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    posted a message on [Data] Working with Beams (Beginner Difficulty)

    Are you talking about the splash damage effect that is linked in the bottom left window?

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

    I'd need to see the map, but I suspect it's related to the actor events for the structure itself. If you're willing to upload a test map I can take a look and see what's up :)

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

    @KoronaTR - Can you give a specific example of what you entered and what you were expecting to happen when you did?

    @Jinxxx123 - I didn't list this actor, but State Monitor actors are key in controlling how a unit "burns" or "bleeds." You should take a look at the actor burning and bleeding State Monitors for a reference.

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

    @KoronaTR - As far as I can tell, yes, certain animations are hard coded into a unit. You CAN change this animations by specifically targeting the animations with your own. For example, you can make an event that triggers every time the unit starts moving and end that animation when it stops moving with Unit Movement Update. The Birth/Stand/Death is a series of animations that play over the course of the units lifetime. I've added it to the tutorial under the unit section to better explain it.

    If you want, you can make a list of certain actor events you are having trouble with and I can add them to the Unit section as well :)

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

    You posted that just before I finished uploading it. The map is now included :D

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

    I have confirmed the note about Explicit Rotation and have updated the tutorial. Great find!

    As far as Host and Host Site Operations go, both are required if the missile is firing from any location other than an anchor point on the unit's actor (not the attached model actors). If you are talking about Host Return, Host Return Site Operations and even Host Supporter I pointed out in the tutorial that you don't need them if your missile doesn't return.

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

    WARNING: You are expected to know how to make a missile and change its mover. This tutorial won't be covering how to make missiles, custom launch sites or cool effects. Those can be found in Actor, Site Operation and Spell tutorials. We will instead be creating custom movers that control how the missile moves. This is something a lot of mappers have been struggling with and is largely unknown in terms of hard details. I, too, can't figure out certain mover fields, but I have discovered ways to create movers that will accomplish most things you would want. If you can provide information on a field I'm missing, please PM me with details so that I can update this tutorial :)



    Mover Basics

    I'd like to think it's fairly obvious that movers move things. If not. . . well. . . *facepalm*

    But seriously, these are very simple to understand and implement. The difficult part is configuring them to do exactly what you want. This is because the fields often lack clear explanations and control a wide range of aspects that sometimes aren't significant enough to make any real changes. In some cases you'll have fields that require another unrelated field to have a specified value in order to work. Thus you'll be trying to change a mover's Speed only to realize that its missile isn't going to move until you've given it Orientation or messed with the Throw Band Yaw.

    For the purposes of this tutorial, we'll only be covering Missile Movers and ignoring the other types. Those types are typically used for controlling how a unit moves and its pathing. We won't need any of that for our missiles. Before we dive in, you need to understand what Overlays and Phases are, and how they relate to each other.

    Motion Overlays

    Think of these as movement patterns. If you have a missile traveling along a given line, overlays would change how the missile moves along that line. Thus if you want to make spirals or zig-zag motions, this is where you'd do that.

    Revolvers

    If you want your missile to spiral around its axis of fire (the line between its launch point and its impact point) this is how.

    Revolver Acceleration: The acceleration of motion around the axis.
    Revolver Maximum Speed: The max speed of motion around the axis.
    Revolver Speed: The speed of motion around the axis.

    Waves

    If you want your missile to zig-zag across its axis of fire (the line between its launch point and its impact point) this is how.

    Axis: The direction waves move in relation to the missile's path.

    • X: Perpendicular (Left/Right)
    • Y: Parallel (Forward/Back)
    • Z: Perpendicular (Up/Down)

    Polarity: Determines what direction the first wave travels.
    Wavelength: The size of each wave.

    Motion Phases

    Before you can make use of Overlays you need to have movement types to apply them to. That's what these are. They determine what kind of motion the mover will simulate when traveling to the target. Most importantly, you can chain them together to make a series of movements. This is the key to customizing your movers. However, in order to do this you need to understand the new terminology:

    • X axis = Pitch (Forward Tilt)
    • Y axis = Roll (Side Tilt)
    • Z axis = Yaw (Facing)

    Keep this in mind as the fields will constantly switch between the Cartesian coordinate system and flight dynamics.



    Index

    • Acceleration
    • Dynamic Parabola (Arc)
    • Static Parabola (Lob)
    • Release Fire
    • Spiral
    • Zig Zag
    • Burst

    (I have included a map with examples of each of these that you can reference while reading)



    Accelerating Missiles

    Example - (Seeker Missile)

    1st Motion Phase:

    • Acceleration: 2
    • Driver: Guidance
    • Maximum Speed: 100
    • Orientation: Yaw: 5500; Pitch: 5500; Roll: 5500
    • Outro: Blend At: 0; Stop At: 2
    • Overlays: None

    This first phase simulates the brief moment a missile acquires its target before racing after it. The higher the Stop At, the longer this phase lasts. Outro is directly related to a phases length and controls the smoothness of transitions. In order to track a target you MUST have Orientation values. These are responsible for whether or not a missile can turn to follow its target. No values means no tracking means buggy missiles.

    2nd Motion Phase:

    • Acceleration: 10
    • Driver: Guidance
    • Maximum Speed: 100
    • Orientation: Yaw: 5500; Pitch: 5500; Roll: 5500
    • Overlays: None

    This phase occurs after the Outro from the 1st phase ends, ramping up to quickly close in on the target.

    Other Important Fields

    Speed: If you want to specify a starting speed to accelerate from, you need to put that value in this field.
    Timeout: If you want to make a missile that slowly tracks a target before dying, this is one method of doing so. Once this timer expires the mover disappears, typically killing the missile as well.



    Parabolic Arcs (Dynamic)

    Example - (Mortar/Grenade)

    1st Motion Phase:

    • Driver: Throw
    • Maximum Speed: 10
    • Minimum Speed: 10
    • Overlays: None
    • Outro: Blend At: 0; Stop At: 2
    • Throw Vector: X: 0; Y: -0.5; Z: 1

    This first phase controls the upward curve to the apex of the arc. The Outro is responsible for how high this arc is and the Throw Vector determines what direction the arc curves towards.

    2nd Motion Phase:

    • Driver: None
    • Overlays: None
    • Outro: Blend At: 2; Stop At: 8
    • Throw Vector: X: 0; Y: -1; Z: 0

    This phase controls the forward curve at the top of the arc before descending again. The Outro is responsible for how long this arc is and starts right as the previous phase ends. The 2 in Blend At connects directly to the 2 in Stop At from the previous phase. This is how motion phases connect if you want smooth transitions between them.

    3rd Motion Phase:

    • Driver: Guidance
    • Orientation: Yaw: 5500; Pitch: 5500; Roll: 5500
    • Overlays: None

    This phase controls the target tracking and ends the arc. It's important to note that once this phase begins the missile no longer curves and will directly track the target. You can add more curve with additional Throw Vectors, but if you want the missile to connect with the target you need to end with a Guidance Motion Phase.

    Depending on the distance to the target, the arc may look strange OR double back on itself. To remedy this you can make multiple movers with different Outro values yielding shorter\longer curves. You can then determine what mover is used base on the distance to the target in the Effect - Launch Missile. With a combination of movers you can adapt your missile's arc to look great at any distance.

    Other Important Fields

    Acceleration: You can use this field to simulate the effects of gravity on the missile's speed during each motion phase.
    Gravity: You can use this field to create a gravitational pull on the missile. It won't change the missile's speed, but it will pull the arc down to the grown for as long as the Motion Phase it has an assigned value in is active.
    Outro Altitude: This field allows you to tie phase changes to specific heights meaning that the next phase won't start until the missile reaches a certain height.



    Parabolic Lobs (Static)

    Example - (Infested Terran)

    1st Motion Phase:

    • Driver: Parabola
    • Maximum Speed: 20
    • Minimum Speed: 20
    • Parabola Clearance: Base: 5
    • Parabola Upright: Enabled

    That being said, this mover allows you to form perfect (static) arcs to the target with specific heights, speeds and distances. Used intelligently this mover is incredibly powerful. It is important to note that unless Parabola Upright: is set to disabled, the missile will always be horizontal meaning your parabola will look tacky. We'll create the mover with it enabled to demonstrate this. Additionally, this mover can't track the target on it's own.

    Other Important Fields

    Parabola Acceleration: You can simulate the effects of gravity by setting specific acceleration rates at different points along the curve with this field.
    Parabola Distance: This field determines the distance along the curve a given segment is like the apex or descent.
    Timeout: Because this mover can't track targets, this field can be important if you want the missile to disappear shortly after landing.



    Release Firing Missile

    Example - (Viking Fighter Missiles)

    1st Motion Phase:

    • Driver: Throw
    • Gravity: 100
    • Maximum Speed: 2
    • Minimum Speed: 2
    • Outro: Blend At: 0; Stop At: 2
    • Throw Vector: X: 0; Y: -1; Z: 0

    This first field simulates the brief hang of a missile as it is released from a ship before the burn kicks it and propels it to the target. Gravity controls how much it drops during the phase while Throw Vector determines what direction it initially leaves the ship before accelerating.

    2nd Motion Phase:

    • Acceleration: 50
    • Driver: Guidance
    • Maximum Speed: 10
    • Orientation: Yaw: 5500; Pitch: 5500; Roll 5500

    This field allows the missile to track the target after being fired and accelerated its speed to the desired value.

    Other Important Fields

    Outro Altitude: It is possible to make the missile drop until it reaches a specific height using this field.



    Spiraling Missiles

    Example

    Motion Overlay:

    • Revolver Maximum Speed: 800
    • Revolver Speed: 800
    • Type: Revolver

    This causes the missile to spiral in uniform circles around its axis of fire. The higher the speed, the tighter the circles will be and the longer it will take to reach the target. If you want the spiraling to be more sporadic, you can lower the Revolver Speed and add a Revolver Acceleration so that it spins faster and faster as it heads towards the target. Contrary to what you'd expect, this actually causes the missile to spiral arbitrarily and is an ideal method of making missile clusters fly in random patterns.

    1st Motion Phase:

    • Driver: Throw
    • Maximum Speed: 5
    • Minimum Speed: 5
    • Outro: Blend At; 0; Stop At: 2
    • Throw Vector: X: 0; Y: -1; Z: 1

    This first phase is used to get the missile out and away from the ship before it starts spiraling. The Throw Vector is the direction it is launched and the Outro determines how far it gets before spiraling.

    2nd Motion Phase:

    • Driver: Guidance
    • Maximum Speed: 5
    • Orientation: Yaw: 5500; Pitch: 5500; Roll: 5500

    This phase's sole purpose is to allow the missile to track the target.

    3rd Motion Phase:

    • Driver: None
    • Orientation: Yaw: 5500; Pitch: 5500; Roll: 5500
    • Outro: Blend At; -1; Stop At: -1
    • Overlays: Overlay 0 (Scale - Base: 1; Range: 1)

    This field applies the Revolver Overlay to the missile and spirals until it hits the target due to the Outro having a value of -1. It is important to note that the Driver from the previous phase persists through this phase meaning you don't need to set a new driver. If you want to change how much the Overlay affects the missile, Scale lessens or amplifies the spiraling motions.

    It is entirely possible to do away with this phase and apply the Overlay to the Guidance Phase, but I prefer not to for flexibilities sake. The additional phase allows you to control the spiraling and missile movement independently.

    Other Important Fields

    Acceleration: If you don't want to change the Revolver Speed, you can use acceleration to speed up the missile and overcome its spiraling motion.
    Gravity: This field can be added to simulate an object spiraling down from orbit to the ground.



    Zig-Zag Missiles

    Example

    Motion Overlay:

    • Axis: X: 1; Y: 0; Z: 0
    • Polarity: Random
    • Type: Wave
    • Wavelength: Base: 0.5

    This causes the missile to bounce back and forth along the specified axis while traveling to its target. If you want longer zig-zags, you can increase the Wavelength. The higher this value is, the fewer zig-zags that will occur along the missile's path. You can also use Polarity to determine whether the missile bounces the same direction or alternates direction when fired.

    1st Motion Phase:

    • Driver: Throw
    • Maximum Speed: 5
    • Minimum Speed: 5
    • Outro: Blend At; 0; Stop At: 2
    • Throw Vector: X: 0; Y: -1; Z: 1

    This first phase is used to get the missile out and away from the ship before it starts spiraling. The Throw Vector is the direction it is launched and the Outro determines how far it gets before spiraling.

    2nd Motion Phase:

    • Driver: Guidance
    • Maximum Speed: 5
    • Orientation: Yaw: 5500; Pitch: 5500; Roll: 5500

    This phase's sole purpose is to allow the missile to track the target.

    3rd Motion Phase:

    • Driver: None
    • Orientation: Yaw: 5500; Pitch: 5500; Roll: 5500
    • Outro: Blend At; -1; Stop At: -1
    • Overlays: Overlay 0 (Scale - Base: 1; Range: 1)

    This field applies the Wave Overlay to the missile and zig-zags until it hits the target due to the Outro having a value of -1. It is important to note that the Driver from the previous phase persists through this phase meaning you don't need to set a new driver. If you want to change how much the Overlay affects the missile, Scale lessens or amplifies the zig-zag motions.

    It is entirely possible to do away with this phase and apply the Overlay to the Guidance Phase, but I prefer not to for flexibilities sake. The additional phase allows you to control the bouncing and missile movement independently.

    Other Important Fields

    Acceleration: If you don't want to change the Wavelength, you can use acceleration to speed up the missile and overcome its zig-zag motion.



    Burst Missiles

    This is an example group of movers that will cause multiple missiles to "bloom" outward at launch before arcing to the target. While very simple in design, you can easily add more Motion Phases or apply Motion Overlays to get the desired movement patterns and/or arcs.

    Example - (Phoenix Missiles)

    (Missile 1) 1st Motion Phase:

    • Driver: Throw
    • Maximum Speed: 10
    • Minimum Speed: 10
    • Outro: Blend At: 0; Stop At; 3
    • Throw Vector: X: 0; Y: -1; Z: 1

    This first phase arcs the missile in the +Z (up) direction before tracking the target.

    (Missile 1) 2nd Motion Phase:

    • Driver: Guidance
    • Maximum Speed: 10
    • Orientation: Yaw: 5500; Pitch: 5500; Roll: 5500

    This phase allows the missile to track the target.

    (Missile 2) 1st Motion Phase:

    • Driver: Throw
    • Maximum Speed: 10
    • Minimum Speed: 10
    • Outro: Blend At: 0; Stop At; 3
    • Throw Vector: X: 1; Y: -1; Z: 0

    This first phase arcs the missile in the +X (left) direction before tracking the target.

    (Missile 2) 2nd Motion Phase:

    • Driver: Guidance
    • Maximum Speed: 10
    • Orientation: Yaw: 5500; Pitch: 5500; Roll: 5500

    This phase allows the missile to track the target.

    (Missile 3) 1st Motion Phase:

    • Driver: Throw
    • Maximum Speed: 10
    • Minimum Speed: 10
    • Outro: Blend At: 0; Stop At; 3
    • Throw Vector: X: 0; Y: -1; Z: -1

    This first phase arcs the missile in the -Z (down) direction before tracking the target.

    (Missile 3) 2nd Motion Phase:

    • Driver: Guidance
    • Maximum Speed: 10
    • Orientation: Yaw: 5500; Pitch: 5500; Roll: 5500

    This phase allows the missile to track the target.

    (Missile 4) 1st Motion Phase:

    • Driver: Throw
    • Maximum Speed: 10
    • Minimum Speed: 10
    • Outro: Blend At: 0; Stop At; 3
    • Throw Vector: X: -1; Y: -1; Z: 0

    This first phase arcs the missile in the -X (right) direction before tracking the target.

    (Missile 4) 2nd Motion Phase:

    • Driver: Guidance
    • Maximum Speed: 10
    • Orientation: Yaw: 5500; Pitch: 5500; Roll: 5500

    This phase allows the missile to track the target.



    Other Fields

    My examples didn't cover all of the possible fields you can edit, but some of the fields are self-explanatory like Flight Time or Timeout. I'll be adding the fields here if they don't fit into one of the above missile "themes." I'll also make new categories if you come up with something that isn't covered here. Any input is appreciated :D

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

    No, I understand what you did. You set the model's scale instead of the actor's scale. I typically avoid model scaling as it's not dynamic and requires multiple models, but it works for your situation :)

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

    So if I understand what you're saying, you're model swapping for the duration of the spell? That is definitely another alternative that works :)

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

    @Jinxxx123 - I haven't tested this to confirm it, but I believe you can use the events Set Scale and Clear Scale to specify what you want to scale your actor to and then remove the scaling the previous event applied by using labels. If I'm correct, the unit will scale to the desired size and then that scale will be removed rather than setting a new scale.

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

    Sorry for the late reply, I thought I had already responded for some reason Xp But is there a reason for using BeamContinuous instead of BeamSimpleAnimationStyleOneShot? While the fields don't chance, each "template" will pre-fill certain fields that could be causing your problem.

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

    NP :)

    Posted in: Tutorials
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    posted a message on Prozaic's Data Editor Tutorials (Week 2)

    Week 2's chosen tutorials are Attachments (Beginner) with 20 votes, Multi-Phase Spells (Advanced) with 19 votes and Turrets (Beginner) with 15 votes.

    This thread is now locked. Direct your attention to Week 3's poll for more information :)

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

    This week 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 19th) to vote for the next tutorials and you can leave comments and requests below :D This week I DO have additional help so I'm opening the requests to anything involved in the map editor. 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 to fill my extra less busy schedule. Tower Defense Toolkit has been discarded. If you still want to know something that you think would have been included in this tutorial, request it below and it might be put back in rotation :)

    Get to votin'!

    Posted in: Tutorials
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    posted a message on [Contest] Creature

    If you need help getting things working feel free to PM me or hop on IRC and hit me up.

    Posted in: Project Workplace
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