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    posted a message on Sublime Text plugin

    I used to map mod a LONG time ago (2010?) and started trying to get back into it.. This was my first question, "Is there a sublime plugin?", funny it just released like 20 days ago. I'll be using it, thanks!

    Posted in: Galaxy Scripting
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    posted a message on Camera Object - Rotation

    I didn't really look at all your code, but I do know that there's a bug with Galaxy right now I stumbled upon.

    Instead of Set Camera Object Property (Rotation), try Apply Camera Object Property (rotation).

    Setting the camera object rotation seems to have a bug in what degree rotation values it accepts.

    Posted in: Miscellaneous Development
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    posted a message on [Resolved] What's the Field Path for the Modify Unit effect's Vitals?

    Well, here's a tip instead of going through import/xml/mpq stuff.
    (a|b|c) is an array. First uncheck "Combine Structure Values" while in raw data view, since raw data combined isn't too useful when fetching field info.
    You'll see CEffectModifyUnit_VitalArray_Change . Whenever there's a word like "VitalArray" and it contains data that's an array, it's pretty safe to assume that it's an array, and you know where the array likely begins at with this word usage.
    Change the value you want, and if it says e.g. (1|0|0), you know the index is 0.
    So VitalArray[0].Change = the value.

    It may sound confusing, but really that's about as complex as it gets, anyways. And it's a lot faster to learn how to view it in the data editor than having to use a 3rd party app or another module every time you want information like that.

    Now what's more annoying/fun to learn is what can be catalog edited, and what can't. I've heard a certain tip of "If an upgrade can modify a value of something, then a catalog set can too". This seems to be the case pretty often, but not always. Really I don't see any rhyme or reason on what can or cannot be catalog edited, it's just what Blizz decided.

    Most effect values, however, can be modified with catalog set. Not all, but most.

    Posted in: Triggers
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    posted a message on How to add stuff to custom objects?

    Here. How to import a custom model and make it a model-actor(doodad), and brief explanation on unit-actor-model creation too. It's quick and dirty, but hopefully it answers your concerns.

    What you need to think is.. "When I make something, do it in reverse".

    Example, NORMALLY while working with a unit you think in the mindset:
    Unit -> Actor -> Model
    Unit -> Ability -> Effects / Behaviors

    This is how you should mentally think of the links, and how everything hooks up. Going to a Unit and looking at the Object Explorer shows all the links to the above items for easy referencing.

    But when you make it, you'd go e.g.
    Model -> Actor -> Unit
    Behaviors/Effects -> Ability -> Unit

    When you're done, you can look at unit to see if everything links right.

    Posted in: Data
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    posted a message on [Galaxy Noobs] Wow to SC2 in 30 seconds! NO 3dmax!

    Here. How to import a custom model and make it a model-actor(doodad), and brief explanation on unit-actor-model creation too.

    Posted in: Tutorials
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    posted a message on Item level requirement

    Make a requirement that checks the level of the hero ? :P

    Posted in: Data
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    posted a message on How can I modify the Reaper Jump ability?

    Yeah, I mucked with this a little and came to the same conclusion. There may be a way to do it, but the Reaper Jump skill is very explicit and annoying.

    Posted in: Data
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    posted a message on Altering existing models texture

    There is like no documentation on this, but if you search for Texture in the models section you'll see examples on how to swap the diffuse texture on a model by using variations.

    What's probably easier though, is to go to the Textures tab and create two new entries for the textures you want to swap between, and use an actor to capture the event and use TextureSelectById to go between the two textures.

    Posted in: Data
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    posted a message on [Data] Help: Remove charge used For unit ability

    Use the effect - modify unit and replicate the Vulture - Replenish Mines (Modify Mines charge count) to do this. You may have to add dependencies to find this effect, but it replenishes charges.. You can easily call this effect via triggers or by data editor once you understand how it works.

    Setting the value to a non-negative one will cause it to remove charges.

    Posted in: Data
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    posted a message on [Data] Visual Auras

    I'm not sure how their effect looks, but doing an attachment of a red omni light (or whatever) could achieve this effect. As far as explaining it to a newb, well, I can't think of a super easy way to do so. xD

    Posted in: Data
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    posted a message on Building speed.

    If you had complications understanding the Info+ tab I'm not going to explain how to do it via triggers, but look for an action. If an action does not exist to reduce build time, then look for a catalog edit. If catalog editing fails, look for an upgrade effect. If upgrade doesn't work, then it's probably not possible to do runtime edits.

    I don't really feel like doing all the above but I at least answered your question on the general route to do it. :P

    Posted in: Data
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    posted a message on What is the deal with requirements, half the time the OKAY button doesnt work?

    You're doing a vague complaint, so I'll answer it vaguely.

    Learn how to write expressions and don't use their GUI. Then you can copy/paste the expression in and not worry about issues with the dialog closing. I'm going to pretty confidently assume you're doing something wrong if the dialog isn't closing, as I use the requirement editor quite often and don't have this issue. Generate the code via gui editor if you must, then go to the Expressions tab and copy the text there. Use that as a means to write requirements, and save it if you have any complications you are stating.

    It's not the best of features they released, but their expression generator is pretty.. well, experimental.

    Posted in: Data
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    posted a message on maeing broodlords produce more broodlings and faster

    I didn't test this or research at all, but I would imagine do a search in the Weapon's tab for "Brood Lord", you'll see Brood Lord - Broodling Escort. The Stats - Period field is set to 10, and this may be the recharge rate of broodlings. The capacity is probably set in the Ability - Brood Lord - Brood Lord Queue, there's a field that says Stats - Queue Size. I could be wrong again, but this is a good tip on where to look. :P

    Posted in: Data
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    posted a message on Charges and Resources

    Charges are found in the Ability Tab.
    Look at Vulture - Replenish Mines (Modify Mines Charge count) to see how to add charges via data editor. You'll likely need to add the dependencies of the campaign to find this effect.

    Custom Resources are added just like normal resources are, just a different value in an array. Anywhere you see e.g. mineral/gas being tweaked you could use custom resource, you just need to figure out how those resources work first.

    Switching the blue numbers generated by Minerals? I assume you are talking about the floating text tag when you pick up Minerals as a pickup? If so, it's an actor effect. Go figure out how those pickups do it and you'll see how to change the color, as there's a field for it.

    Posted in: Data
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