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    posted a message on [Data] Customized Movers (Advanced Difficulty)

    Is this a targeted effect or an instant effect (click the button and it runs itsel?f)

    Posted in: Tutorials
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    posted a message on [Data] Customized Movers (Advanced Difficulty)

    The offsets are already relative to the units facing. +Y is behind the unit, -Y is in front of the unit, +X is left of the unit and -X is right of the unit.

    Thus if you wanted to make 8 missiles shoot in the cardinal directions from the unit, your impact offsets would be:

    N: (0,-5)
    NE: (-5, -5)
    E: (-5,0)
    SE: (-5, 5)
    S: (0, 5)
    SW: (5, 5)
    W: (5, 0)
    NW: (5, -5)

    Posted in: Tutorials
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    posted a message on TDG's Map-making Contest (Cancelled)

    If you're going to start off with bias against games that might draw a hostile crowd (any game with competitiveness) or complex gameplay. . . then your contest is a sham. You might as well be asking for Mario Party SC style. . .

    I won't be participating or supporting this thread until you change your perspective.

    Posted in: Off-Topic
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    posted a message on An annoying trend within the SC2 mapping community

    You're all wrong. We should be hoarding information like a veritable mound of gold.

    It's mine. All mine. And I simply refuse to share it. . .

    ever. . .

    Posted in: General Chat
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    posted a message on [Data] Customized Movers (Advanced Difficulty)

    @MrZ3r0 - You can make the Valkyrie missiles using the Spiral movers with Revolver Acceleration (to cause sporadic spirals). Look up my Psyborg video to see how this would look. While not exact, the missiles burst from a single point and then travel out and in non-uniform patterns.

    @IskatuMesk - He could actually mean several things. Piercing Missiles, Pathing Missiles, Blast Missiles, Nova Missiles. . . etc Regardless, all of these things are possible. I just need to know WHICH kind of missile he/you want so that I can explain how to do it. In his case, I'm unsure.

    For you, if you want to create novas, you can make a persistent with periodic offsets and fire missiles to their locations OR fire multiple missiles from a persistent effect with each missile having an impact offset. Either way the missiles will launch from your location and explode at the offset locations. If you want to make them explode upon traveling through an object along their path, you apply buffs to the missile units themselves.

    Buff > Search > Set [Damage (Missiles Damage) | Damage (Flag: Kill)]

    This will cause the missile to search for targets while flying. If it finds any, it will deal its damage and kill itself. Alternatively you can give your Missile health and have the Damage do increments instead of "Kill" so that it passes through multiple targets. Each target doing 1 damage to the missile until it's predetermined "ticks" have been used up.

    Posted in: Tutorials
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    posted a message on Prozaic's SC2 Editor Tutorials (Week 3)

    Week 3's chosen tutorials are Specialized Weapons (Intermediate) with 22 votes, Force Pushing, Pulling and Lifting Objects (Intermediate) with 21 votes and Spells (Beginner) with 15 votes.

    This thread is now locked. Direct your attention to Week 4/5's poll for more information :)

    Posted in: Tutorials
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    posted a message on Prozaic's SC2 Editor Tutorials (Week 4-5)

    Obviously this poll is being made late, but I 've been unable to access the forums since Monday :(

    Also, in light of the retail release of the Editor next week, I'm going to extending the duration of this poll to cover 2 weeks. This way you have a chance to play around in the new editor and find new things you may want to know about before I make more tutorials.

    The next two weeks of tutorials will be:

    (I'll update this post to link to them once finished)

    I've picked requests from last week to replace the winning tutorial topics. You have until next Monday (the 2nd) to vote for the next tutorials and you can leave comments and requests below :D All parts of the editor are now open for request! This means that depending on the topic, different people will be writing the tutorials as we continue forth.

    This week only one topic has Last Chance due to me choosing 3 topics for the next two weeks.

    Get to votin'!

    Posted in: Tutorials
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    posted a message on [Data] Working with Actors (Beginner Difficulty)

    @KaronaTR - I've looked into your problem and it appears that the filter field doesn't actually prevent other players from seeing the text. This is either a bug or the field does something other than what it suggest. I haven't figured out how to fix your problem, but I'll be looking at it when I have free time to see if I can figure out whether not we need to wait for a bug fix or if it's possible through another field.

    @jakpe - I actually haven't tried this, but I believe you can use Site Operation (Explicit Rotation) to do this. If you make the Site Operation local, it "should" allow you to set a facing vector that is based upon its current facing. So if your unit is facing in the -X direction and your Explicit Rotation has a [+X, -Y] vector, it will turn left from its facing towards the SW direction instead of SE. Using actor events you could make 8 Explicit Rotation actors (8 cardinal directions) and rapidly rotate through them using timers and Attachment Set/Dump. This is assuming you are trying to make a spinning motion.

    @tigerija - " "

    @MrZ3r0 - Terrain Deformation Flags allow you to revert the terrain after the actor is destroyed. By combining this with an actor timer (before destroying it) you can set specific durations. Alternatively if you've tied the actor's death to a buff or persistent, it will revert the terrain after either has ended.

    Posted in: Tutorials
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    posted a message on [Data] The Uberlisk

    @Yaos01 - It appears that your left side Spine Crawlers are pulling information from the Ultralisk for their scale and location. When I turn off certain property transfers they move around and change sizes. I haven't figured out what exactly will fix them, but it's a start. Also, when did you start having this problem, or have you always had it?

    @Xenrathe - If by Pre-Existing you mean stock, then sort've. Blizzard has done something that makes editing stock ANYTHING very frustrating. If you edit something it will undo it, other fields are simply locked and will be removed entirely if you try to edit another field. It's frustrating and insulting to us mappers :( So until Blizzard fixes the error of their ways, I'd suggest that you make everything from scratch to avoid this issue.

    If this isn't what you mean, then are you making sure you don't have the entire field highlighted when you edit something? I have accidentally erased fields in Raw Data View by forgetting to clear the auto-highlight.

    @Eltonbrand - I have no idea what the WC3 editor was like, so I'm not sure what you mean by the sphere ability. As for revolving actors, are you wanting the actor to orbit another object or rotate in place?

    Posted in: Tutorials
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    posted a message on [Data] Customized Movers (Advanced Difficulty)

    In order for the grenade to spin you would indeed need to use Actors and possibly a few rotation Site Operations.

    You could either set facing multiple times or change Site Ops over time.

    Posted in: Tutorials
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    posted a message on [Data] Working with Beams (Beginner Difficulty)

    It appears you set your animation to Dead instead of Death. After going back through your previous post I saw this as well. The words were similar enough that I didn't catch it the first time. After correcting that issue the beam showed up without error :)

    Posted in: Tutorials
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    posted a message on Tutorial Request

    Moved from deleted thread

    Request by drummerboy 1151: Can someone explain how to make a critical strike you can level up? Using data editor or triggers i don't care much but i know its easily doable i just don't know what i'm doing. Thanks.

    Posted in: Tutorials
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    posted a message on [Data] Customized Movers (Advanced Difficulty)

    @ Jakpe - From what you are describing I'd suggest adding a Revolver Overlay. Check out the Spiraling Missiles section and test out the mover in my example map. If that's the kind of spiral you want, you can adjust the values to make the spiral less obvious so that your arc flies through the air while slightly spiraling.

    @ Biophysicist - Are you wanting the missiles to be targetless (shoot out from a given point until they hit something) or are you wanting to "burst" from the shooter in a given pattern and then lock on to a target or the target in their line of fire? All of what you are asking is possible depending on the situation.

    @ YiffMaster - Glad I could help :D

    Posted in: Tutorials
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    posted a message on [Data] Working with Beams (Beginner Difficulty)

    Unless it is actually causing splash damage to the units around the target, it's just something new with the latest patch. I've noticed it as well. A lot of things that were linked before weren't showing up. Now they do show up. That particular effect is a dummy effect (It has gray text, right?) used for the Damage fields of the Attack Actor.

    As for your beam not showing up I can't really tell what's wrong from what you posted. I'd need to either have more information (like screenshots) or the map so I can go in and poke around.

    Posted in: Tutorials
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    posted a message on [Data] The Uberlisk

    If you want to summon units at certain locations, use Effect - Create Persistent and then give it a periodic offset of Y: -1. If you center the persistent on the caster, it will trigger the periodic effect 1 space in front of the caster.

    So Ability > Effect - Create Persistent > Summon Unit

    Posted in: Tutorials
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