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    posted a message on Critical Strike

    well, it wont give credit for the dmg done, but you could make it (i hate to advocate trigger use for something that obviously seems like it should be done with the data editor but...)

    if (triggering unit) current life <= ( real (bonuscrit dmg) then ... create effect on triggering unit from attacking unit (a blank effect that just kills the unit to give credit to the attacking unit. shoddy, crappy, so many areas for error (what if the unit has buffs that reduce dmg, then you have to incorporate all that into your trigger too, it just gets messier and sloppier the more i think about it, but for a basic map, say (campaign) it could be a way to make it work within a mintute...).

    Posted in: Miscellaneous Development
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    posted a message on How to refer to this editor variable in custom script?

    if im following s3rius on what hes saying then i do that too. if im trying to understand the scripting for 'units in region matching conditions; alive, not missilies etccc' ill;

    1) make something that does that through a basic trigger like a 'pick units' or something that allows me to put in the units in region matching conditions etc...

    2) goto the general tab and 'custom script' and put 'as;ldfkjasdf' w/e that will error it.

    3) click run and it will show me where the error writing is, and right above that is the coding for the trigger part i wrote refering to how to write out 'units in region matching condition'

    4) copy/paste the part youre wanting to your script and delete the 'as;ldkjf' custom script function

    i think this is the same thing as s3rius is saying but my way may be for the more 'noobs' as it auto finds directly the part youre wanting to look at. i know for me i just started custom scripting shortly ago and it was daunting looking at all that without feeling like i knew exactly what it was all refering to. hope this helped, GL

    Posted in: Miscellaneous Development
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    posted a message on Ability Questions

    its when an actor is tied in to the effect from the ability. the 'ability' is just a placeholder of sorts for the actual effect, that gives you a way to edit, energy cost etc.... so its about the actor that creates that bubble model being tied to the effect that the ability is making happen. i would suggest you look at the 'guardian shield' effect and all the attached actors. find the one that has the model of the bubble attached. then youll notice in the events+ field on the actor thats linked to the model your wanting itll say 'effect' 'guardian shield' 'cast start' (something like that, may by caststartapproach). but if you simply edited the model, then changed 'guardian shield' to whatever effect you wanted it should work.

    though im not looking at the editor atm, and thinking about it its probably based on a 'behavior' so it will probably say 'behavior' 'guardian shield' 'on' create {||}

    thats just code for when the buff is on the unit, make the model appear. i BELIEVE this should send you in a direction well enough to be able to sort this stuff out. and no, its not good to edit the main actors from units (youll want to copy/duplicate them) but you gotta start learning somewhere. once you get this down, youll be making default actors / models and just knowing what fields to fill in real quick and putting it all together quite fast.

    but its all based around the actor that creates the model, and the events+ tab of that actor. most all actors are that easy, they only one that gets a fair bit more technical/confusing is the action actor (which makes units respond to different attacks i.e. zergling dies a fire death to a hellion, but an scv does not, it just blows up etc... stuff like that i beleive). basic model appearances and sound stuff is all pretty straight forward like this, i think its a good launching point to dig into understanding them.

    something that may confuse people new to this is the jargon, effect is not SPECIAL EFFECT, its literally effect from your data tab. the part of the spell that is functionally effecting units. its so easy to say 'effect' when you mean 'actor model'.

    Posted in: Miscellaneous Development
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    posted a message on Buffs and animations

    i just noticed rugvip stated in a thread just a second ago that in the same 'events+' field there is a 'settintcolor' function. so it seems like that would work for you the same 'behavior' 'buff name' 'on' then -> 'set tint color' and just play with those values as i dont know what they are, he said i think R G B values, and a 'change timing duration' it all works the same as my above post, but instead of the create {||} you would change that to 'set tint color'

    Posted in: Miscellaneous Development
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    posted a message on Buffs and animations

    you can make any buff 'add model / actor' animations very easy.

    1) how i started was make your buff.

    2) then do a search in actors for 'stimpack' youll see one that is like 'stimpack impact on' or something.

    3) duplicate both the actor and the model. then goto the stimpack actor copy (the duplicate you made) and rename it to your buff effect so you know how its tagged for organization

    4) goto the events+ tab on the actor model and change the event "behavior" "whatever your buff name was" "on" with default action create {||}

    5) make another part in the events+ tab as "behavior" "buff name" "off" with default action destroy {||}

    6) then goto your duplicate copy model you made, change the name for your organization, and goto the model field and change it.

    7) VIOALA PROFIT from nice buff animations.

    on a side not you can make the unit play an animation when they recieve the 'buff' as well, just make another event 'behavior' 'buff name' 'on' and instead of create make it 'play animation'. but you would want to KEEP the create action, so im just talking about possibly making ANOTHER one to do something in ADDITION to the pretty effect over their head or whatnot.

    you should be able to do this really easy by looking at the stimpack actor and just plug n playing with your own stuff. youll notice in the event+ field of the stimpack acctor they have a 'behavior' 'stimpack' 'on' create {||} so it should all make sense. GL!

    edit: sorry i have not played with tinting units yet. so sorry if this didnt help-

    2nd edit; the part about the event destroy {||} is NOT necesarry, but some animations once the buff duration is off, will 'play out their current stand anim' making the appearance last a few seconds longer than the buff actually is, so that just makes it look proper and gets rid of the pretty effect the 2nd the 'buff or behavior w/e you want to call it' wears off

    Posted in: Miscellaneous Development
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    posted a message on FPcc(first person close combat)

    1) make ability effect instant 2) make it create a persistant with an offset right in front of your character (0,-.6) i believe should be about right 3) persistant does a search effect 4) search effect detects enemies and does dmg

    so the zealots attack is not a real attack, its a 'spell' but when you click the spell which you gave an icon of 'attack' and a name of 'attack' he swings and all the units directly in front of him are damaged. youll also notice the zealots animation swing and swings with two blades. so you may want to make the eprsistant a bit time lagged so it damages right when the blades are fully extended, and also to possibly make the persitant create 2 searches slightly offset to the left and right to 'animate' damage from each blade.

    i would suggest you just get the 'attack' spell functional, then worry about the event animations / actor stuff.

    Posted in: Miscellaneous Development
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    posted a message on Increasing/ Decreasing % damage reduction Behavior, possible?

    i know you can 'stack' behaviors. would that help?

    Posted in: Miscellaneous Development
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    posted a message on Disabling dialog box sound?

    ive replaced the basic sound with a 'non sound' to make it work. when i first started to get rid of the 'error' sound i just made its volume really low before i knew how to turn off selection/smart command etc....

    my opinion on built in sounds is if you cant forgo the CALLING of the sound all together (which i dont know of a way to do with dialog) then just change the sound file or volume. its a crap work around, but some of the built in UI you gotta do what you gotta do IMO. until some1 posts something or we figure it out how to elighten all of us. till then, change that file! hah.....

    then on the trigger that acts upon clicking that dialog you make it play what sound you want..... i think thats what we got to work with atm.

    Posted in: Miscellaneous Development
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    posted a message on Finding a Point inside a Region.

    150 points? wtf??? thats a lot of points!! is this a risk style map or something????

    Posted in: Miscellaneous Development
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    posted a message on Creating Simple Effects

    well not really (though im a bit tipsy and my brain is getting ready for bed so i may not be following everything currently) but you can make behaviors apply effects, which can do dmg. like make a unit contain a base behavior with a -1 duration that searches for nearby units and dmgs them. (the same thing as a baneling)

    through events no, it seems strictly 'eye candy' to me thus far. but events play off all effects and behaviors, so to make something work off an event seems unnecesary as it would work off the effect first, then lead to the event of making an animation/sound/oppacity/unit height etc....

    lately all the maps ive been playing with that dont use the built in move abilities of units, i use the events tab to make it animate how i want, be it walking forward, backwards, attacking, straffing, turning, etc.... so i think the events tab is just eyecandy, nothing actually functional from what i gather.

    what really gets me going is the 'set physics state' in the actor tab. maybe ill play with that tommorow, and see what that does.... the problem with GE is that when i start learning something, i break into something new and dont finish with what i was stuck on. maybe in a month or two well all get it down!

    @sirlyrrad, the trigger function 'create effect' is not create special effect, its LITERALLY create effect, like an effect from your data tab, so in that route, yes you can create dmg, w/e you spell/ability is sposed to do from that without the use of the 'abilities/button' tabs. doubt you were referring to that, but just ranting.

    Posted in: Miscellaneous Development
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    posted a message on Creating Simple Effects

    well the way ive currently handled effects on death/impact is through other actors. ive used the events/behaviors for animations, but never for effects. though the actors i use for the effects do use events to create/destroy. but yeah, im always throughly happy to learn a new way of making things go down that does not entail a trigger that i didnt know about. so thanks again- :)

    Posted in: Miscellaneous Development
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    posted a message on Finding a Point inside a Region.

    well under 'conditions' there is under 'points' if 'point is in specified region' that sounds like that would work for what youre talking about. but you would have to make either a bunch of 'if' 'then' 'else' 'if' 'then' else' etc.... for each point to make it work, but this seems sloppy, though it would check if a point is in a region then... (create xunit at ypoint)

    so in short the condition under 'points' 'if point is in region' (return boolean or 'true' or not) would work....

    or use a switch function-

    Posted in: Miscellaneous Development
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    posted a message on sc2mapster to take over hive, take advantage while you can!

    yeah, assets and multimedia are quite similar, but the current 'assets' seems almost like 'functional libraries' of sorts. like if someone wants a wasd map, they would goto 'assets' and just start there as a 'jumpship' / 'starter kit' of framwork coding to work with. it doesnt seem differentiated from straight multimedia. i think both are/would be necesarry or have a place in the 'downloading' community. maybe someone just wants a str8 code to make multi colored dialog menus, but why should that 'code map' be in the same section as a str8 model or skin??? just my bottom of the barrel 2 cents....

    while assets and multimedia may be interchangable by this sites moderator standards, it would just be nice to be able to filter out what you are specifically looking for (i know it will take many months to get where there is a need for filtering) but it would just make sense to be able to see a 'preview' pic of each skin/model/loading screen(garden of auir has already started producing loading screens) or even to be able to filter out 'loading screens' from 'models' 'skins' etc.... the fact that 'assets' entails even basic foundation for map coding types seems like it would belong in a different category.

    im just really diggin this site and would like to see things like this be done here before somewhere else does it to keep this site blowing up for the sc2 modding community, i bet its gonna get big in the next 2 years.... no, f-ing HUGE :)

    and theres already a model uploaded of 'sc2mapster' if im not mistaken. that would be a 'proper' first model to add to the database

    Posted in: Artist Tavern
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    posted a message on Finding a Point inside a Region.

    well you can create a unit at region (random point in region, center of region) etc.... that seems like what you are talking about.

    but you may also be talking about to create a unit a a point in the region attached to antoher unit, but what if the end point youre wanting isnt insite that region, then to find the closest point????

    Posted in: Miscellaneous Development
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    posted a message on Creating Simple Effects

    kudos sir lyrrad, kudos. ! :)

    its amazing that there are so many ways to handle things. like the way you explained, is so basic and clear cut. but i dont think blizz intended for us to make every unit die with a certain behavior attached. but your way works easily and nicely. i mean, your way kinda of does away with all the attached actors that add make effects on death, as your behavior does that, but which is better/ the intended way? i dunno, and as long as they both work and dont lag a map, who cares i guess right?

    at least this way wouldnt detect if it died to a 'fire' 'eviscerate' etc... to apply different models per way of death. but its just nice to learn all/new ways of making things work. :)

    Posted in: Miscellaneous Development
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