Ah, somehow every time I type a question up and post it on Mapster, I immediately find the answer myself. I swear I search for these things quite a while before posting...
Anyway, if anyone's wondering about this (or wondering what I was asking), you can create a halo around a unit by accessing the unit's associated actor and then editing the Events+ field to include
I've noticed that several maps achieve a highlight effect (white outline) around a unit model. The Corruption ORPG (currently listed on the Home page) showcases this. Is there a simple Data Editor trick to achieve a highlighted effect or is model editing required?
Ah, another terrible questions. Apparently I needed to set "Dependencies: Custom" when creating the map, and make sure that the duplicated Model actually had the field "Art- Model" correctly linked (rather than its default duplicated field value)... Ugh.
Actually, I don't even have to rename the duplicates in order to get this bug. Just loading dependencies and then duplicating a unit is sufficient to result in a white ball being placed instead of the unit...Ugh
I'm having trouble placing a custom unit on the terrain after loading dependencies. If I load dependencies (even with Story first in the list), and then duplicate a unit (with associated actor, model, and weapon), then rename the duplicates, I can't place the object on the terrain. The placed unit appears as a white ball. Anyone know of a solution?
When I attempt to use either ability, I get the default error message, "Must Target Unit." I suspect I followed the tutorials correctly, so I'm not sure why I've received this error in both cases. Anyone else having a similar problem?
Events
UI - Player Any Player clicks Left mouse button Down.
Local Variables
Conditions
Actions
Unit - Order all units in Unit Group to ( Move targeting relative points near (Point((Mouse X position clicked in the world), (Mouse Y position clicked in the world)))) (Replace Existing Orders)
I would like to "Issue Order Targeting Point" to a Unit stored as a Global Variable. I would like the unit to "Move" to the Mouse-clicked (X,Y) upon a Left-click.
This trigger works correctly when the Unit is on the terrain.(1st Example) The bottom trigger, however, does not work when the Unit is stored as a Global Variable instead of being placed on the map.
Works:
Events
UI - Player Any Player clicks Left mouse button Down.
Actions
Unit - Order Archon [118.86, 132.35] to ( Move targeting (Point((Mouse X position clicked in the world), (Mouse Y position clicked in the world)))) (Replace Existing Orders)
Doesn't Work:
Events
UI - Player Any Player clicks Left mouse button Down.
Actions
- Unit: Issue "Move" Order
Unit - Order [ENGINE] Link to ( Move targeting (Point((Mouse X position clicked in the world), (Mouse Y position clicked in the world)))) (Replace Existing Orders)
I've configured a Boss Bar to update successfully based on a unit's Health. However, I haven't been able to create a Boss Bar that updates based on a unit's Energy.
Currently:
UI - Display boss bar 2 with title "Energy", portrait Assets\Textures\btn-ability-protoss-feedback-color.dds and maximum value (Integer(([ENGINE] Link Maximum Energy (Current)))) for (All players)
UI - Set boss bar 2 current value to [ENGINE] Energy (Do refresh the boss bar)
Where "[ENGINE] Energy" is a GV updated each time the hero's Energy changes. However, the Boss Bar does not update when the hero's Energy changes (the Boss Bar remains at 3/3, and never changes).
In the tutorial about Boss Bars this question was answered successfully, however, I have no had any luck replicating the result...
I have an Ability: Effect - Target, and it relies on a Throw-based Mover. The spell looks awkward when its target is within a certain distance of the caster. I'd like to apply a minimum range requirement for this ability.
What's the best way to do this? Some sort of Validator seems like an appropriate choice, but I'm not familiar with Validators. Any advice?
0
@XLIIVI: Go
Ah, somehow every time I type a question up and post it on Mapster, I immediately find the answer myself. I swear I search for these things quite a while before posting...
Anyway, if anyone's wondering about this (or wondering what I was asking), you can create a halo around a unit by accessing the unit's associated actor and then editing the Events+ field to include
ActorCreation -HaloStart
0
I've noticed that several maps achieve a highlight effect (white outline) around a unit model. The Corruption ORPG (currently listed on the Home page) showcases this. Is there a simple Data Editor trick to achieve a highlighted effect or is model editing required?
0
@XLIIVI: Go
Ah, another terrible questions. Apparently I needed to set "Dependencies: Custom" when creating the map, and make sure that the duplicated Model actually had the field "Art- Model" correctly linked (rather than its default duplicated field value)... Ugh.
Sorry. Feel free to close this topic.
0
@XLIIVI: Go
Actually, I don't even have to rename the duplicates in order to get this bug. Just loading dependencies and then duplicating a unit is sufficient to result in a white ball being placed instead of the unit...Ugh
0
I'm having trouble placing a custom unit on the terrain after loading dependencies. If I load dependencies (even with Story first in the list), and then duplicate a unit (with associated actor, model, and weapon), then rename the duplicates, I can't place the object on the terrain. The placed unit appears as a white ball. Anyone know of a solution?
0
@XLIIVI: Go
Ah, nevermind. I should have used Effect - Target. Thanks!
@XLIIVI: Go
0
I created two abilities "Effect - Instant" based on Mapster tutorials.
http://forums.sc2mapster.com/resources/tutorials/9021-data-force-effects-intermediate-difficulty/
http://forums.sc2mapster.com/resources/tutorials/10948-data-simple-one-shot-linear-attacks/#posts
When I attempt to use either ability, I get the default error message, "Must Target Unit." I suspect I followed the tutorials correctly, so I'm not sure why I've received this error in both cases. Anyone else having a similar problem?
0
Using Disable of Game UI.
Hero has some custom abilities created via data editor.
I'd like to use numb keys 1-0 to cast the spells, and I'd like to have a targeting phase where the player selects a target w/ the mouse.
Currently I'm using "Issue Order to Unit..." and then that casts the ability upon key press, but there is no targeting stage.
With Game UI Disabled, how can I cast a custom spell, selecting the spell using 1-0 and then casting with mouse click?
0
@Mille25: Go
Ah sorry...
I'm creating a unit. Then I'm trying to order the unit to move when the player left-clicks. But the unit won't move.
0
Does this work using a unit group?
Events UI - Player Any Player clicks Left mouse button Down. Local Variables Conditions Actions Unit - Order all units in Unit Group to ( Move targeting relative points near (Point((Mouse X position clicked in the world), (Mouse Y position clicked in the world)))) (Replace Existing Orders)
0
I would like to "Issue Order Targeting Point" to a Unit stored as a Global Variable. I would like the unit to "Move" to the Mouse-clicked (X,Y) upon a Left-click.
This trigger works correctly when the Unit is on the terrain.(1st Example) The bottom trigger, however, does not work when the Unit is stored as a Global Variable instead of being placed on the map.
Works: Events UI - Player Any Player clicks Left mouse button Down. Actions Unit - Order Archon [118.86, 132.35] to ( Move targeting (Point((Mouse X position clicked in the world), (Mouse Y position clicked in the world)))) (Replace Existing Orders)
Doesn't Work: Events UI - Player Any Player clicks Left mouse button Down. Actions
-Unit: Issue "Move" Order Unit - Order [ENGINE] Link to ( Move targeting (Point((Mouse X position clicked in the world), (Mouse Y position clicked in the world)))) (Replace Existing Orders)0
I've created an Actor "SoundOneShot" playing the Phoenix_Movement03.wav.
I'd like to use only a portion of the .wav... Is there a way to cut off the .3s of the sound and play the rest?
0
I've configured a Boss Bar to update successfully based on a unit's Health. However, I haven't been able to create a Boss Bar that updates based on a unit's Energy.
Currently:
UI - Display boss bar 2 with title "Energy", portrait Assets\Textures\btn-ability-protoss-feedback-color.dds and maximum value (Integer(([ENGINE] Link Maximum Energy (Current)))) for (All players)
UI - Set boss bar 2 current value to [ENGINE] Energy (Do refresh the boss bar)
Where "[ENGINE] Energy" is a GV updated each time the hero's Energy changes. However, the Boss Bar does not update when the hero's Energy changes (the Boss Bar remains at 3/3, and never changes).
In the tutorial about Boss Bars this question was answered successfully, however, I have no had any luck replicating the result...
0
I have an Ability: Effect - Target, and it relies on a Throw-based Mover. The spell looks awkward when its target is within a certain distance of the caster. I'd like to apply a minimum range requirement for this ability.
What's the best way to do this? Some sort of Validator seems like an appropriate choice, but I'm not familiar with Validators. Any advice?
0
@RileyStarcraft: Go
You continue to make it possible for me to make things that are impossible for me to make. Please keep up the great work!