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    posted a message on Creating and attaching an actor

    @FBender: Go

    No need to make your own site operation actor. Try "SOpAttachWeapon".

    This will fail if the model is not properly hosted, so you may need to fiddle around with the Host field if it doesn't work right away. The exact parameters you need there depend on the events you're using. Try setting the subject to "_Unit" and maybe switching Actor from "Implicit" to "Actor Find." Sorry I can't be more helpful, I haven't figured it out 100% and usually just need to do some trial and error before it works. :)

    Posted in: Miscellaneous Development
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    posted a message on Increasing damage with each bounce

    I actually figured out a workaround that achieves the desired effect. I created a new ability linked to the damage effect and added it to the caster unit, and in the effect chain where I previously called the damage effect I now call an issue order effect that orders the caster to use the damage ability on the target.

    Still not sure if there's supposed to be a more direct way or if that's just a bug, but for the time being the workaround is doing fine.

    Posted in: Miscellaneous Development
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    posted a message on Increasing damage with each bounce

    I've got a chaining ability that's supposed to increase the damage done with each bounce. To do this, each time it bounces I add another stack of a buff to the caster unit that increases spell damage by a certain amount. However, it's not working - the damage from each bounce is the same, even when the caster has a huge amount of stacks.

    I've verified that it isn't anything stupid by letting the ability build up a bunch of stacks and then recasting it. When I restart it with the stacks already up, it does the boosted amount of damage. This suggests to me that the bonus damage from the buffs isn't being checked from within the effect that applied the stacks, which seems to be a bug.

    Anyone know how to fix this?

    Posted in: Miscellaneous Development
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    posted a message on Changing a units actor midgame

    @Timthetoolman: Go

    Instead of swapping actors consider applying a hidden behavior to the unit, and then in the actor's events listen for that behavior's On event and send a Model Swap message. Then do the same with the off event, using Model swap to return to the original model. That should be much simpler.

    e: Sorry I didn't fully understand your question the first time around, if you aren't just switching models and need a new actor then you'll need to set up events so the first actor sends a Destroy message and the second sends a Create message in response to the same event. (Abil.YourAbility.SourceCastStart, for example.)

    Posted in: Miscellaneous Development
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    posted a message on Projectile launch attachment point?
    Quote from zifoon: Go

    ^

    @RileyStarcraft: Go

    No that will cause the problem

    The buffs do not stack by default. They only stack if you set stack buffer in the behavior to -1.

    Maybe I misunderstood what he was asking, I thought he meant how to make it so the stun won't be refreshed if it's already present.

    If you want it to refresh but not stack then it's as simple as setting the stack limit in to 1.

    Posted in: Miscellaneous Development
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    posted a message on 3rd Person Cliff Jump
    Quote from ghoohg: Go

    this is what I'm using for movement Events UI - Player Any Player presses W key Down with shift Allow, control Allow, alt Allow Local Variables Conditions Played Controlled Unit[(Triggering player)] != No Unit Actions Variable - Set Cartesian Velocity (x)[(Triggering player)] = (Cartesian Velocity (x)[(Triggering player)] + 1.0) Recalculate Motion Variables((Triggering player)) (thats just for forward)

    That looks like my code, lol. If you're using the WASD movement framework I published then there's a very simple modification to get reapers working with cliff jumping:

    "This requires a VERY small tweak to the map triggers. Under the "Handle Motion" trigger, where it says "offset by Polar Velocity (r)[Player]", you need to change this to an Arithmetic (Real) function to multiply this value by 3. The final trigger looks like "offset by (Polar Velocity(r)[Player] * 3.0)". This will allow the reaper to jump up cliffs without interfering with movement for non-cliffwalking units."

    Posted in: Miscellaneous Development
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    posted a message on Creating and attaching an actor

    @FBender: Go

    Look at the Host Site Operations field.

    Posted in: Miscellaneous Development
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    posted a message on Projectile launch attachment point?

    @JeffQ: Go

    Make a validator to check whether or not the behavior is already present.

    Posted in: Miscellaneous Development
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    posted a message on Region that remove all cloaking?

    Create a new behavior in the data editor, in the Modifications field go to the Behavior tab, scroll all the way down to State Flags at the bottom and check "Suppress Cloak." Now add a trigger to apply the behavior to any unit entering the region and remove it from any unit leaving it.

    Posted in: Miscellaneous Development
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    posted a message on Protoss building birth animation

    I've actually gotten this figured out and working since my OP, I'll do a tutorial on it soon. (Sorry no quick answer because it's pretty complicated.)

    Posted in: Miscellaneous Development
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    posted a message on Linking actors to units

    @kozm0naut: Go

    Actors are only linked to units via events. Whatever the scope of the event where the actor is created that's the unit it's linked to. So you can most definitely have a single actor object used for multiple units as long as you set up the events right. My question is specifically about dealing with unit morphing - at what point should I destroy the actor for the old unit and create the actor for the new unit.

    Or to be more specific what does the timeline look like for a unit morph? At what point is the old unit removed and the new unit created? Do they overlap or is there a boundary point? And what happens if the morph is cancelled?

    SC2 needs a debug stream :(

    Posted in: Miscellaneous Development
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    posted a message on Linking actors to units

    I'm working on a TD map where I have towers which can be upgraded multiple times. Each tower level is a different unit and they're upgraded via a morph ability. I want to avoid creating a different actor for each tower level though, so I just use one actor for each - I just don't bother destroying and recreating it with each morph level.

    This works fine except for two bugs: first, when upgrading to the next tower level, the icon next to the progress bar is blank (when it should be the actor icon.) Second, when the unit is selected it does not show the right weapon and armor information for it, in fact it shows the information for the last unupgraded unit that was selected.

    I realize that's because the actor's unit link is no longer valid after the morph is complete. What I'm wondering now is the best way to set up the events so that the actor's unit link is updated to the morphed unit, or the actor is destroyed and recreated in a completely transparent fashion before, during, or after the morph event. This is complicated slightly by the fact that for some of the actors I'm playing animations that are triggered by the morph event.

    Anyway I'm going to wrap my head around this tomorrow, but if anyone has already tackled it I would appreciate hearing about it before I repeat your effort.

    (There's also the fact that in the morph ability there's both an "Actor Duration" and "Actor Delay" field, I haven't yet figured out how those interact with the actor object, but I suspect it's probably important.)

    Posted in: Miscellaneous Development
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    posted a message on Refund Fraction not working?

    I'm making an "Upgrade" ability for a unit that costs 15 minerals. I have it set up so it shows a progress bar and can be canceled during the casting phase.

    The only problem is that no matter what I do, the refund fraction gets ignored completely. I want it to give the player a full refund if it's canceled, but regardless of what values I plug in there, no refund is ever given. Is this a bug or am I missing some flag somewhere necessary to enable refunds?

    Posted in: Miscellaneous Development
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    posted a message on Question about Current Custom Maps List

    You can find other maps by searching for them by name. So if a map gets featured on a review site or something and people specifically search for it, it'll get more popular, and eventually it might end up on the Popular list.

    I don't think the popular list is a problem, it's good for what it is, as long as there are resources (like review sites or people who feature good new maps on youtube, etc.) people will find and play new maps.

    A digg/reddit style system for maps would be pretty neat though instead of straight up ranking by popularity.

    Posted in: General Chat
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    posted a message on [Data] Creating a new ability from scratch

    This tutorial covers creating a new ability (Shockwave) from scratch, building the necessary effects, linking them together, and then creating actors for the visuals and sounds and syncing them up. Here's a video of the finished product:

    Embed Removed: https://www.youtube.com/v/uFKWBOzCZ1E?fs=1

    And the tutorial itself:

    http://rileystarcraft.blogspot.com/2010/05/tutorial-how-to-create-shockwave.html

    Posted in: Tutorials
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