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    posted a message on [Solved, sort of] Beam during a channeled ability

    @Kueken531: Go

    Nothing wrong about linking it to an effect, but I thought if you could cut out the Persistent entirely, why not?

    Anyway, added the Create Persistent and linked everything up. Works like a charm now. Moral of the story is: beams like Persistent Effects.

    Posted in: Data
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    posted a message on [Solved, sort of] Beam during a channeled ability

    @Kueken531: Go

    I was afraid of that - that somehow an Abil event can't find targets like Effects can. But if that's true, why does my other actor work (the nuke calldown splat) over the target?

    For the nuke splat, I used Abil.CapturePoint.TargetChannelStart (Create). Shouldn't this indicate that the ability has a Target and knows where it is?

    Posted in: Data
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    posted a message on [Solved, sort of] Beam during a channeled ability

    I've created a Beam (Simple) with the Event - Events + set to:

    • Abil.CapturePoint.SourceChannelStart (Create)
    • Abil.CapturePoint.SourceChannelStop (Destroy)

    And set the following hosting sites:

    • Hosting - Host Impact + (_Unit:Scope Target:Actor Find:Disabled)
    • Hosting - Host Impact Site Ops + (SOpAttachCenter:Disabled:Disabled)
    • Hosting - Host Launch (_Unit:Implicit:Disabled:Disabled)
    • Hosting - Host Launch Site Ops + (SOpAttachWeapon:Disabled:Disabled)

    And I get this result, in which the beam goes from my caster's weapon to (apparently) the origin of the map:

    http://yfrog.com/fyscreenshot2010120516204j

    What am I doing wrong to cause the beam to NOT go to the target unit?

    Posted in: Data
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    posted a message on Decreasing lag in game with 1000+ units

    @TwilightMarine: Go

    Is there a good reason why you need 1000 units in your game?

    Posted in: Data
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    posted a message on More than one Add-on for buildings?

    @Manifect: Go

    Just off the top of my head, could it be because all the tech addons are on the (2.5, -0.5) offset? The addons can't be built on top of each other... maybe try changing the Add On Offset coords on the Unit to somewhere where it won't try to get built on top of an addon that's already there?

    I haven't tested this, so I don't know if it's true or not.

    Posted in: Data
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    posted a message on Unit death adds charge to ability?

    I ended up working around this problem by making ability requirement limits similar to the requirements on building a Mothership.

    However, I still think this is a pretty interesting problem and would welcome the solution if anyone has any ideas.

    Posted in: Data
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    posted a message on Energy stuff

    @Cbasz95: Go

    The energy regeneration wants a positive number, so you should change your energy regeneration to 3 and the delay to 5.

    Posted in: Data
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    posted a message on (Solved) How To Have Reactor Anim Always On

    @Manifect: Go

    Oddly, this took a while to find. You have to change the Reactor's Unit Actor "Animation - Baselines +" field.

    When you get into the field, go under Animation Properties for the Index "Stand" and in the second drop-down box, add "Attached". This will make the Reactor look like it's attached to something. Another drop down box will appear when you add "Attached" and in that one you can further add "Work" if you like (that will make the Reactor glow and spin around like the attached building is making stuff).

    Here's a picture of what it should look like at the end (because it's kind of difficult to explain:

    http://img686.imageshack.us/img686/4386/baseline0.png

    Note that there are actually 4 Reactor Unit Actors, one "normal" one, and one for each of the Barracks, Factory, and Starport buildings. Make sure the one you're modifying (or if you're creating a new one from duplicate) is the one you're actually putting into your map.

    Posted in: Data
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    posted a message on Unit death adds charge to ability?

    Having some difficulty with this ability.

    I've got this Marine hero who can call down squad members one at a time through an ability called "Call Reinforcements". I'd like to keep the squad limited to the Hero + 3 normal Marines, so I made set the number of charges on the ability to 3, using 1 charge per use.

    What I need to do now is grant the Hero a charge on the ability whenever one of the Marines in the squad dies.

    I've been trying to make this work by giving the squad marines a behavior buff called "Alive" with an Effect - Effect - Final of and Effect "Marine Death (Add Charge). The effect uses Cost - Cost + modifying "Reinforcements" (the hero ability) "Usage Charge Count" to -1 (giving the ability another charge).

    However, the whole thing's not working correctly. I suspect that the Effect is not targeting the Hero correctly, but I have no idea how to do that, since the "caster" is technically the dying Marine, and there is no apparent target. Does anyone have any ideas on how to solve this?

    Posted in: Data
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    posted a message on Actors not working the way I exptect them to?

    @currydevil: Go

    Your Actor Events look fine to me... are you sure the Damage Effect is actually being applied? Specifically, at the target unit? If it's not, the actor won't fire.

    Another problem (kind of a long shot, but it happened to me once) is your actor model might be one of those models that requires "high" or "ultra" settings in Starcraft 2. If you're on lower graphics settings, the actor will be there correctly, but it just won't show up on your screen.

    Posted in: Data
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    posted a message on Overwriting a models animation

    @illidans911: Go

    Hold on, I'm on it. Been busy... I will edit this post with a solution soon.

    [Edit]

    I'm trying to get a good read on what kind of ability you're doing.

    The best way I can think of doing a delay between the animation and the effect is to change the Effect - Effect on the weapon from simply running the effect to a new Effect - Create Persistent. Then you can put a delay in the Persistent (in Effect - Initial Delay), then put your effect that you want to separate from the attack into Effect - Effect - Initial.

    From there, you'll need to modify your Actor (the one that's doing the attack animation) to play when you start the Persistent, not the actual effect.

    So your final product will be an attack that applies a Create Persistent where your actor will animate, which will wait a certain delay period before applying a different effect later.

    This probably isn't the only solution, but it's the best that can come off my head right now.

    Posted in: Data
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    posted a message on Graviton beam animation

    @Cbasz95: Go

    This problem seems very similar to this thread: http://forums.sc2mapster.com/development/data/15063-attaching-graviton-prison-beam-to-kerrigans-hands/

    Basically what you want to do is change the Hosting Site for the animation. I suggest changing it to SOpAttachCenter, because I don't think the High Templar has "weapon" or hand hosting sites. See the thread for more directions or if you don't know what I'm talking about.

    Posted in: Data
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    posted a message on Overwriting a models animation

    @illidans911: Go

    Attacking an other abilities are under Event - Events + in the Unit Actor. If you're not familiar with this part of the editor, it's a long list of animations that the model can go through when an event registers on it (such as the unit using an ability) You'll have to add the following to the list of events (right click, then select Add Event):

    Event:

    • Msg Type: Weapon Start
    • Source Name: (Any)
    • Sub Name: AttackStart

    Action:

    • Target: (leave this blank)
    • Msg Type: Animation Bracket Start
    • Name: (create a new name from the Customize button called "Attack", or use the word "Attack if it's already in the drop-down box)
    • Opening: Attack

    (leave the rest the way they are)

    This should make the unit attack when it attacks (unless the model you're working with doesn't have an attack animation, such as the Medic).

    There's also some more events you should add to the actor in the same way I just described in order to make things look smooth - there's too much for me to post here, but you might try taking a look at one of Blizzard's attacking units' Event - Events + tab and seeing what's going on.

    Posted in: Data
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    posted a message on Overwriting a models animation

    @illidans911: Go

    I think this is how you do it but I haven't confirmed it yet myself:

    • Go into the Unit Actor you want to modify (not the unit itself, the Actor)
    • Check out the Animation - Baselines +
    • Change whatever "Walk" is to the animation you want. Note there are a ton of options, but they're not available for all models... you'll need to check the actor model's animation names in order to figure out which ones have a "run" animation, for example
    • You may also need to change Animation - Walk Animation Movement Speed so your movement doesn't look completely retarded.

    I'm going to try and confirm this soon...

    Posted in: Data
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