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    posted a message on [SOLVED] cannot pick item

    Gonna start by saying I'm by no means an expert on this so I could be completely wrong. I just started playing with the inventory system myself.

    I think there's a few things that might be going wrong. Conveniently enough, I am using the 6 slot inventory as well.

    First of all, if the item "Grenades" is the item that is found during one of the campaign missions as Raynor, that's not really the same kind of item. The item isn't actually picked up. Instead, it auto-casts an ability whenever the appropriate unit gets close, that applies some effect to the unit and removes itself. If I'm thinking of the right ability and item, Grenades adds 1 charge to Raynor's grenade ability.

    What you want is an item that goes into your inventory. It should be possible to convert them, but without really knowing the details there's probably something missing from it (or something additional) that stops it from being picked up. This guide, by OneTwoSC, helped me get started in creating my own items from scratch.

    If you want an item with a certain amount of charges, you could try creating an item, attaching an on-use effect to it, and implementing charges / cost.

    Another potential problem is that you said you used a duplicate of the "TestInventory (Unnamed)." This inventory actually has containers. I would suggest that until you know for sure what you want for your inventory, just create your own inventory with no containers and no class limitations. Once you get accustomed to the inventory system you can either change your inventory ability, or switch to whichever default you want.

    I hope this is sort of helpful. Like I said I'm just starting to play around with inventory myself. If I come up with anything else I'll let you know.

    Posted in: Data
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    posted a message on Importing a lovely corsair model.
    Quote from CrazyTwigman: Go

    So how do u get it into assets/textures!?!?!?

    On the import module, after the file is imported, right click on it and type the new location.

    Posted in: Artist Tavern
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    posted a message on Abilities scaling with Attributes

    @Antimatterthunder: Go

    Well, I actually haven't really done much with the trigger editor yet. I'm familiarizing myself with the data editor first. The catalog action seems kind of interesting though. Does that just change the base value in the data editor field to which it refers?

    I'm wondering if this may be a proper solution to my recent data editor trouble regarding minions not getting bonus damage from the summoning caster.

    Posted in: Data
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    posted a message on Applying casting unit attribute buffs to a summoned unit?
    Quote from DrSuperEvil: Go

    In the worst case you could always add stacks of a buff onto the created unit that does the +% spell damage and it adds stacks equal to the amount of that attribute via validators.

    Err... the attribute adding the buff goes up to 500%... wouldn't I have to create a validator for each 1%? That seems slightly unwieldy / inefficient.

    Posted in: Data
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    posted a message on Changing a custom unit's rank.

    @zeye74: Go

    Go to the unit actor, towards the bottom, UI: Unit Kill Rank+. You might need to turn on show advanced settings (one of the buttons on the panel near the top of the screen).

    Posted in: Data
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    posted a message on Kill team medics?

    @zeye74: Go

    I think I need your character ID too, lol. Go ahead and PM it to me and I'll add you later when I check back, I'm about to go out.

    Posted in: Data
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    posted a message on Scaling units and Effects
    Quote from CrazyTwigman: Go

    HEy guys, i have no idea how to do this. How do you scale a unit size or the effect radius (eg NUKE)

    thanks crazy

    Find the actor related to the model related to the unit or effect. For instance, if you want to make a large zealot, you would go to actors and find "Zealot" with the actor type unit. This actor relates to the "Zealot" model, so open the models tab and find the appropriate model. Now you should see, under table view, "Scale Maximum" and "Scale Minimum." This is how big the model is - change both values to make it the size you want. The default values in this case were .9 in all dimensions, so to make it twice as big in every direction, make each value 1.8.

    Posted in: Data
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    posted a message on Ability not working?
    Quote from CrazyTwigman: Go

    I guess i duplicated. I just checked it and cant see anything wrong. But i didnt create my own ability.

    So, you duplicated Raynor's Chrono-rift right?

    I would trace the ability through the editor from start to finish, and make sure all the links are functioning properly. Basically, Raynor's ability looks sort of like this:

    Ability (effect-target) -> Effect (create persistent) -> Effect (set) -> Effect Unit (search area) and Effect Missile (search area) -> Effect Apply Unit (apply behavior) and Effect Apply Missile (apply behavior) -> Behavior Chrono Rift (Units) and Behavior Chrono Rift (Missiles)

    Go through, and make sure every link is correct. The ability should call the correct create persistent, which should call the correct set, which should include the correct two search area effects, and so on.

    Chances are, this stuff should be working, but there may be a problem here if your ability is not working at all. If everything is in order, test again to see if the ability itself works (ignore the visual / sound effects for now). Isolate the problem first - you need to know if the problem is with the ability or if the problem is with the actors that display the sound / visual effects.

    If the ability works, and the ability -> effects -> behaviors are all properly linked, then check the actors. Click on the effect "create persistent." On the tree on the bottom left-hand side, you should see 3 actors, one model, and two sounds. Are all of these present? If not, you need to go to the actors you want and add the correct event and action. If so, then trace the actor to the model and sound effects. Are these the correct models and sounds? Sometimes, duplicating breaks these links and the editor links to models and sounds that don't exist.

    Posted in: Data
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    posted a message on Kill team medics?
    Quote from zeye74: Go

    @Soma2035: Go

    neva saw them with the marauders. probably cuz i just ignored em :D thanks!

    Possibly. Or maybe the only show up on certain difficulties. I've seen that level more times on brutal than I want to admit. XD

    Posted in: Data
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    posted a message on Ability not working?
    Quote from CrazyTwigman: Go

    @Soma2035: Go

    well to nnumber 3 thats a NO, and I just added the ability like i normally would through the command card. I get the whole placement thing, but i get no sound or visual or animation or an effect of the actual rift.

    Alright well, did you duplicate an existing ability or create your own?

    Posted in: Data
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    posted a message on Importing a lovely corsair model.

    @CrazyTwigman: Go

    Importing models seems to be a tricky process. How did you go about importing it?

    What I did for my model import was:

    a) Import all the textures, and place them into Assets/Textures folder. b) Save, and close the editor entirely. Some older guides emphasize that textures will not work properly unless this is done. I'm not sure if this is still the case but it doesn't hurt to be careful. c) Re-open the editor, load the map/mod, and import the model, placing it in the Assets/Models folder. d) Save, and close the editor entirely again.

    After I do this, the model pops up under a new folder titled "Models" in the Assets directory, textured correctly. When I downloaded the model I was testing this with, the creator of the model/textures files told me the internal path was set to Assets/Textures though, so if your model/textures file specifies differently I would follow the same process with their recommended directory names.

    Quote from Daara87: Go

    The editor requires a restart every time you import a new texture for it to appear on a model. Also anytime you change the path of the texture or model it requires a save or even a restart.

    I have each of those models internal texture path set to Assets/Textures. So make sure that is your path when you import the textures.

    Keep checking back because it's likely I'll be updating them to fix/add textures animations and attachment points.

    Hopefully this helps.

    Posted in: Artist Tavern
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    posted a message on Kill team medics?

    @zeye74: Go

    It's a behavior/model called "MedicKillSquad" or something like that right? It's the behavior that's triggered to change the color of the medics in the Marauder Kill Squads in the WoL Campaign mission where you're supposed to gather/build Diamondbacks and attack the train.

    If you want to take a look at it, go ahead and double click on the "Model" value field under models.

    Posted in: Data
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    posted a message on Ability not working?
    Quote from CrazyTwigman: Go

    Ok, i can now use the abiltiy, but when i try and use it nothing happens... Its a picture of zealot charge, and its meant to be raynors chrono rift, but nothingn happens,it tells me where i want to place it and everything. thjen when i do place NOTHING happens... please help!!

    EDIT: is it possible via triggers to disable the command card if some uses a dialog?

    1) Is the effect present? "Nothing happens" could be any number of problems. If you tried simply duplicating the effect of Raynor's chrono rift, the actor links may have been messed up, meaning you get no sound, visual, or animation. Check to see if the behavior is being applied to units in the target location.

    2) If no behaviors are being applied to anything, check the effects themselves. This is especially true if you decided to make your own ability from scratch. For an ability like chrono rift, you should be creating a persistent effect, which calls a search effect, which in turn calls an apply behavior effect, that applies a set behavior. Make sure all the elements are present and appropriately linked to each other and the ability itself.

    3) Are you getting any sort of error message? That could be a huge clue as to what's going wrong.

    Posted in: Data
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    posted a message on Applying casting unit attribute buffs to a summoned unit?
    Quote from DrSuperEvil: Go

    Tried a Unit Order Queue or Unit Order validators on the abilitythat adds the buff? As the create unit effect makes the spawned unit a source you could always link the launching unit of the damage effect to the caster of the Create Unit effect via the Target - Launch Location - Effect field.

    I tried linking the damage effect to the caster. What I did was set it to:

    Target: Launch Location+ Target: Effect - (Create unit effect that's triggered by the ability) Target: Value - Caster unit

    This didn't work. Are these values correct?

    Posted in: Data
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    posted a message on Applying casting unit attribute buffs to a summoned unit?

    @DrSuperEvil: Go

    I'll try that, thanks a lot.

    Also, I sorted out the aura problem. Kind of idiotic really. My first ability was based off of a Youtube guide on passive abilities, and the passive ability worked fine. Then I tried to implement an aura ability based on the mothership and the passive ability I already made. The problem is, passive abilities are basically behaviors that are validated by the level, so the guide I followed instructed me to apply the behavior to the unit itself with the validators of the level needed.

    Since the aura behaved sort of like a passive, I did the same thing, applying the 4 levels of the aura behavior to the unit. Once I leveled, the requirements of the behavior would be met and automatically applied. Enabling the aura actually applies the behavior again, but since it has a max stack of one, it didn't matter. Disabling the aura would remove the behavior.

    Turned out to be quite easy to fix - remove the offending behavior on the unit and let the ability apply it on its own. >.> I feel so stupid now.

    On the positive side, I've now managed to create a unit with four level-able abilities, one passive ability, and functioning attributes. :D Gonna try to make the summons work properly now.

    Posted in: Data
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