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    posted a message on Seeker Missile: how to make it explode even if target is dead

    @BeLugh: Go

    I just tried it again and used triggers to kill the zerglings (i made a trigger that kills zerglings when I select them). So I fired the seeker missile, clicked the zergling to kill it, and the missile still went to the target and blew up and did damage.

    Does the missile work properly if the target isn't killed?

    Did you make a new unit for your projectile, or did you just change the actor?

    Did you add any validators to the Damage effect?

    I'm just shooting in the dark here.

    Posted in: Miscellaneous Development
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    posted a message on Seeker Missile: how to make it explode even if target is dead

    @BeLugh: Go

    You must have broken it by changing something. I can't really help without seeing a copy of the map.

    But I did test it out today by giving the Raven snipe and massive energy regen and setting him loose on some zerglings. I would throw out a Seeker missile or two at a zergling and then snipe it, and the missiles would still travel to where it died and blow up (and they still did damage too)

    Normally, the missile times out after 15 seconds anyway, and it's not doing that either in your video.

    Posted in: Miscellaneous Development
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    posted a message on Seeker Missile: how to make it explode even if target is dead

    @BeLugh: Go

    Not sure I understand the problem. The seeker Missile still blows up if the target is dead. I just tested it.

    Posted in: Miscellaneous Development
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    posted a message on How do you allow a building to be placed in a no build region?

    It's all about the footprint. If you go to the footprint data object, click on the Layers field and look at the "Placement Check" layer, this is what determines where the building can be placed. The purple area in the picture is set 1, which in most cases covers the entire footprint. Click "Define Sets" and you can change the footprint to require certain terrain flags or to be invalidated by certain terrain flags. For instance, the 2x2 footprint has the following checked under Invalid, "Creep," "Masked," and "No Build."

    If you unchecked "No Build" then you could build the building on terrain that has the no build flag.

    Posted in: Miscellaneous Development
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    posted a message on requires level x (how do i)

    @qerodar: Go

    Level (or "veterancy") is a behavior. You can probably set up a requirement using the "Count Behaviors" node.

    Posted in: Miscellaneous Development
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    posted a message on Way to make Creep Black?

    @Etravex: Go

    If you go to Terrain Texture Sets in the Data Editor, pick the object for the tileset you are using, there is a "Creep Texture" field that allows you to give creep any texture you want.

    Posted in: Miscellaneous Development
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    posted a message on Unit pre-attack delay
    Quote from GnaReffotsirk: Go

    Ah,.. yes. Awesome. It seems that if the unit's target gets out of range while the damage point value isn't reached, the unit does not fire the weapon.

    Is this possible with abilities as well? Like with the thor's javelin missile, and have the thor lose targeting should his target move away from range?

    "Range Slop" indicates how far the target is allow to go before the attack is cancelled. For instance, the Void Ray's attack has a range of 7 and a range slop of 2. That means if the void ray attacks you from a distance of 7, and you start retreating, the void ray's attack won't cancel until you exceed a range of 9.

    For abilities, I think it is "Range Extra."

    Posted in: Miscellaneous Development
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    posted a message on What are Local Variables?

    @Vicboy: Go

    Local variables are variables than can only be referenced and modified by a single instance of a trigger, and are discarded when the trigger is finished.

    One major reason to use them is to free up memory. Rather than having a bunch of dummy variables that you simply use for intermediate calculations or referencing within a trigger, you just use some local variables and they won't take up memory when the trigger isn't running.

    It also allows you to (I think) run several instances of the same trigger simultaneously without having any issues of each instance of the trigger referring to the same variable.

    For example, if I made a trigger that ran every time a unit was killed, and I stored the killing unit as a variable, waiting 5 seconds, and then do some action to the stored unit, I would run into a problem if more than one unit was killed within a 5 second period, as the new assignment would override the old one, and the original unit would never be affected by the trigger. If you use local variables, every instance of the trigger has it's own version of the variable and they won't interfere with each other.

    Posted in: Miscellaneous Development
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    posted a message on Gates / Doors

    @Centagon: Go

    There will probably be a better gate doodads in the retail editor. What we have in the beta editor is basically only those assets which are part of the beta data files i.e. part of the beta ladder maps.

    Assuming you get a decent model and animation, it should be quite easy to make it work by making it a building with a morph ability and two different footprints (like the supply depot). Then, you just use actors to handle the animations.

    The effect is pretty easy to achieve, but as far as artwork goes, you find a way to work with what you've got, or make your own. Or wait and see what retail offers.

    Posted in: Miscellaneous Development
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    posted a message on AoE Concussive Shells on Siege Tank

    That's part of the answer. I don't know why you think you need to use a missile and why you need an impact effect. That stuff is not necessary at all.

    Now, the Siege tank attack currently has a single effect, "Arclite Shock Cannon (Damage)." This effect causes units in the area to take damage, and the graphic that appears is handled by an actor so no worries there. As long as we use this effect, the explosion will appear.

    Now, we want to add an extra effect, but the Weapon effect field only calls for a single effect. So we make a Set. The Set contains multiple effects that will all go off. One of the two effects is the damage effect. The second effect is the slow. But as xhatix pointed out, "Concussive Grenade - Slow" only affects the target unit. So we create a Search that selects all of the valid units in range, centered on the target unit, and add the slow effect to them. Of course, if we are simply using the Concussive Grenade effect, the slow will only be applied if you have concussive grenades researched (because it's a validator of the effect) but you can easily remove the validator.

    Just change the Weapon to the set we just create, and now you have added an extra effect to the weapon. No missile necessary.

    Posted in: Miscellaneous Development
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    posted a message on Charge Customization

    To increase the range at which a zealot can begin charging his target, go to Validators in the unit edtior and look for "ChargeMaxDistance" and change the range.

    To make the Zealot charge for a longer time, and/or charge faster, go the Behaviors and find "Zealot - Charging." The default duration is 3.5. If you increase the range a lot and don't icnrease the duration, you may find that the zealot's charge wears off before it even reaches its target! Look for "Movement speed multiplier" if you want the charge to be faster.

    Turning off auto-cast is easy, just go to the Charge ability flags and remove auto-cast.

    Adding an extra effect is also easy. If you look in the charge ability, there is an effects field that says "Zealot - Charge (Apply Buff)." This is the effect that causes the zealot to gain the buff. Just make a new effect, make it a Set. Add the Apply Buff effect, and another effect for Psi Storm persistent, then change the effect of the charge ability to this SET, so it will do both. Doing this will make the psi storm happen on the target. If you want it on the zealot, change the effect's location to Caster Point rather than Target Point.

    One other thing, you want to add the ChargeMaxDistance validator to the effect set, otherwise the psi storm may not occur at the same time as the actual charge if you give the order while you are outside the max distance range. One final note is that the ability will go off as often as possible after you use it if you don't give the target a new order. Even if it's not autocast, an "augment" will keep on repeating itself as long as the unit is performing the augmented order (in this case, attack). If you give him a new order, he will stop.

    If you don't want him to keep repeating it, don't use an augment. Just use a targeted ability with an effect set, and add an "issue order" to the effect set so that the zealot is automatically ordered to attack the target.

    If you are wondering, the "ChargeMinDistance" causes the buff to be removed when the zealot gets within a certain range of the target. Even if you give the buff a very long duration, he won't keep the speed buff after he reaches his target

    Posted in: Miscellaneous Development
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    posted a message on Building site range

    There are flags for each entry on a Build ability that indicate whether the worker must "channel" the build to finish it, whether the worker is hidden inside the building while it's building (like a drone) and whether the worker is killed when construction finishes, among other things.

    Posted in: Miscellaneous Development
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    posted a message on FPS/RTS Hybrid

    I'm thinking about this for a map I'm working on. One player is the Zerg and has an RTS top-down view and control style. The Terran players each control a single unit and may end up having first person view and controls. They are on a team against the Zerg, so the Zerg player will kind of be like a "dungeonmaster" of sorts.

    Posted in: Miscellaneous Development
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    posted a message on How to make a unit shoot with multiple weapons at the same time?
    Quote from Pinworm45: Go

    @MasterDinadan: Go

    I think what he might be trying to accomplish, along with myself actually (It's probably just me but I find this data editor a bit less intuitive then it could be), is to have something along the lines of.. for example, the battlecruiser. Have both weapons fire at the same time. Perhaps even towards different targets.

    So instead of having it just shoot one weapon at a target, just leave it in an area with ground targets and air targets, and each weapon will fire individually, at the exact same time. So that it will be shooting at the ground targets, and the air targets.

    Is this possible to achieve? I'm not having much luck trying to make it happen :(.

    You can do it with a single weapon, just by adding a Search effect that launches the second effect. If the weapon targets ground and the search effect targets air, they will hit two different targets.

    Posted in: Miscellaneous Development
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    posted a message on Let the planted bomb explode.. how?

    @MasterDinadan: Go

    I tried to get it to work myself and I'm running into problems. It may be easier just to use triggers.

    Posted in: Miscellaneous Development
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