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    posted a message on Protoss Shield Properties

    lol bump

    Posted in: Miscellaneous Development
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    posted a message on Protoss Shield Properties

    @SBeier: Go

    Ouch, so I'm going to have to remake ALL my weapon damage effects? >_<
    There must be another way. :/

    Edit: Your method wouldn't work for my map either because I have altered the shields to be constantly regenerating, thus making shielded units unkillable.

    Posted in: Miscellaneous Development
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    posted a message on Protoss Shield Properties

    Is there a way to adjust the attributes for shields (i.e. Light, Armored, etc.) so it doesn't default to the unit's? It seems like this is built-in. I want shields that take full damage from any damage type but begin taking attributes into account once their health starts taking damage. How can I approach this?

    Posted in: Miscellaneous Development
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    posted a message on Campaign AI: Drops

    bump

    Posted in: Miscellaneous Development
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    posted a message on Campaign AI: Drops

    @GnaReffotsirk: Go

    I just popped this into my map and it worked. They built like 14+ SCVs instead but whatever.

            AI Advanced - Declare Town Specific Spot - Set the center of player 2's town 1 to be at point (Position of Command Center [10.50, 9.50]).
            AI Advanced - Train - Train 10 units of type SCV in player 2's town 1 with priority 100.
    
    Posted in: Miscellaneous Development
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    posted a message on Campaign AI: Drops

    I've been trying to accomplish this with the trigger GUI forever and I can't seem to get it right. I want a campaign AI to build a few units, set them to an attack wave, load them to transports, then drop them off at a target point. The attack wave is finally sent to the player from there.

    Is there an easy way to do this with triggers that I'm overlooking? Enforcing "Force Transport Mode" and using "Set Wave Gather Point" hasn't been working for me. The wave units will load up into the transport and fly to the drop zone but they will never leave it. Just sit there in the transport indefinitely.

    Help, please. :>

    Posted in: Miscellaneous Development
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    posted a message on [Data] Creating Custom Add-ons

    This tutorial will help you set up your own unique add-on. You can likely use any model that you want when making an add-on but keep in mind that weird things can happen with the animations. But by all means, we can have a Spire add-on to a Starport if we wanted. Anything is possible.

    First off, there's quite a few things to consider and components that need to come together in the Data Editor to make the custom add-on come to life without crashing your game. Make sure you have "Show Advanced Values" mode on. There are a couple parameters that are hidden from view without this mode toggled on. This among other things prevented me from finishing my custom add-on for quite a while.

    1. The Button/Requirements: Like with everything else you want to make from scratch, you must give it a button that provides the add-on with its own tooltip. This is an easy step to handle yourself. Requirements can be set as well if you want to force the player to produce a certain structure before they can create the add-on. We'll revisit this later.

    2. The add-on Actor: You're going to want to create your own copy of the Actor you are using, specifically reserved for the add-on you are making. Make sure you link this with the Unit you create with the Token parameters at the top called "unitName". If you duplicate an existing Actor, the animations might be messed up. This can cause invisible add-ons, add-ons that pop out of nowhere when they finish building (have no construction animation), or just plain freeze your game. The reason it does this is because you're requesting animations that don't exist. Duplicating can sometimes mess things up. You'll want to go into "Events - Events +" to fix this.

    http://img535.imageshack.us/img535/1734/addon1k.jpg

    Check all the green fields, which are custom fields you have defined. Search for anything unusual (blank Source Name fields, references to sounds that don't exist like "Create SoundEmitter PhysicsLab_Ambience" or references to construction animations that don't exist like "UnitConstruction.PhysicsLab.Start > Create PhysicsLabBuild"), and change it to an existing model or sound. For example, this Tech Lab's Events I copied for my custom add-on. This should solve any problems with freezing, animation issues, etc.

    3. The Unit: There are a couple important fields to fill out on your Unit's fields.

    Behavior - Add On Offset X/Y: Sets where the add-on will be placed from the parent unit.
    Behavior - Added On Units +: Use this to create a link between your building and your add-on. This is a very important step. It references a Behavior and I don't know what it does, but it helps establish the relationship of the two units. I chose to duplicate the Behavior "Tech Lab - Starport", but any of those 3 will do. Only do this for your add-on, not the parent building.
    Abilities - Abilities +: Here you can place what abilities and actions you want your add-on to be able to take. There's an important ability you must use here if you want to be able to "morph" the add-on. You'll see it on the Tech Lab add-ons. It's called "Tech Lab Morph".

    Note on Morphing: If you don't create morphing abilities for the add-on, it will not be disabled when detached from the parent. You don't ever notice it, but the detached Tech Lab is considered a separate unit, just like Tech Lab - Barracks/Starport/Factory. You can ignore the Morphing ability referenced throughout this guide if you don't care if the building functions unattached. However, you probably don't want the player to be able to use the add-on without its parent. Let's move on.

    Movement - Pathing Footprint: Footprint 2x2 (Contour) is the default and you should use this for starting off. It affects how much space on the grid it takes up. If you know how to modify footprints, then you'll have to create a matching custom "Footprint 3x3 + 2x2 (Addon)" footprint for your custom footprint, should you choose to use something other than the default.
    Movement - Pathing Footprint - Placement: What footprint pattern you'll see if you are placing the add-on airborne (via Terran building Lift Off/Land).

    4. The Detached Add-on The detached add-on is actually a separate unit and it isn't simply a "toggle on/off" button. The relationship between these two units must be handled as well. Create a duplicate of your custom add-on, and give it a (Detached) suffix so you can easily pick it out between the two add-ons. Remove everything from the "Command Card +" field except for cancel (you want players to be able to cancel the building while it's constructing). That's all you have to do here.

    5. Requirements redux: If you haven't noticed while you were creating the custom add-on or requirements, there are a set of Tech Lab requirements that involve the Tech Lab Morph ability. There is one called "Show If Have Starport Add On Parent", etc. Duplicate this and modify the Requirements + to reflect your parent building.

    Show
    - [Count Unit] [your building here] [Completed at Unit]
    

    Go to "Show If Have No Add On Parent" and duplicate that also. This time under Requirements + put:

    Show
    - Not
    -- [Count Unit] [your building here] [Completed at Unit]
    

    That's all for this section.

    6. The Abilities: Aside from the abilities you want it to have, there are a couple core abilities to work with for your add-on and parent building.

    Parent Structure: xxxxx - AddOns Put this ability on the parent structure, adding your custom add-on to the list along with its button on the Command Card + field.
    Add-on: Tech Lab Morph (xxxxx) You'll actually need two of these. One handles the morph to detached add-on case. The other handles the morphing back to a functional add-on case. Don't mix these up. You need the working add-on to reference the detached add-on and vise versa. Just give one of these the (Detached) suffix. Under "Ability - Info +", set the Detached structure for the Detached add-on's ability. Set the functional add-on to the functional add-on's ability.

    http://img571.imageshack.us/img571/8583/addon2.jpg

    Make sure the Detached add-on has the "Produce" Flag unchecked. Now go to the "Ability - Commands +" and set the Execute Command to have the new Requirements you just set. Basically, you want the Requirements to reflect which add-on ability you have selected. Set the Detached add-on Requirement to be "Show If Have No Add On Parent". Give the custom add-on the other Requirement you have created for it.

    7. The Units redux: Finally, give these new morphing abilities to the custom add-on and its detached twin version. You want the Detached version to have the ability to morph to the functional version and vice versa.

    I hope I didn't leave anything out. :( You should now have a functional add-on exclusive for your structure that doesn't crash the game anymore. Yay! Using what you just learned, you can also create a multi-morphing Tech Lab like Blizzard's model, crazy add-on combinations, and more.

    Have fun, doods.

    Maybe this was better suited as a video tutorial...

    Posted in: Tutorials
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    posted a message on How do I edit the Help Menu?

    The Tech Tree fields under the Units tab in the Data Editor should let you edit the entries.
    There's fields for:

    Tech Tree - Glossary Alias: Don't worry about this one.. Don't know what it does either but it's left blank on a majority of the entries.
    Tech Tree - Glossary Category: Sets the listed race of the entry.
    Tech Tree - Glossary Priority: Higher numbers are listed first.
    Tech Tree - Glossary Strong Array: Add the unit's strengths.
    Tech Tree - Glossary Weak Array: Add the unit's weaknesses.
    Tech Tree - Tech Alias: Not sure what it does, but it's important to list units with multiple forms with a single alias. For instance, a Siege Tank (Tank Mode) and Siege Tank (Siege Mode) are both given the value (Alias_SiegeTank).
    Tech Tree - Tech Tree Unlocked Units: Add what units it unlocks.

    You'll need to have Show Advanced Values checked in the Unit Editor to see these parameters.
    Haven't used these before, so I don't know what works or not. Hopefully I pointed you in the right direction.

    Posted in: Miscellaneous Development
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    posted a message on Placing doodads on low (unwalkable) ground

    Just so you can see exactly what this does:

    You can also enter Selection Mode on the Doodad Layer and select the Doodad and check the box that says "Ignore Placement Requirements" or something like that to achieve the same effect. Shift+Click is so much faster though! ;)

    Posted in: Miscellaneous Development
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    posted a message on Removing a turret entirely

    @RileyStarcraft: Go

    I guess they're not two different pieces then. :P

    Sorry I misinformed you, Laz.

    Posted in: Miscellaneous Development
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    posted a message on Removing a turret entirely

    Go to the Data Editor > Actors > Hellion Turret.

    Delete the Event: (TurretEnable.Hellion):():(Create)

    Posted in: Miscellaneous Development
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    posted a message on [Solved] Custom Structure - Problem Recognizing as an Add-on Parent

    Derp. I figured it out myself.

    For future reference to anyone: You can link any structure to any add-on by using the "Behavior - Added On Units +" parameter in the Units tab. You'll need to turn on Advanced Values to see this. You will also need a Behavior to link the two structures together; dupe it from a pre-existing one such as "Tech Lab - Barracks". There's more to it if you want to Morph the Tech Lab through Requirements which can make it a unique add-on for a specific structure, disable itself when no matching structure is attached, etc...

    Holy crap, that simple function took me 3 hours to find, under the Units tab of all places. I've been plowing through Behaviors, Abilities, Buttons, Models, Actors, you name it, except for Units 'cause I thought it'd be somewhere else. There was not any threads about this on here, to my knowledge.

    Hopefully this helps someone. lol

    I guess I might as well always show Advanced Values. Can't believe I overlooked this stupid thing.

    /thread

    Posted in: Miscellaneous Development
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    posted a message on [Solved] Custom Structure - Problem Recognizing as an Add-on Parent

    Bump.

    I managed to get the structure to build an add-on if you order it to in mid-air (Lift Off). It still can't build the add-on from the ground, which has got me scratching my head.

    There also seems to be a problem with the Tech Lab Morph ability detecting the structure in question. It's either that or the structure isn't being recognized as a parent of add-ons to begin with. Halp!

    Posted in: Miscellaneous Development
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    posted a message on Turnable but not movable

    Changing Movement - Speed to 0 doesn't work for this? Are you trying to have it turn on command or turn while it fires like a turret?

    Posted in: Miscellaneous Development
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