• 0

    posted a message on Movement-Speed Buff and Debuff Interaction

    @deleted_7920358: Go

    What's going on is that speed buffs are multiplicative. That is to say, you're not adding 25% and reducing 50%, you're multiplying by 1.25 and then multiplying it by 0.5 (or the other way around, order is irrelevant). 2.75 * 1.25 * 0.5 = 1.71, and which is 1.04 lower. The discrepancy is probably due to rounding somewhere, or maybe you have the number remembered slightly off. To my knowledge, there's no way to change the way that this is calculated.

    If you want your two buffs to interact with each other, you'll probably want them to work on the same stack counter, and use validators to determine the actual buff.

    So, for example, let's give your unit 4 stacks of a behavior - buff called "Speed."

    Now, create an effect that applies 2 stacks of the behavior, and create an effect that removes 2 stacks of the behavior. Create a new behavior called "Slow" with the initial effect set to the remove 2 stacks behavior, and the expire effect set to the add 2 stacks.

    You can now create an additional two effects for applying and removing 1 stack. Say your 25% movement speed increase is being granted by an item - the item will add a behavior called, say, "Haste." This behavior will behave in the opposite fashion of slow. The initial effect is the add 1 stack effect, and the expire effect is the remove 1 stack effect.

    Now you'll want to create validators for 2, 3, 4, and 5 stacks. At 4 stacks the movement speed will be normal. At 5 stacks the movement speed will have a 1.25 multiplier. At 3 stacks movement speed will have a .75 multiplier. At 2 stacks your movement speed will have a .5 multiplier.

    Of course you can use a different stack count if you have more variants. For instance, if you have items that are +20% and items that are +25%, you'll want to make the default 20 stack counts, with each stack count being worth 5%.

    This is the first idea to come to my mind if you want the behaviors to interact directly with each other. Hopefully this'll help you find a good solution.

    Posted in: Data
  • 0

    posted a message on Action Actor, Turret, and Attack Animation (Solved)

    @Kueken531: Go

    Got it. Turns out, setting the explicit rotation to local fixes the turret too. Now it's facing exactly where I want it to face when it attacks.

    Huge thanks to everyone for having the patience to help me get this all sorted out. ^_^

    Posted in: Data
  • 0

    posted a message on Action Actor, Turret, and Attack Animation (Solved)

    Is an explicit rotation meant to tell the unit to ALWAYS face the direction of the rotation? I did some messing around with it. For instance, I tried to create a unit shadow after-image effect and applied an explicit rotation (just to understand how it works) and the end result was that every shadow would face due north.

    Is there some rotation that's relative to something else, rather than just in a direction in particular? Or am I using the actor wrong entirely?

    Posted in: Data
  • 0

    posted a message on Action Actor, Turret, and Attack Animation (Solved)

    Okay, I got the attack to shoot from the turret again. I finally decided I wasn't going to save the action actor I had made, so I deleted it and re-made it from scratch, meticulously copying the working one. It now works like a charm.

    I just need to figure out the whole explicit rotation.

    So, for some reason, the model I'm using has an origin point that's rotated 90 degrees relative to the standard origin points for SC2 models. For that reason, anything attached to the origin point is similarly rotated by 90 degrees. An odd side-effect of this is that when the turret rotates to attack a target, it rotates until it faces 90 degrees to the right of the target.

    I think what I need to do is add Site Operation (Explicit Rotation) to the model addition actor. How do I tell the Explicit Rotation actor to rotate 90 degrees though? Do I need to add this Site Operation to the Site Actor as well, like I did for the Site Operation (Local Offset)?

    EDIT: After some googling I found a topic where someone said to rotate it to face west, use values of 0, -1, and 0. I tried doing so, but now I've got very odd results. If my unit is facing 90 degrees (straight north), the turret turns and points its weapon at the target. However, if my unit is facing 270 degrees (straight south), the target turns and points its back-end at the target. I tested some more angles and it seems like if the core unit is not facing 90 degrees, the turret turns by however many degrees off the unit is. Is this what explicit rotation is supposed to do? o.O

    Posted in: Data
  • 0

    posted a message on Action Actor, Turret, and Attack Animation (Solved)

    @Kueken531: Go

    Interesting. I fixed that, and now the testing map is working fine. Now to figure out what exactly I need to do to make my real mod file work fine too...

    By the way, how do explicit rotation site operation actors work? It doesn't seem to have an angle of rotation field, only coordinate based (forward and up).

    Posted in: Data
  • 0

    posted a message on Action Actor, Turret, and Attack Animation (Solved)

    @FockeWulf: Go

    I went through all the data objects in my project and checked everything. I did basically everything you said except that on the Site Actor, I didn't include the Hosted Site Op for the local offset and on the attack actor I didn't have Host Supporter set.

    I made both the changes, and it's still not working. Let me try it again on the test map and if it doesn't work I'll re-upload it.

    EDIT: Attached the updated testing map. Still doesn't work with the changes.

    Posted in: Data
  • 0

    posted a message on Action Actor, Turret, and Attack Animation (Solved)
    Quote from DrSuperEvil: Go

    so using autogun and not pheonix model does not solve the issue?

    I haven't tried autogun, but I've tried Siege Tank and something else per your last recommendation.

    I'm kind of confused cause I solved this problem once already, but it somehow got... unsolved. And for some reason, the re-creation in the new map doesn't work either. o.O

    Posted in: Data
  • 0

    posted a message on Action Actor, Turret, and Attack Animation (Solved)
    Quote from DrSuperEvil: Go

    1. No host subject or SOps for your Site actor.

    2. Forgot the force launch site flag in the action actor.

    3. Forgot to add the turret to the Combat - Turrets field (important for turrets not on the main Unit actor).

    Fixed all of those issues... problem still persists. Attached updated version.

    Posted in: Data
  • 0

    posted a message on Fire-ability
    Quote from Neonsz: Go

    @Soma2035: Go

    Do you have any idea of what animation/model would be the best for the job? (;

    Well, like I said I haven't played WC3 and I've only watched a little of it... I don't know what your ability is meant to look like. But if you want something related to fire, you could try the Terran flame effect (it's the one used when Firebats / Hellions hit a unit, and a small flame lingers). Seeker Missile Impact is another good one, it's more of an explosion though. Protoss fires are pretty cool too but you might want to tint them unless you want blue fires.

    Posted in: Data
  • 0

    posted a message on Fire-ability

    I haven't played WC3 or seen the effect you're talking about, but I might be able to help you make it regardless.

    Just to confirm, the attack is meant to create a wave of fire, extending outwards from the casting unit, in a straight line. The fire then does damage, right?

    If so that's very similar to the second ability in the link that iHaveReturnd gave you. I don't know if anyone's done specifically this, but it's not too hard to do. What you want is:

    Damage Effect - This is the damage being dealt by the individual fires

    Search Effect - This is the effect you're going to use to check for units in the area. Set the appropriate radius for each individual "fire" and your target filters (I.E. exclude invulnerable or allies or whatever else). Set the search effect to apply your damage effect.

    Create Persistent Effect - This is the effect that makes the fires extend in a line. For instance, let's say you want it to reach 6 tiles out over 3 seconds. You would set periods to 6, period duration to 3, and periodic effect to the search effect you created above. Then, you want to set your impact location to source unit, then create periodic offsets of (0, -1, 0), (0, -2, 0) and so on. You should reach index 5 (6 entries). This way, each explosion will happen, in order, at your caster's location + the offset. The end result is a stream of explosions going forwards.

    Effect Target Ability - This is the actual ability. Make sure you set a suitable range, and make the effect your create persistent effect. Set cost / prepare time / finish time as you will. Create whichever button you want.

    Actors - You'll probably want a Sound (SoundOneShot) and Model (ModelAnimationStyleOneShot) actor, with appropriate sounds / art model, and the event "Effect.SearchEffect.Start Create". This will play the animation / sound for each explosion.

    That's pretty much the skeleton of what you're asking for, I think. Of course you could change it by adding force effects, making a behavior that applies the damage so that a unit can't be hit by overlapping fires more than once, adding launch animations / sounds, so on, but this is the gist of it.

    Posted in: Data
  • 0

    posted a message on [Solved] Stacking Buffs Problem (Button disappears after first use)

    @iHaveReturnd: Go

    I'm kind of new to the data editor myself but I think your problem is that you should be using an Effect - Instant ability instead of a Behavior ability. Behavior abilities seem to be used for passives or toggles. You don't want a passive or toggle, what you want is for the ability to permanently apply a behavior.

    Instead, I would do this:

    Stat Buff Behavior Apply Stat Buff Effect (Apply Behavior), set behavior to Stat Buff Behavior, set target to Caster Raise Stat Ability (Effect - Instant), set effect to Apply Stat Buff Effect

    Posted in: Data
  • 0

    posted a message on [Solved] Stacking Buffs Problem (Button disappears after first use)

    @iHaveReturnd: Go

    What kind of ability is it?

    Posted in: Data
  • 0

    posted a message on Action Actor, Turret, and Attack Animation (Solved)

    I rebuilt all the actors / turrets and such in a new map as a test to see if it would work if I simply started from scratch. It doesn't work... but this one I can post in case it helps anyone sort out where the problem is.

    For some reason I'm getting an action actor error too but I don't think that's too relevant since I've gotten those before. Usually it just means I forgot a .Start or .End somewhere.

    Posted in: Data
  • 0

    posted a message on Action Actor, Turret, and Attack Animation (Solved)

    @DrSuperEvil: Go

    I'm supposed to add it to the site right? For some reason once I add it, the projectile goes back to launching from the unit instead of the turret (Launch Force Site is still on). Also, how does this particular actor work? I figured a rotation would be done in angles, but it's asking for x/y/z values instead for "forward" and "up".

    EDIT: Oh. Even with it gone, the missile is launching from my unit... so I broke something again, probably while poking around yesterday. :(

    Posted in: Data
  • 0

    posted a message on Action Actor, Turret, and Attack Animation (Solved)

    !@#$

    I found the problem and I have no idea how I'm going to about fixing it. On a hunch, I replaced the model I'm using (custom model I got from the art assets here on SC2Mapster) with Nova (Terran Ghost). Several things happened.

    1) The attack is no longer attached properly. It's shooting from Nova instead of the turret. 2) Nova has some weird animation for attacking (expected, since I disabled the attack animation on the model I'm using and I don't know what Nova's default animations are) 3) The Phoenix now points exactly the right direction.

    Something is up with the model I downloaded. Maybe the attachment point on it is rotated, or perhaps the model itself is rotated (although I haven't noticed problems anywhere else). At this point I'm not sure how I'd go about fixing this. :(

    EDIT: Just tested, the model is facing the same direction as every other model. I set it to face 90 degrees (top of the screen), switched the models, and it still faces the same way. However, there's two differences.

    1) With the custom model, the Phoenix is positioned behind the unit and to the right. With the normal model, the Phoenix is positioned to the front of the unit and to the right.

    2) You probably guessed this already, with the custom model the Phoenix is facing 90 degrees right, while with the normal mode the Phoenix is facing straight forwards. This explains everything except how I change this angel, taking a look at the attachment points now. Is there some way to "turn" the way something is attached by any chance?

    EDIT2: Found the problem exactly. Standard SC2 Units have an origin that points straight up. However, when viewed in the previewer, the flat side is to the front and back, with the sharp sides to the left and right. The custom model I downloaded still has it pointing straight up, but the flat side is to the left and right, and the sharp side is to the front and back. In other words, the origin attachment point is adjusted 90 degrees to the right, so of course, anything attached to the origin point is turned 90 degrees to the right as well.

    Is there a viable workaround to this? I'm pondering creating a dummy model with ordinary attachment points, but if I attach said model to the custom model, it'll be turned sideways too leaving me with the same predicament.

    Posted in: Data
  • To post a comment, please or register a new account.