• 0

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

    ...

    !@#$

    !@#$%!@^$#&^@#%@#!@$!@!@$

    I'm really beginning to hate actors now. I created a new action actor and deleted the one I was using. This time, I modeled the events after the actors for Stalker Attack, Marauder Attack, and other normal units with a missile. No error messages, so problem 3 is solved... or so I thought. However, the missiles are right back to shooting out of the unit instead of the turret.

    Art: Missile is set to the missile's actor. Attachment: Launch Attachment Query is set to AMFilterWeapon00:Center. I've also tried setting it to just "Weapon." Neither method worked. Combat: Launch Assets only has sound set, to the launch sound effect, as I don't have animation/art effects planned at the moment. Event: Events has the standard three green events, the first set to "damage.start" and the last set to "launch.start" Target: Impact Map is set to include both the impact model and impact audio. Target: Launch Site is set to the Site Actor

    The Site Actor has Hosting: Host set to the turret model actor, create on unit birth, destroy on unit death, hosting site operations SOpAttachWeapon

    I've compared it field by field to the example map in the beginner turrets tutorial and I just can't figure it out. Everything is identical except for the fields relevant to beams, because I'm using a missile. I just don't get why mine isn't working anymore. :(

    Posted in: Data
  • 0

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

    There's a ton of other stuff on the mod so I'd rather not. Is there some detail you need?

    Posted in: Data
  • 0

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

    I want to create a unit that has a "follower" who attacks nearby enemies automatically, like a phoenix does. I created a turret following this guide:

    http://www.sc2mapster.com/forums/resources/tutorials/9000-data-working-with-turrets-beginner-difficulty/

    However, instead of applying a beam, I decided to use a missile instead. Most of it's working but there's a few small problems I was hoping I could get some help with.

    1) The turret model (phoenix) does not face the direction it attacks. How would I go about making it do so?

    2) The attack animation for the unit is being played whenever the unit attacks via the turret. I tried to remove the attack animation event in the unit actor:

    WeaponStart.*.AttackStart AnimBracketStart Attack Attack

    This successfully disables the animation, but for some reason it also disables the impact sound effect. The impact sound effect is being played by an Action Actor (based on GenericAttack). Am I going about the wrong way trying to remove the animation? Or should I be making the change to the action actor?

    3) I think I'm having a problem with the Action GenericAttack actor for my missile. Every time my unit attacks, I'm getting an error message along the lines of "only one CActor Action can be created for the effect." I had similar problems with my past Action GenericAttack actors - my first two both had problems in the Event: Events field. I resolved my previous problems by changing the three effect.(effectname).start events to seemingly random effects related to my missile until it worked. This time, since I really only have two effects (launch missile and damage) I didn't know what to do with the three effect events, so I deleted two of them. It didn't solve my problem, and I don't know how to put them back. How should the events be set up on a simple attack missile? I'm awfully confused by this particular type of actor; I've had problems every time I've used them.

    Posted in: Data
  • 0

    posted a message on (SOLVED) Triggers and Mod Files
    Quote from Talon0815: Go

    I guess you need to let the map know the mod exists, so you would need to call any trigger element of your mod from the map first (like setting your summoner variable to no unit at map initialization). Maybe if you have those triggers in your map the game initializes the mod trigger stuff even if its not needed afterwards since those triggers are disabled, but if they don't exist there also is no need for the game to take any look at your mods content.

    Interesting. I'll try that. If a disabled trigger still activates the variable somehow that would explain this mess.

    EDIT: It worked. That's quite an oddity. o.O

    Posted in: Triggers
  • 0

    posted a message on (SOLVED) Triggers and Mod Files

    @Soma2035: Go

    Does a disabled trigger even have any effects? I've messed around with it quite a bit trying to get it to do what I want, but I honestly don't understand why it would behave differently when the 2 triggers are disabled, versus when they are simply removed...

    Also, oddly enough, it works when even one of those triggers remain (disabled). I can delete one or the other, and leave the remaining one disabled, and the mod triggers still function. But once I delete both, the mod triggers don't work anymore...

    Posted in: Triggers
  • 0

    posted a message on (SOLVED) Triggers and Mod Files

    I created the following in my mod file: Variable (unit) - Summoner Trigger - When a unit casts a specific summoning ability, set the caster to "Summoner" Trigger - When a unit is created by that specific summoning ability, wait .0625 seconds, then grab the stack count of Summoner's attribute and apply a buff to the created unit

    The mod is loaded as a dependency on my map, but the trigger does not work. I added debug messages to both triggers, neither appear. So I duplicated both triggers into the map itself, and altered the debug messages. Running the map in this state gives me 4 debug messages, and applies all 4 triggers (applying the buff twice).

    I selected both triggers and unchecked "enabled" and "initially on." They're shown now, faded out, with a red X over the symbol. I run the map, and the trigger in the mod fires, giving me the debug message and applying the buff properly. I remove the two disabled triggers (which shouldn't be doing anything, right?) and suddenly, the mod trigger is no longer firing. The buff is no longer being applied, and I'm no longer getting debug messages.

    Anyone know what's going on here?

    Posted in: Triggers
  • 0

    posted a message on Xel'naga Artifact Nova Animation

    I'm having a slight problem with the Nova animation. For some reason, it's leaving a circular mark on the terrain that looks very odd and out-of-place. I checked the model and it doesn't seem to be part of the animation.

    I created my own model data item that links to the particular effect, which is in turn linked to a self-created actor so... I don't think I accidentally told it to mess with terrain anywhere. Is it with the model itself? Is there any way I can get rid of it?

    EDIT: Turning the HDR Multiplier down to 1 makes it go away... but it means I can't make the part of the animation I want glow extremely brightly. Anyone know what the weird glowy thing could be?

    Posted in: Data
  • 0

    posted a message on [SOLVED] Add Maximum Energy ability or effect
    Quote from Eimtr: Go

    I want to attach either an Ability or Effect to a powerup that when taken increases the Maximum Energy of a unit. Is there a way to do without triggers? Basically what ability or effect can increase the Maximum stats of a unit? I've never seen that.

    Use an Effect (Apply Behavior), and a Behavior (Buff). Under the buff, and the field Behavior: Modification, you can change Unit: Vital Max Bonus:. If you want an ability to apply this, create an Ability (Effect - Instant) that calls the effect you created. If you want a power-up, basically copy the normal pickups from the campaign but change the effect to the apply behavior. Of course, make sure the stack limit is set to what you want - if you want the unit to be able to gain as many as possible, set the stack limit really high (or possibly to -1, it acts as infinity in a lot of cases and might work for the stack limit too).

    Posted in: Data
  • 0

    posted a message on Button Borders?

    @Zolstice: Go

    Yep. The abilities work. Some are effect-instant, some are effect-target.

    So... how much of a transparent area do I need?

    Posted in: Data
  • 0

    posted a message on Button Borders?

    @StragusMapster: Go

    If it's done automatically, how come when I test the map I've created, the borders aren't applied? Is there some flag you need? Or does the edge of the button have to be transparent or something?

    Posted in: Data
  • 0

    posted a message on Button Borders?

    I've noticed that normally, active abilities have a border that gives them a slightly different look than passives. I thought this would be in the data editor, under buttons, but I can't find it anywhere. I don't think it's the texture itself, since opening the textures in the editor shows that they don't have borders... how do I add borders to buttons I've created? o.O

    Posted in: Data
  • 0

    posted a message on Attribute Behavior Counts

    @Soma2035: Go

    :(

    Posted in: Triggers
  • 0

    posted a message on Attribute Behavior Counts
    Quote from patrickwobben: Go

    Hmm well first I had the read 2 minutes, please keep it simple with one question. And 2nd you want an ability that creates an unit and adds the Attribute of an hero to it or something along those lines? Well if thats the case you can Stack Attribute points with an other Behaviors type called:"Buff". After that you can simply copy the behaviors to the Created unit by using an:"Transfer Behavior" Effect with Copy enabled.

    The problem is, I'm using the built-in attribute system which is working well for everything else right now. I don't really want to redo the whole system, so at the moment I either need to a) find something that returns the current attribute level, or b) find a way to create a "dummy" buff behavior and have it linked to the attribute.

    Does transfer behavior work on attributes? If not, is there some other way of getting the attribute count without creating an extra behavior? If the answer is still no, what is the most efficient way to make this dummy behavior in a way that it won't be thrown off my changes to the attribute due to level up, abilities, or items?

    Posted in: Triggers
  • 0

    posted a message on Attribute Behavior Counts

    Still stuck on this. I've played around with triggering attribute points but it's not really solving the problem. If I do have to use behaviors, what's the simplest way to add them and have them directly related to the current attribute (including items, abilities, etc)?

    Posted in: Triggers
  • 0

    posted a message on Attribute Behavior Counts

    Hello everyone,

    I was trying to create a few abilities using mostly the data editor when I hit a minor road-block. I created an ability that places a unit, similar to Rory Swann's Flaming Betty or Raven's Auto-turret. However, I wanted to apply a bonus to the created unit based on the summoner's attribute. After looking into it for several days, someone suggested I apply the damage via a trigger instead.

    http://www.sc2mapster.com/forums/development/triggers/21716-add-behavior-to-created-unit/

    I searched the forums and found this topic after having problems with my trigger. My understanding is that you can not use the "Stack Count" parameter on an attribute behavior. Is that correct? This is a problem since I'm not currently using any other buffs. Since my unit only gains attribute points upon gaining levels, and gains them automatically, I simply tied the base attributes to the veterancy behavior. Any future increases will probably happen through an item with a buff behavior that modifies the attribute behavior.

    I'm a little bit confused as to what I should do right now. Is there any other way to simply pass the amount of a certain attribute a unit has to the trigger? I've searched for "attribute" and the only thing I found was "triggering attribute points." Is that a viable option?

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