (because if the Search finds a single target, it stops, and the effect it executes is stopped by its validator, so everything ends).

    Posted in: Miscellaneous Development
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    posted a message on Marine Shield

    I'm kind of just guessing here, but it seems to be linked to the "Cover" animation for the Marine model, which apparently makes the shield disappear.

    If you look at the Marine actor, there is an ActorCreation event that checks "ValidateUnit NoMarineShield." This validator checks for whether or not the player has the Marine Shields upgrade. Just below that there are events for "Upgrade.ShieldWall.Add" and "Upgrade.ShieldWall.Remove" which cause the actor to start playing the Cover animation, or to stop playing it. Again, its based on the upgrade.

    The actor looks for the upgrade and applies the shield appropriately. Even if you remove the behavior's requirement, it won't have anything to do with the actor, because the actor is specifically looking for the upgrade.

    If you want all marines to appear with the shield, the easiest way would be to delete all of those events from the Actor. Since the marines have the shield by default (the Cover animation actually hides the shield) then if you delete the events that cause the Cover animation to play, it won't ever play, and marines will always have shields.

    Posted in: Miscellaneous Development
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    posted a message on Difficulty getting units in a region to move and attack

    The Attack ability requires that your target is visible. If the target ceases to be visible while the attack is going on, they will just try to follow it to its last known position. This could explain why they aren't following the target. Give the Zombies vision of the entire map and see if that helps.

    Posted in: Miscellaneous Development
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    posted a message on Can you play alternate death animation via triggers?

    Add a Behavior to the unit. Set up the Behavior in the Data Editor so that it immediately does a Damage effect on the unit, causing it to die. Damage effects can specify what type of Death plays.

    Posted in: Miscellaneous Development
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    posted a message on How to play effect on unit before/during reaper jump?

    Use an actor. The game actually does this already. Look at the "Reaper Jump Launch Model" actor and look at the event fields. The important one is "Behavior.ReaperJump.Launch" because it creates an instance of the actor's model.

    Just by changing the model of this actor to an explosion, you can achieve the effect you want.

    As for flame on the feet DURING the jump, I don't really know how to do that.

    Posted in: Miscellaneous Development
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    posted a message on Building Control
    Quote from gregv21: Go

    How do you make a building that gives control to the player closest to it like the Watch Tower. I tried coping the watch Tower ability but it doesn't work.

    The Watch Tower shares vision with a nearby player, but does not share Control. If you look at the Flags field of the Tower Capture ability, you'll see there is a checkbox for "Share Vision" and another checkbox for "Share Control"

    Posted in: Miscellaneous Development
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    posted a message on Spawning Blood Effects

    I got it to work, sort of. I copied the damage effect of Nuke Explode and took out all of the damage, then I copied the actor for Nuke Explode and changed it to the blood splatter and took out the sound (supposedly), and gave some of my units behaviors which cause them to periodically "Nuke Explode" themselves. The blood splatter appears, does not follow the unit, and fades away after a rather short duration. The only issue is that the Nuke sound is still playing, I don't know why.

    The other issue is that the splatter is always facing the same direction (South). If we used a different splatter, it might look okay in spite of the lack of rotation. I'm sure there is a better way than what I'm doing though... I'm just not good enough with Actors to really know where to start.

    Posted in: Miscellaneous Development
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    posted a message on Spawning Blood Effects

    @s3rius: Go

    Persistent Effects can expire. As long as the actor events are set up properly, the model will be removed when it is "oprhaned" by the persistent effect expiring. I'm going to go ahead and give this a try and let you know how it works.

    Posted in: Miscellaneous Development
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