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    posted a message on How to make my equipment not look like ASS

    @Kueken531: Go

    The dialog method is relatively simple to create. You just need to use a Record(Array) to store all your items properties... such as class, item (unit), ability/bonus it gives, and the image (file) for displaying it.

    My gut feeling is that heroes, attributes and inventory (as currently seen in the Galaxy editor) are not yet fully implemented. It seems like they had a week of crunch time to add a lot of 'legacy' features (which War3 had) into the SC2 engine. Leaving them ugly, glitchy and unpolished.

    Posted in: Data
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    posted a message on Reanimation TD (Video inside, looking for testers)

    @Sovereignize: Go

    Looks very new and exciting. I'd gladly host some tests for it on EU or publish the final if you'd like. I only have one project which is not near completion and, therefore, a lot of un-used publishing space.

    Posted in: Map Feedback
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    posted a message on Requirements: Stacked buffs?

    @Kueken531: Go

    Saw that minutes after uploading the map.

    In the original map, it is still buggy as hell. Which is frustrating, since the map that I uploaded is 100% unchanged from the objects which are bugging.

    Possible partial map corruption affecting a handful of data objects?

    Posted in: Data
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    posted a message on [Solved] Creating a structure that can be "captured" by moving a certain amount of units near it

    @LaurenI: Go

    Don't use cargo.

    It's hellishly linear and not very customisable at all.

    Does it need to be entirely data-editor based?

    A simpler solution would be to trigger most of it using a search area effect on the unit. Every time a unit is found, it is removed and a custom value index of the cargo unit is increased by 1. Create an ability on the structure (which is usable by all players) which 'removes' a unit from it's pseudo-cargo, by subtracting 1 from custom value [triggering player] of [triggering unit] and creating 1 whatever-unit at position of [triggering unit].

    For visuals, you can create a sphere model (actor) above the building for each unit inside the building, tinted by player colour. Not the greatest looking, but retains functionality (as though you had separate cargo UI bars coloured for each player).

    Posted in: Data
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    posted a message on Requirements: Stacked buffs?

    @Nardival: Go

    Having copied the:

    Unit (Fighter)
    Unit>Projectile (Hellstorm Missile)
    Actor>Unit (Fighter)
    Actor>Missile (Hellstorm Missile)
    Actor>Action (Hellstorm)
    Effect>Launch Missile (Hellstorm)
    Effect>Persistent (Hellstorm)
    Effect>Damage (Hellstorm)
    Buttons (Hellstorm 1 to 5)
    Abilities (Hellstorm 1 to 5)
    Requirements (Hellstorm 1 to 5)
    Mover (Hellstorm)
    Behaviour (Hellstorm)

    Into the new map. Added a trigger when + and - are pressed to add or remove the Hellstorm Buff from the Fighter... It works... More or less. I have changed absolutely nothing.

    The 4th ability still shows. For some reason.

    I've attached it. You are welcome to have a look. I'm going to check over the original map and see why it is bugging so hard, whereas a straight copy+pasta of the objects into a fresh map works 99%.

    Posted in: Data
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    posted a message on Requirements: Stacked buffs?

    @DrSuperEvil: Go

    If I sent someone, or uploaded the map as it currently is... I'd have to also give detailed instructions as how to recreate it within the current dialog system... where to find the correct requirements, abilities, unit objects... the triggers which cause the buff to be applied etc... :)

    Good news is... I'm home early as I got the work done... so I'll upload the problem in a new map in about 10 minutes.

    Posted in: Data
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    posted a message on Requirements: Stacked buffs?

    @Kueken531: Go

    As a matter of fact... I would! A hell of a lot of works gone into the map, it's really near publishing for testing. I am at home for the weekend doing work for my parents and can't access my map.

    But on Sunday or Monday, I'll drag across the objects (requirements, abilities, and unit) and add a trigger to add and remove the behaviour from the unit.

    In my map, players use dialogues to add a bunch of 'components' to there ship. Once they confirm their purchase, a trigger runs through each added component, adding behaviours/abilities/weapons to the ship (which are all stored in a record array). I've eliminated that as a possibility for it going wrong, as the buff is added and stacks.

    Still convinced its a bug and definitely a data-related problem.

    Thanks for your help so far though - hopefully this gets sorted, as it's quite a integral part of the map.

    Posted in: Data
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    posted a message on Requirements: Stacked buffs?

    @DrSuperEvil: Go

    Thanks for the reply. The stacking buff was the first thing I checked.

    I am becoming more and more convinced there is some sort of bug due to conflicting requirements. In a test, if my unit has 2 buffs in the stack... ability 1 is shown BUT unusable. Ability 2 is shown and useable. Despite all requirements containing identical expressions for both 'Show' and 'Use'.

    Another interesting oddity is that the button for ability 2 fails to show, or allow the use of it's assigned Hotkey of "W".

    Edit: Is there a way to make a requirement... require that a button or ability is shown&usable? I might be able to use this alongisde another requirement, otherwise if the player wants just Ability 1, then Ability 2 will be enabled automatically, same for 3, 4 and 5.

    Posted in: Data
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    posted a message on Requirements: Stacked buffs?

    @Kueken531: Go

    The requirements are added to the ability under the "Ability: Cost+" field.

    I used both the Show & Use part of the requirement.

    It is intended that a unit with 4 stacks of the behaviour, has all 4 abilities both shown and enabled for use.

    Posted in: Data
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    posted a message on Requirements: Stacked buffs?

    Hey!

    I have a number of abilities given to each unit. Two different abilities, but with five unique instances of each to be precise. They are all overlapping on the command card, in that, slots 1 to 5 contain Ability A(1 to 5) and Ability B(1 to 5). The 'Hidden' flag is ticked.

    I would like to apply a stacking behaviour (buff) to a unit with infinite duration, and the number of buffs in the stack to enable and show the abilities.

    I have five Requirement objects as follows:

    Req: Hellstorm 1
    CountBehavior(Hellstorm,CompleteOnlyAtUnit) >= 1

    Req: Hellstorm 2
    CountBehavior(Hellstorm,CompleteOnlyAtUnit) >= 2

    Req: Hellstorm 3
    CountBehavior(Hellstorm,CompleteOnlyAtUnit) >= 3

    Req: Hellstorm 4
    CountBehavior(Hellstorm,CompleteOnlyAtUnit) >= 4

    Req: Hellstorm 5
    CountBehavior(Hellstorm,CompleteOnlyAtUnit) >= 5

    And then five Abilities titled Hellstorm (1....5) each requiring the corresponding requirement (as above).

    If my unit has 1 occurence of the Hellstorm buff, then only 1 ability is Shown on his command card, but it is unusable.

    If my unit has 2 or more occurences of the hellstorm buff, 2 or more abilities are shown, but only the 'last' ability is useable.

    Can anyone point out where I'm going wrong?

    Posted in: Data
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    posted a message on Modifying weapons

    @Turtlelink2: Go

    A unit object has a weapon object which controls how it attacks.

    Weapon objects trigger an effect object, which can often lead into a chain of other effects.

    The Marine Gauss Rifle for example, does straight 6 damage every 0.86 seconds.

    The Stalker Entropy Lance, another example, launches a missile which does x damage and a bonus vs armoured.

    A Terran Missile turret, again, triggers a create persistent, which launches two missiles, both dealing x damage against a target.

    The Marauder Punisher Grenades do a launch missile effect which triggers a set. This set contains the damage which is always applied, but it also contains an Apply Behaviour effect, which applies the Slow effect to units, but this Apply Behaviour requires the validator (upgrade) to return True before it is 'activated'.

    How the missiles move is controlled by the Mover object assigned to them. Missiles are a Unit>Projectile subtype.

    Action actors control how the missile behaves, where it launches from, what happens when it impacts etc. Your action action must reference the impact (usually damage) and launch (usually launch missile) effects used by your weapon.

    You require another actor for the actual missile too, and for this to also be referenced by the action actor.

    That's it in a nutshell.

    I advise looking at objects from the melee and campaign dependency to figure out how they work before creating your own custom weapons.

    Posted in: Data
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    posted a message on [Solved] Non-square image in a dialog

    @Edicitsep: Go

    Bibendus has achieved this by copying the "Flowers of Health" which are circular-petal like representation of a unit's health. I'd ask him.

    If you need precision - then a circular 'pie-chart' is not the best way to achieve this.

    One way would be to 25 or 50 images, being the 'health circle' from 0% to 100%, and then using a combination of Show/Hide Dialog Item (Image) alongside Set Dialog Item (Transparency), represent the health of characters.

    I personally would look into creating a 3d model of a sphere with various animated sequences (going from full coloured and bright red, to dark red and eventually empty). Then have a trigger create this as an actor at a set space relevant to the players camera, and use actor messages for it to display the health of a hero.

    Posted in: Triggers
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    posted a message on The Gaming Industry - Bad or Good?

    @lolzguy: Go

    Such a sweeping statement as 'the Game Industry' is never going to get a definite 'good' or 'bad' attributed to it.

    If it is what you love doing, then you do it for that. If you want to be in this industry for money, then you become a developer/publisher. As for good and/or bad, it's the same with any 'job'. I could be a waiter in Restaurant A and have the time of my life, or I could be a waiter in Restaurant B and lose the will to live.

    In my personal opinion the best work environment would be provided by either Ubisoft Montreal or Bethesda Softworks in Maryland. I have this opinion thanks to friends I know who personally have worked in-house, and from a video by Todd Howard showing what the Bethesda HQ runs like. Obviously, I am no where near being able to apply at either of these places, so in the meantime I have to get freelance work for 'indy' game companies and solo developers.

    Posted in: Off-Topic
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    posted a message on Launch Missiles & Action Actors

    @DrSuperEvil: Go

    Hey mate,

    The Action actor was referencing the wrong Missile actor. So I fixed part 1 now.

    My second problem still persists. I have temporarily fixed it, by adjusting all Periodic Offsets+ Z values to 4.0.

    Out of curiosity, what object and fields control how 'high' a flying unit 'flies' at? :)

    Posted in: Data
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    posted a message on Starcraft 2 Data Manager Discussion

    @MaskedPoptart: Go

    Glad to hear it. I'm noob with xml and galaxy script but a fast learner... give me a shout if you need help with anything!

    Posted in: Data Assets
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