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    posted a message on Footprints and Interaction

    How could one create a footprint for the force field wall model?

    Currently if I use a 3x1 or 4x1 footprint, the Force Field unit uses the footprint's radius to interact with other units. In other words units just attack air around the Force Field unit. How can one use the actual footprint and not the footprint radius for unit interaction?

    Posted in: Data
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    posted a message on Ability Help: Energy Tap

    @XLIIVI: Go

    sorry for the double post. your ability can just do 20 damage via a validated effect. if the validator returns false then the extra damage doesn't occur.

    on the one hand you can just copy the existing ability and change it to do something that it does already. there's nothing wrong with feedback as is so i'm not surprised you don't create something radically different.

    Posted in: Data
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    posted a message on Ability Help: Energy Tap

    @Demtrod: Go

    what do you mean steals 50 energy

    Posted in: Data
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    posted a message on (Showcase) Need some critique...

    There's more to say: *Placeholder*

    This is awesome.

    • Also, HoTS: a line tool for textures
    Posted in: Terrain
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    posted a message on Autocast button press?

    @KenjI03: Go

    in trigger events specify your button (player presses key: x). you can specify a number of repeats in your actions, and by placing a wait action in the repeat queue you create a delay that represents your cool down. also, there's a "wait for conditions" action that will check the truth of a statement before running the action remainder.

    Posted in: Triggers
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    posted a message on Launching 1 unit from a magazine

    @DrSuperEvil: Go

    [solved] If the magazine units are external, then they acquire targets of their own accord. You can disable the magazine unit's attack via behavior, and then remove the behavior via a Search Area with the appropriate validator for unit type. This will create the illusion that the magazine units are being launched at the target via a Use Magazine effect.

    Alternatively, if the magazine units are not external, then target acquisition is no cause for concern.

    Caveat: if your goal is to send a fraction of the magazine units at one target, and another fraction at another target, this is more difficult.

    Posted in: Data
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    posted a message on Actor > Events > Validate Host Unit Type

    @DrSuperEvil: Go

    lol, right you are. turns out that i had the event queued on actor creation, and i'd specified the site operations in the host site ops field. my site operations were defaulting to the host site ops field value instead of the event on actor creation.

    so now i'm attempting the events approach. however, using the site operations in events, the explicit rotation actor isn't applied.

    strangely, the explicit rotation actor works correctly when applied through host site ops field.

    Posted in: Data
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    posted a message on Actor > Events > Validate Host Unit Type

    Is it possible to Validate the Host Unit Type? I'm creating a model that attaches to a host unit, and I'd like to use different site operations based on the type of unit.

    Is it possible Validate that the Host Unit is, say, a Zergling?

    Posted in: Data
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    posted a message on Launching 1 unit from a magazine

    I've developing an ability Swarm Mine Tower that uses a magazine.

    I'd like to limit the number of Swarm Mines launched when the weapon effect triggers.

    Currently the weapon uses a Persistent Effect (period count: 1) with a Periodic Effect that links to the "Use Magazine" effect. This launches the units from the Magazine.

    However, my trouble is that even when the Period Count is only 1, all the magazine units are launched. I'd like to launch 1 unit from the Magazine at a time instead of all the Magazine units.

    Here's a link to my map. Nova, on the left side of the map, casts the Swarm Mine Tower.

    http://www.sc2mapster.com/maps/lightning-stream/files/9-swarm-mine-tower/

    Posted in: Data
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    posted a message on Math Question

    @finiteturtles: Go

    Here's my current custom abilities demo map.

    http://www.sc2mapster.com/maps/lightning-stream/files/9-swarm-mine-tower/

    The ability in question is "Hellzone Grenade."

    The initial launch phase is an arc trajectory followed by a second motion phase that is a linear trajectory. I'd like to unify these two trajectories into one arced trajectory. You can see my current trigger launches the missile along an arced trajectory and then resorts to a linear trajectory that guides the missile to its destination.

    I'd like to unify these two motion phases into one motion phase. While this could be easily accomplished with movers, perhaps you can see from the map why triggers are preferable in this instance. So I need an equation that issues a move order to a unit such that the mover order is continually update from point A to point B.

    Point A is the initial position of the missile (Tassadar's position). Point B is the destination point of the missile (a random point specified by a polar offset). It's possible to return the value of the destination point in coordinates (x,y) so that I'm sending the missile from:

    Point A (x1,y1) -> Point B (x2,y2). And so I need an equation that issues updating move orders to the unit so that the unit travels from point A to point B in an arc like the boomerang's outro.

    Posted in: Triggers
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    posted a message on Math Question

    @XLIIVI: Go

    unfortunately it seems that movers are only applied for launch missile effects. so when i apply a mover to a unit, and the unit isn't launched with a launch missile effect, the unit is unable to move.

    (interestingly it is possible to launch a unit with a launch missile effect and apply a mover to the unit. it's not necessary to flag the unit as a missile for this purpose).

    Posted in: Triggers
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    posted a message on Math Question

    @SouLCarveRR: Go

    yeah, my problem is developing an equation with proper iterations so that the unit travels from point a to point b along the equation's path.

    while this probably seems elementary to some, i need some help accomplishing this task.

    suppose i want a unit to travel 10 spaces in a particular direction. however, i want the unit to travel along an arc instead of a direct line.

    how could i write a function to achieve this goal without the certainty that the unit will arrive at a target point?

    i can obtain the distance from one point to the other using a standard distance formula. however, this formula only prescribes the distance if the line is a straight line. i'd like the unit to travel in an arc, and therein my problems begin.

    the unit's speed is 7, if it helps. and i'd like the arc to look something like the arc of the boomerang (along its initial journey). i realize i appear to be trolling because this is relatively basic math (to those in the programming field). however, i need some help solving this quandry.

    Posted in: Triggers
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    posted a message on Math Question

    Given coordinates a hero's position (x1,y1), I'd like to command a unit to travel to a target point (x2, y2). I'd like this unit to travel an arc path instead of a straight line.

    Kueken's boomerang outro is an example of something like the trajectory I have in mind.

    If I'd like the unit to travel in a line instead of an arc, I can simply issue a move order to the unit and have the unit travel directly to the target point. However, I'd like the unit to travel in an arc. Could anyone describe or create an example function?

    Presumably the unit would be issued persistent move orders targeting (x,y) coordinates that update over time until the unit reaches the target point. I've been issuing an order targeting a point offset by degrees and distance.

    Posted in: Triggers
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    posted a message on Beam Question

    I have a unit that fires a beam weapon. When the unit dies, the beam is still visible for about 1 second.

    I have the standard beam configuration (BSD). I've been unable to make the beam disappear immediately upon death of the host unit. Thoughts?

    Posted in: Data
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    posted a message on Target Sorts

    !@#$@#$@#@!$#!@#$#$#!@#@$# there's such a dearth of information about these things.

    anyway, i'm trying to use a TSMarker to avoid an ability hitting the same target twice.

    unfortunately the search continues to double back almost at random.

    anyway the way i have this shit set up is i have a launch effect that marks a target and then there's a second launch effect for "bounce" launches that marks targets, too. does it make any difference that there are two different launch effects applying markers for the same ability?

    so i've got a mother fuckin' target sort being applied and i have no idea if it expires or if it makes changes the value of the marker when the marker is applied with two different effects. i have no idea what the fuck the target sort fields "request count" or "request percentage" do? are these important or just more extraneous bullshit?

    why are there so many extraneous entries in this damn editor. like okay man, i selected the effect, or event, or whatever, obviously my intent is to use the thing i've selected. why do i have to click a second button to make the damn thing work?

    like "FLAME ON" (fails)

    "FLAME ON" + "FLAME ON ACTIVATE" (success)

    like okay man i was never gonna flame on unless i wanted to flame on.

    why are there a million redundant model entries with exactly the same field values for the same model with different names. like there are probably 2k models to sort through and you'll only ever want to use maybe 5% of these given 2k models and probably 75% of the model entries are redundant, fuck.

    plus there just aren't enough custom models or something for map editors to create their own custom abilities. it's all from the game or something there's no like "awesome explosion model #1-50 unused"

    i dunno so anyway back to the target sorts thing.

    i've got markers getting applied. i have no idea when the markers expire. i have a target sort on my search that's supposed to be prevent redundant target selection. for whatever reason the target sort doesn't work. i've got the target sort configured with TS target marker (target), markers: 0 so presumably this means that the target sort will prefer targets with 0 markers (although there's no definitive answer here it could be just as well that it sorts against targets with 0 markers again there's not enough information).

    okay so there's one enigmatic issue plaguing my ability.

    then there's the question of "request percentage" and "request count" i can't even imagine what these would do.

    whatever so i apply the target sort and whether i request percentage or request count or not it still doesn't work. the search still returns the same unit twice, but the search doesn't do this in any explicable pattern more like, at random, sometimes but not always, the search will return the same unit (one that is presumably marked to be not targeted), but the unit gets targeted anyway. again, this happens sometimes, but not always.

    and then i have to exclude "target" from the search area or the search for the bounce effect fails. obviously the original target should be marked so why does the bounce search EVER target the target from the original launch effect? WHO KNOWS, but nevertheless, the search effect will ignore the target marker and just retarget the target of the initial launch effect (DESPITE THIS TARGET BEING MARKED).

    so anyway, i tried toying with the exclude field: so i exclude the target of the original launch effect and the target of the bounce launch effect. does this work? NO

    despite each target now being marked both with a target marker and with a second (redundant) target sort based on behavior count, and DESPITE THE TARGET UNIT BEING EXCLUDED FROM THE SEARCH AREA, the same fucking target will end up getting hit twice about 30% of the time. I FUCKING HATE THIS EDITOR.

    Posted in: Data
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