• 0

    posted a message on Persistent Period Durations

    i believe after the first one goes off at 0.0 seconds then the last one will be going off .2 seconds after the first one went off ,and the middle will at .1, for a total of only .2 seconds for all 3 durations to occur. it does not add up to the best of my knowledge i.e. (0.0 + .1 + .2) but there is not much difference between .3 and .2 for your example so it may be hard to notice.

    if you want to ease your mind, make one duration at 0.0, then a 2nd at 6.0 and a 3rd a 6.5. you should notice the 2nd and 3rd going off pretty much simutaneously and not an additional 6.5 seconds after the 2nd one.

    Posted in: Miscellaneous Development
  • 0

    posted a message on "Create melee starting units" and larvae

    i really couldnt tell you, the map i made was a mess, it was my first one. i remember i was just messing with the spawn larva effect and i allowed like 15 larva, they would hatch into random things that would charge the base. and when the opening camera cinematics rolled by the hive i remember i kept seeing 15 larva, then they would all hatch and the first wave was ruthless. thats why i had to play with it to prevent that. but i dont remember the specifics.... im still tinkering and learning a lot. but it was with the spawn larva effect (duhh... right? hah...)

    Posted in: Miscellaneous Development
  • 0

    posted a message on "Create melee starting units" and larvae

    i was playing with the hatcherys and spawn larva stuff too. i believe if they are allowed to spawn on map init, they will create the max they are allowed by default. what i did was i believe i 'paused' the unit on map init, then after .01 seconds unpaused the unit. i believe thats all i had to do, but i do remember when they were created and alive during map init, they made their max larva right off the bat.

    Posted in: Miscellaneous Development
  • 0

    posted a message on custom script coding

    i found it out, its referenced as cunit_PropTurnRate

    but if anyone knows a list of all these values that would be much appreciated!

    something as simple as taking the ing off mattered so much, but i had no idea what it was looking for specifically, just trial n error..

    Posted in: Miscellaneous Development
  • 0

    posted a message on custom script coding

    so i know how to write the code, but where is the bank of possible commands? most languages ive used growing up had a 'helpo' file or bank of sorts to see what all the possible commands or whatnot were. is there a list (even without explanations) somewhere in the editor (doubt it) or online??

    here's my issue; i'm trying to change the turning speed of a unit. the data editor defines it as cUnit_StationaryTurningRate

    as a reference i made a trigger just change 'movement speed' to look at the code, thinking i could just plug n play what movement speed was for turning rate. but when triggered and i look at the code the 'movement speed' variable seems to be called c_unitPropMovementSpeed

    but, when i look in the data editor the value given is CUnit_Speed

    so im getting conflicting information on how to label the various field value to reference them. ive tried a couple variations of;

    cunit_StationaryTurningRate cunit_TurningRate c_unitPropTurningRate c_unitTurningRate

    but they wont compile as im guessing it's not recognizing the variable/label name for the field im trying to reference. is there a bank i can try to look at or what do you coders look at to help with stuff like this?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Collision detection using behaviours?

    @Cromalic: Go

    you would use a behavior with a -1 duration, and period of probably .1 to .2 and an effect that did an aoe search for whatever units you want it to him. then make the search either -1 (splash dmg) or 1 for only hitting 1 unit or explode and do splash. make the search link to a basic dmg effect.

    this all starts with a 'launch' missile effect. if you look at the yamato canon for the launch missile you should be able to get that working. then look at the hellion battle canon effect (just skip the persistent part).

    the trick comes in when you want your bullet to fire really fast. i posted about how to fix for that, but apparently it was too much text and i dont upload maps b/c im jew like that. but yeah, any questions just ask, but take what i said and look at those 2 built in abilities and hopefully itll click for you. you need to be able to do this basic data editing IMO and soon youll start to realize how freakin awesome it is.

    edit: you make the launch missile effect do ZERO dmg, and attach the behavior to the projectile missile unit, built in on the 'unit' tab. :)

    Posted in: Miscellaneous Development
  • 0

    posted a message on HELP! Map freezes after killing a couple ground units.

    yes, it errors out after a kill or 2. i saw this map from some1 on the blizz beta map development forums. i thought you/they said they were bailing on the map? was that you or are you just trying to take it over?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Using abilities on the move?

    so no luck here. all the options i messed with i could get them to use their abilities on the move, but they were always automated. i couldnt get them to only attack a specific target if commanded, then to keep auto attacking on the move after smart clicking around once the attack was initiated. anyways, the animations from doing that look like shite on the move IMO (i was using a zealot and void ray as subjects while trying), so im not gonna do that. gotta make it look pretty!

    though i dont have patch 11, and the phoenix is supposed to have some new movement while attacking functionality. it may just be what i had going with the zealot but my zealot didnt turn and face when he was auto attacking like the phoenix did in the example video i saw from the new patch. maybe some1 else will figure it out, but im bailing on this one for now- GL!

    Posted in: Miscellaneous Development
  • 0

    posted a message on Using abilities on the move?

    good question, i have not found it yet myself. i am having a hard time between using my own engine for movement or using theirs built in. not attacking or whatnot on the move definitely sucks, but being able to utulize some of their built in data effects which dont work with the custom moving without a lot of sloppy triggering sucks also... its a toss up atm. im just building spells / attacks atm. BUMP :)

    EDIT: hmmmm idea, the attacks use effects, what if we tried base 'attacks' that were allowed on movement, but then just linked them to our individual spells? i will try this and post results in a bit.... brains a much atm-

    Posted in: Miscellaneous Development
  • 0

    posted a message on How to make a 2v2 Melee Map

    i believe what you are looking for is under map-> player properties pardon my carcingenic grammatically incorrect type. but i think thats what youre looking for possibly?

    set each player to user controlled, then the next tab set who are allies and who are enemies etc...

    Posted in: Miscellaneous Development
  • 0

    posted a message on Inventory fusion

    are they just stacked on eachother? maybe try making the zealot open on the right, and ghost on the left. give it a whirl! :) or when you click the button for 'open inventory' make it auto close the other inventory so only 1 is open at a time. i dont see a problem with only having 1 open at a time, though it would be good if they were both open and if the units were in range you could swap items.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Stop duplicating!

    i completely agree. at first duplicating everything as people said, it just made a MESS of things. especially when youre learning at the start. i wound up with like 10 'marine death copy' and some of the units would use copy # 10 in conjunction with an ator of copy #6 etc.... not a big thing when you start to really understand it, but i agree, duplicating just mucks things up. unless i KNOW im going to duplicate that exact object (and lately ive gotten to where i just make a custom parent value and its much better than way IMO, understanding it better) i just use the copy function. after its copied it still functions the same, and if you want to customize a certain aspect, just duplicate that specific aspect at that point and redirect your unit to use the new duplicatedd PART and not ENTIRE set. anyways, im rambling, i AGREE!

    @ bibendus yeah thats basically what i do. make a unit, copy the actor, tag the copy of the actor to the unit i made then, run with it from there. so i dont have random copies of things im not customizing just yet. then i work it out from there without editing any of the original parent values.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Ability with charges

    im not at my computer atm, but have you tried checking out the carrier interceptor ability? it uses charges i beleive or the nuke ability uses charges / magazine type behavior. maybe try checking those out and seeing what their numbers were used and when exactly they put the parts utulizing charges/magazines in their ability workflow?

    Posted in: Miscellaneous Development
  • 0

    posted a message on a 'bullet' to fire as fast as you want & function nicely!

    EDITED; just trying to be helpful, no one forced anyone to read anything-

    Posted in: Miscellaneous Development
  • 0

    posted a message on Attack Ground

    well, it would have to be an ability if you think about it. all the previous rts by blizz the attack ground functioned quite differently than just attack. if attack ground was an option it would auto attack. i agree that it would make sense that with the GE being what it is, we should have the option to target a ground with an aoe/search effect attached to a basic weapon, which would only go off if targeted on the ground, otherwise would target units normally. the hardest part i think about making an ability that did the same thing as 'attack' to ground is to make it auto-fire non stop like it did. from what i know about how the abilities work you would have to keep 'attacking-ground' or trigger it (and its time to steer clear of triggering abilities if at all possible i think). there is always the auto-cast option which maybe would work to attack ground, but i doubt it. and ive got bigger things on my plate than attack ground to work with atm personally. but if you all figure it out or make something work id love to hear your short hand way of making it work!

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.