I have a Revolving Mover (a la ProzaicMuze Projectiles Tutorial). I'd like to increase the radius of the spiral. Is it possible to change the Revolver Speed from 800? Maybe to something like 100 or 50? (I've noticed increasing the Revolver Speed to 1600 tightens the loops in some cases; is the opposite possible?).
edit: Sorry, it's just the malevolent Coramoor (zenx1, etc), sabotaging me. I deleted the Motion Phase Overlays altogether and then replaced them with new ones and I was somewhat able to update the field values. BUGS THE VERY MENTION OF THIS HORRIFYING RACE STRIKES FEAR INTO THE HEARTS OF MAPPERS.
I changed the Unit type from a Missile Projectile to a Unit. Then I gave the Unit the Mover of the Projectile I was interested in. Seems you can Launch a Unit with a Launch Effect, and given the appropriate Mover, the Unit will act like a Projectile.
From there I applied a Search Area to the Unit in question, via Behavior. The beams work according to expectation when Units are involved (without Missile flagged).
I'd like to create a beam attack that moves exclusively from one missile to another. The missiles target one another via a search area with validators, and a dummy damage effect is applied.
The dummy damage effect is used to call a beam actor. However, the beam actor travels from the caster of the ability to a given missile, rather than from one missile to another. Any idea how to cause a beam to travel only from one missile to another (never beaming the caster)?
The ability in question is called Bola. Bola is cast from Nova (on the left side of the map). Here is the project page with the map.
The Bola entry is last in the project description. I am hoping to synchronize damage effects and damage visuals with the bola beams. Interested in suggestions.
Still need advice on attaching Impact Flames to a variety of points on units damaged by this ability.
My Actor uses the Siege Mode Impact Flames model. I'd like the Actor to create the model at various attachment points on the Target Unit, creating the appearance that the Unit is covered in flames.
My Actor:
Type: Model
Parent: ModelAnimationStyleOneShot
Currently the Actor is being created when the Damage Effect starts. However, the model appears only at the Target Unit's Origin.
Event: Events +
(ActorCreation|AnimBracketState.*.AfterClosing; AnimName BSD|ActorOrphan|Effect.BolaDamage.Start|ActorCreation):(||||::Host):(AnimBracketStart BSD Birth Stand Death ContentPlayOnce|Destroy|AnimBracketStop BSD|Create|HostSiteOpsSet _Unit SOpAttachHead)
The missile is gradually rising until it reaches the ability target point, and then gradually decreasing in height. The only fields I've altered in the Throw mover are the:
I'd like to create that moves akin to the Marauder's Punisher Grenade. However, I'd like the missile to continue traveling after reaching the target destination.
I've seen you can achieve this by using throw Vectors, and setting the Arrival test to never. However, when I use a Throw Vector (0, -1, 0) I find that the missile doesn't maintain an even flight time. There's a gradual upward parabola in the missile's flight path. And idea how to achieve a constant height along the missile's trajectory?
ENGINE:Tab-Key(Down)TargetEventsLocalVariablesConditionsActionsVariable-SetENGINE:Target(Record).Target=(Closestunitto(PositionofENGINE:Hero(Record).Hero)inENGINE:Target(Record).CurrentTargets)General-If(Conditions)thendo(Actions)elsedo(Actions)If(ENGINE:Target(Record).Targetisvisibletoplayer1)!=TrueThenUnitGroup-AddENGINE:Target(Record).TargettoENGINE:Target(Record).CycledTargetsVariable-SetENGINE:Target(Record).Target=NoUnitTrigger-RunENGINE:Tab-Key(Down)Cycle(IgnoreConditions,Don't Wait until it finishes) Else Unit - Add 1 [ENGINE] Target to ENGINE: Target (Record).Target from player 1 Trigger - Run ENGINE: Target (Update) (Ignore Conditions, Don'tWaituntilitfinishes)ENGINE:Tab-Key(Down)TargetEventsLocalVariablesConditionsActionsVariable-SetENGINE:Target(Record).Target=(Closestunitto(PositionofENGINE:Hero(Record).Hero)inENGINE:Target(Record).CurrentTargets)General-If(Conditions)thendo(Actions)elsedo(Actions)If(ENGINE:Target(Record).Targetisvisibletoplayer1)!=TrueThenUnitGroup-AddENGINE:Target(Record).TargettoENGINE:Target(Record).CycledTargetsVariable-SetENGINE:Target(Record).Target=NoUnitTrigger-RunENGINE:Tab-Key(Down)Cycle(IgnoreConditions,Don't Wait until it finishes) Else Unit - Add 1 [ENGINE] Target to ENGINE: Target (Record).Target from player 1 Trigger - Run ENGINE: Target (Update) (Ignore Conditions, Don'tWaituntilitfinishes)
Note
Unit - Add 1 [ENGINE] Target to ENGINE: Target (Record).Target from player 1
This line applies a Behavior "Target" to the target unit. I use the Behavior to create an Actor at the target Unit. The Actor and Model are the red targeting reticle [Art: Model Briefing Unit Select (Red, Medium)]
i applied the time warp model successfully. thanks for the help.
i swear the guys who made the hero attack map had the actor rotating. i have no idea how to make the actor rotate. if you guys know, gimme a shout.
btw this is a gravity grenade loosely based on time scale effects from one of the WDE submissions. the grenade captures missiles, slows, them and then warps them out of existence.
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@XLIIVI: Go
bump
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In the models list, one entry is called "FirebatAttackBeam." The beam is missing from the previewer.
Every other beam can be called with a corresponding actor event (Animation Play: "Stand.")
Could someone with the know-how check on this beam and see what Animation Name will create the beam?
Art: Model Assets\Effects\Terran\JackalBeam\JackalBeam.m3
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I have a Revolving Mover (a la ProzaicMuze Projectiles Tutorial). I'd like to increase the radius of the spiral. Is it possible to change the Revolver Speed from 800? Maybe to something like 100 or 50? (I've noticed increasing the Revolver Speed to 1600 tightens the loops in some cases; is the opposite possible?).
edit: Sorry, it's just the malevolent Coramoor (zenx1, etc), sabotaging me. I deleted the Motion Phase Overlays altogether and then replaced them with new ones and I was somewhat able to update the field values. BUGS THE VERY MENTION OF THIS HORRIFYING RACE STRIKES FEAR INTO THE HEARTS OF MAPPERS.
0
@DrSuperEvil: Go
I changed the Unit type from a Missile Projectile to a Unit. Then I gave the Unit the Mover of the Projectile I was interested in. Seems you can Launch a Unit with a Launch Effect, and given the appropriate Mover, the Unit will act like a Projectile.
From there I applied a Search Area to the Unit in question, via Behavior. The beams work according to expectation when Units are involved (without Missile flagged).
0
I'd like to create a beam attack that moves exclusively from one missile to another. The missiles target one another via a search area with validators, and a dummy damage effect is applied.
The dummy damage effect is used to call a beam actor. However, the beam actor travels from the caster of the ability to a given missile, rather than from one missile to another. Any idea how to cause a beam to travel only from one missile to another (never beaming the caster)?
0
@XLIIVI: Go
Solved the attached flames question. I copied the Purifier's Planet Cracker Impact actor.
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@XLIIVI: Go
The ability in question is called Bola. Bola is cast from Nova (on the left side of the map). Here is the project page with the map.
The Bola entry is last in the project description. I am hoping to synchronize damage effects and damage visuals with the bola beams. Interested in suggestions.
Still need advice on attaching Impact Flames to a variety of points on units damaged by this ability.
http://www.sc2mapster.com/maps/lightning-stream/
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I'm creating an Actor for a Damage Effect.
My Actor uses the Siege Mode Impact Flames model. I'd like the Actor to create the model at various attachment points on the Target Unit, creating the appearance that the Unit is covered in flames.
My Actor:
Type: Model
Parent: ModelAnimationStyleOneShot
Currently the Actor is being created when the Damage Effect starts. However, the model appears only at the Target Unit's Origin.
Event: Events +
(ActorCreation|AnimBracketState.*.AfterClosing; AnimName BSD|ActorOrphan|Effect.BolaDamage.Start|ActorCreation):(||||::Host):(AnimBracketStart BSD Birth Stand Death ContentPlayOnce|Destroy|AnimBracketStop BSD|Create|HostSiteOpsSet _Unit SOpAttachHead)
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@XLIIVI: Go
The missile is gradually rising until it reaches the ability target point, and then gradually decreasing in height. The only fields I've altered in the Throw mover are the:
Arrival Test: "Never" Throw Vector: (0, -1, 0)
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I'd like to create that moves akin to the Marauder's Punisher Grenade. However, I'd like the missile to continue traveling after reaching the target destination.
I've seen you can achieve this by using throw Vectors, and setting the Arrival test to never. However, when I use a Throw Vector (0, -1, 0) I find that the missile doesn't maintain an even flight time. There's a gradual upward parabola in the missile's flight path. And idea how to achieve a constant height along the missile's trajectory?
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@TheTorrasque: Go
I'm getting that the page is temporarily unavailable for the iLivid files. Could someone upload the mod files to a different site?
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@XLIIVI: Go
How do I preserve the Trigger Text format?
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Tab Targeting (Cycle)
This is a tab targeting trigger set. This tab targeting cycle operates like WoW targeting system (cycling through available targets with the tab key).
Terraining
Region: Targeting
You'll need to create a Region (Targeting Region). Then attach this Targeting Region to your Unit. I used a circular region with radius 12.
Triggers
Variables (Mine are in a record called Engine: Target).
You'll need 1 Unit variable, and 3 Unit Group variables.
TARGET Target = No Unit <Unit>
Triggers
Note
This line applies a Behavior "Target" to the target unit. I use the Behavior to create an Actor at the target Unit. The Actor and Model are the red targeting reticle [Art: Model Briefing Unit Select (Red, Medium)]
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@Zarxiel93: Go
Are these mod files available from another site?
I'd like to take a look at the models from SC1 and Brood War. I'm not having any luck with iLivid?
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@Deadzergling: Go
i applied the time warp model successfully. thanks for the help.
i swear the guys who made the hero attack map had the actor rotating. i have no idea how to make the actor rotate. if you guys know, gimme a shout.
btw this is a gravity grenade loosely based on time scale effects from one of the WDE submissions. the grenade captures missiles, slows, them and then warps them out of existence.