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    posted a message on World War 2 Diplo and battleship triple turrets

    I haven't tried it myself, but you could try this Uberlisk tutorial. You should be able to use what he uses for the tentacles.

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    posted a message on Weekly Data Exercise #9 - High Templar Weapon

    @aczchef: Go

    Launch it from a high-up attachment point and/or set its base height in its Unit entry (default for most missiles is 1.5 afaik)

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    posted a message on Editing Air Units Tilt

    Type "medivac" in the search bar and look for its "Banker" actor.

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    posted a message on Setting the UI of a custom race?

    I want to maintain the full functionality of the standard layout. I just want my custom race to use the Protoss UI because it fits better.

    Besides, even if I understood enough about SC2Layout files (which I have never looked at so far), wouldn't that only allow me to change the location of the buttons and not the color/texture?

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    posted a message on Setting the UI of a custom race?

    Great. I now have a 200 line Assets.txt file, but the top menu buttons and possibly minimap icons are still "Terran".

    Oddly enough the button color is locked as blue/Protoss, and changing the race classification of the button itself doesn't work either.

    I am also unable to allocate abilities, buttons, effects etc to my new species. It only works for units.

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    posted a message on Setting the UI of a custom race?

    So I have to use an MPQ editor just to use different STOCK UIs for custom races? What about the button color?

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    posted a message on Setting the UI of a custom race?

    Come on, it has to be possible somehow. I found the UI console models now, but only the .m3 files and not as a Model data type. I've also found some "UI harness" actors, but they're all grey, and don't correspond to any race.

    Posted in: Data
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    posted a message on Weekly Data Exercise #9 - High Templar Weapon
    Quote from Kanasaka: Go

    Hey photoloss, would you mind if i were to use this in a custom map of mine?

    Of course I don't mind, otherwise I wouldn't have posted it here. The design itself is mostly based on the alpha stage Mothership weapon anyway.

    Posted in: Data
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    posted a message on Editing Air Units Tilt

    Each affected unit has a Banker type actor, which seems to control the tilt. I think you need to change the maximum Roll value.

    Posted in: Data
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    posted a message on Auto Train Structure

    Fixed. The target filter of the Autotrain ability was set to "Enemy or Neutral", preventing the autocast. (now set to require Visible and Self, just for fun)

    I also added the stock validator "Caster Has No Orders", which seems to work, and won't require a Combine list for multiple units (it won't work with buildings capable of doing anything else while training, passives/auras are ok though)

    Did you know you can ctrl-click multiple objects in the data editor to compare their fields? That's what I did. I compared your ability to the Scivessel Nanorepair, and systematically looked at all fields that were different between the two, ignoring those with an obvious explanation (like the effect caused, full HP validators etc)

    Posted in: Data
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    posted a message on Setting the UI of a custom race?

    I simply want my custom race to use the standard Protoss UI, and if possible change the "race color" used in monochrome buttons. Oddly enough this can't be set via the Race data type, and I couldn't find related actors, models or textures either.

    Can someone please tell me where this is set?

    Posted in: Data
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    posted a message on Auto Train Structure

    The Validators are required if you use an autocasted ability, which allows the owner to switch it off if need be, and it reacts to cancelled units/supplyblocks/lack of placement area etc.

    The periodic behavior is simpler and works if you have a Nexus Wars type setup where you only produce 1 unit type and they immediately march off to their demise. As long as the units don't cost anything it's ok, but the autocast with validators is more efficient when things aren't working entirely like clockwork. Either you lose production time or you spend the resources too early if for some reason the periodic order and the completion of the previous unit desynchronise.

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    posted a message on AOE Damage with distance falloff

    But you have to exclude the original Target and I think Outer from the AoE filter (I think excluding Outer means units only get hit by the strongest AoE which they are within range of)

    I can definitely confirm that not excluding Target causes the initial target to take the initial damage and at least one AoE blast (which will usually mean at least 2x damage)

    Posted in: Data
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    posted a message on launch from launch

    Should the missiles trigger any effect at the point where they start turning to the target? If yes you need dummy effects. If not you just need 1 missile for both parts, plus the custom mover.

    I edited my previous post, as they changed the Phoenix missile since the last time I looked at it (early beta?); anyway the Scout still has what I mean. Just set the Outro - Blend Start time of the first motion phase (the "Throw" one) of either Scout Missile movers to 0 and delete the second motion phase. (the middle one in the list) The missile will fly in a straight line in the direction specified by its throw vector (from the facing of the attacker, -Y is forward; X is right and Z is up) until that motion phase times out, at which point it will immediately turn on the spot and head for its target.

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    posted a message on launch from launch

    You mean like the Phoenix, just with straight lines instead of a curved trajectory?

    Copy the missile Movers from the Scout, set the Outro Blend Start of the Mover's Throw phase to 0. That will make the missile go in a straight line from the attacker, then suddenly home in on the target. You have to make 2 missiles, one "left" and one "right" one. (again, use the Scout as reference)

    If you want to change the missile's appearance there's an actor event "MotionPhaseStart" or something (check the Hunter Seeker Missile's actor), which you can then use to trigger scaling, tinting or a full model swap.

    Setting up the mover to look like you want is a matter of trial-and-error, just keep chaning the Mover velocity, acceleration, throw vector and Outro Time - Stop. Outro - Blend makes the current motion phase "blend" with the next, creating a curved trajectory. Outro - Stop completely stops the motion phase and, if used without previous blending, will cause the missile to turn immediately as you want.

    Posted in: Data
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