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

    It sounds like you don't have the latest patch OR your editor isn't loading the SC2 Standard Mod files correctly. Have you tried loading maps from other tutorials?

    Posted in: Tutorials
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    posted a message on How to attach a region to a unit and check if another unit enters that region?

    Make the ability itself auto-cast while limiting it to the exact units you want. It has level, filters, range, validators, arc, etc all built into the ability already. No need to make such a complex workaround for something the ability can already do :)

    Posted in: Miscellaneous Development
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    posted a message on Prozaic's Data Editor Tutorials (Week 1)

    If you are having issues with the tutorial, don't hesitate to ask me about it :)

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

    So I took a look and I could tell right away that you've tried mrm3fan's tutorial in the past. The problem with this is that a lot of what he did in his version directly conflicts with my version. You've also got a LOT of overlapping events because of this. I would suggest that you toss it all out and start from scratch because otherwise you're going to be very confused about exactly what works and what doesn't.

    It sounds like a pain, but you'd be surprised at just how little you actually need compared to what you have. I'd say I had to remove about half of the fields you had entered in order to make it work the way my video demonstrated. If after doing this you still have problems, let me know and I'll help you sort them out. It'll be both faster to fix AND much more easy to explain "why" it wasn't working. :D

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

    In my experience with beams, you have to create an effect for each beam attack to be created with. In other words, no two Attack Actors can use the same effect to be created. Strange, I know, but every time I have tried to overlap them, the beams (and sounds) stop playing. It is only when I create a dummy effect for them to trigger off of that they work. So if all 3 sites are working properly, the best way to make them work is to create 2 dummy effects that do 0 damage and add them in a set to your real damage effect. Then make each of the 3 beams shoot through one of the 3 effects and all of them should work.

    As for alternating sites, yes this is possible as is evident by the Marauder (it alternates attack arms). I'm currently looking into this so that I can provide greater detail of how to do this effectively :) So until I can explain it properly, try to use the Marauder's attack setup as a basis for doing this.

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

    I thought I'd help get some ideas rolling by submitting a mech/turret based creature mash-up that was easier to understand than the Uberlisk. Enter the "Rhino!" Everything was done with Host, Host Site Operations, Local Offsets and Site Actors. If you found the Uberlisk's actors to be confusing, feel free to take a look at this map and use it as a reference for making things like attached turrets that turn to face their target and multi-weapon configurations.

    There are a LOT of actors and effects, but they should be easier to understand than the Spine Crawlers.

    Posted in: Project Workplace
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    posted a message on Request: Zone Control Tutorial

    This should probably go in the tutorial request thread or the project/development thread.

    Posted in: Tutorials
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    posted a message on Prozaic's Data Editor Tutorials (Week 1)

    Pretty straight forward. I'd like to start making 2-3 tutorials a week, but I don't know which to pick first!! How will it work? This first one will be short, unfortunately, but every Monday I'll take the top 2-3 choices (depending on my time for the week) and make tutorials for them. I'll then take the remaining choices and start a new poll. I'll replace the top choices with suggestions that you post in this thread.

    Plain and simple: You vote, you suggest tutorial topics and I teach you how to make cool stuff!

    For now, please limit suggestions to things found in the Data Editor as that's all I've had time to really strengthen my skills on. As I talk to friends and learn more myself, we'll see about getting more tutorials for other parts of the editor rolling out as well! If you're a tutorial maker yourself and you want to help out, shoot me a PM and we'll see what we can work up :D

    Let the voting begin!

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

    Glad I could help :D

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

    @JPLetters - Have you checked your Host Supporter + field and the missile's actor events that target the ::Supporter? This is what transfers the animations to the Spine Crawler. So if you have Host Attachments + setup properly it's possible this is what's causing the trouble.

    @XYZMuffin - What can I say? I like walls ;)

    Posted in: Tutorials
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    posted a message on Making A Graviton Beam Tower

    @Azkit - My solution doesn't ignore that at all. If you read more closely you'd see that one of my suggestions was to add a delay between attacks that will prevent the tower from constantly lifting a unit by allowing the unit to run some distance before being lifted again. Essentially running out of range if not killed immediately. It also isn't the same because you're suggesting he use a validator to prevent perpetual lifting while I'm suggesting he add a buffer between attacks so the unit can run away. Your solution is over-complicated because it will make the tower useless against single units even if other towers are around; like bosses. As for my second solution, it's there in case he meant something other than what the first solution was addressing. The only similarity is that I've detailed HOW to use validators for upgrades in an efficient manner. You didn't mention switches at all.

    @Draco - You can either have the order issued every N seconds or you can use triggers to specifically tell any unit effected by the graviton beam to move to the end. This treats the graviton beam ending as if the Zealot had spawned from the beginning.

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

    @Kroemel - I'm looking at your map right now, but I don't have an immediate solution. I've made some improvements (like the missile firing from the Thor instead of the ground), but I think your problems are stemming from the fact that you have your copied Effects and Actors linked to some of the stock Effects and Actors. You should go through and duplicate the stock objects you are using so that you can rename them and ensure that only your edited stuff is linked together.

    While you're doing that, I'll see what I can do about getting it to launch from the correct location on the current map. For what it's worth, you've actually got the Hosting an Site Operations setup correctly. The only issue is you used ALL of them rather than just some of them. You only need the Site Actor, Site Operations Actor and the Host actor to make this work. You don't need the Return Actor, Return Site Operations, Hosted Attachments or Host Supporter.

    @Everyone else - Thank yeh kindly for the praise :D

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

    If you're comfortable with it, toss me a PM to your map or attach it to your post and I'll take a closer look at it.

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

    lol I do what I can :)

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

    When you begin attaching models to other models, only one of these models can be designed as the "unit" with everything being an extension of that unit. The only exception that I have seen is if you use triggers to make units appear on top of each other and chained together. So in your case, the Thor is the unit and the Missile Tower is just an extension of the Thor. The problem with this is that you can't simply tell the effect to launch from a point on the Missile Tower because it only uses the unit as a reference for launching projectiles. Everything on the Missile Tower doesn't exist.

    Site Actors allow you to create a new point for your missile to launch from that isn't on your unit. Right now your missile is probably shooting from the ground beneath the Thor, right? To work properly you need to make sure the Site Actor has the events to create it when the Missile Tower attachment is made. It also needs to have its Host + field set to the specific Missile Tower you made (so it knows this is the model to attach to) and then the part of the Missile Turret its attached to specified with Host Site Operations +. You'd then complete the process by putting this Site Actor in the Launch Site + field under your missile's attack actor. An Example:

    Missile Turret's Actor: ThorMissilePod

    Site Actor: ThorMissilePodSite

    • set Host + to ThorMissilePod (Actor)
    • set Host Site Operations + to SOpAttachWeapon01, SOpAttachWeapon02, SOpAttachWeapon03 or SOpAttachWeapon04
    • open Events + and created the following events:
      • ActorCreation.ThorMissilePod
        • Create
      • ActorDestruction.ThorMissilePod
        • Destroy

    Missile Attack Actor: MissilePodAttack

    • set Launch Site to ThorMissilePodSite

    This tells the Site to create itself at one of the Missile Towers weapons and tells the missile to fire from the site that is now attached to the Missile Tower. Does this make more sense? Also, does it help fix your problem?

    Posted in: Tutorials
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