I had no illusion that they were "easier" to do, I simply need the marine models, the zerg models are less critical.
The price is a reflection of the fact that the first hurdle is "how to modify a model to meet this requirement". Once that was figured out it would be simple for the rest.
I am currently at work but I will be home this evening and get in contact with you.
For option 2, I was assuming you would be changing the mover on the unit during its course, not before firing it.
You can easily use the same damage effect for any number of fireballs. If you intend on launching different units though I believe you will need different Launch Missile effects for each one, which you could select through a Switch effect, based on whichever one they had selected.
Morphing was more for "in flight change to mover".
If you only want to modify the mover before firing the fireball then you don't need Morph at all.
You might be able to use the "Modify Catalog Value" trigger action to change this, however it would change it for every unit using that mover.
Option 2
Most likely your best option is to use a Morph ability to morph into an identical unit with the new mover.
So make your Fireball unit A with mover A. Give it a "Morph to Fireball B" ability.
Duplicate fireball A into Fireball B, set Fireball B's mover to mover B.
Give Fireball B a "Morph to Fireball A" ability.
So:
Fireball A
Mover: A
Morph: to Fireball B
Fireball B
Mover: B
Morph: to Fireball A
Burrowed roaches use this to switch their mover.
Obviously this can be extended to any number of movers (Fireball C, Fireball D, etc)
Option 3
It may be possibly to simply use behaviors to modify the acceleration and max speed values, causing the zig-zag to increase in intensity without modifying the Mover object.
Right, but it sorts by the last post of *any* user, not the user you are searching for. Also, as I noted, it will list out anything with your name. Sure would suck if your name was "Marine" or something, good luck finding your posts.
Anyway, a list of posts by a user is one of the most basic features of a forum, and would be insanely useful for tracking what you've replied to and see if there have been any follow-ups.
The problem is that the Phoenix model itself (.m3 file) has a TurretZ attachment or axis or whatever, and without that nothing can mimic the behavior.
My request/challenge is to edit the basic Marine model to include TurretZ, for the capability to face and attack a target while moving.
If someone here would do this, I will import the edited Marine model and set up all the data in a test map showcasing the Phoenix-like behavior on a Marine, and upload it here on the site for anyone to use and view.
I've been toying around with this in the editor, attempting to utilize a tiny phoenix model with "real" actor attached as a turret.
I've had middling success after one evening, where I have a marine that will face his target, but does not perform his "walk" animation at all.
I think I have a lot of work to go, it seems like a huge workaround. The way I see it, you have to effectively forward all of the events of the phoenix-model actor to the "real" actor you are trying to use, and probably use some site operations and such to get the weapon attachment points where they need to be, etc.
What would likely be even better is to edit the actual .m3 files and add the TurretZ attachment.
A sorting algorithm .... changes the order of the values in an array to be in order of min-max or vice versa
what you want to do is just a simple loop through all the values to determine the highest value i think.
SouLCarveRR is correct here. The original question was not how to sort, but rather simply to find the largest value.
I have not messed with arrays in the editor, but if they do not have a built-in equivalent of a max() function that returns the largest value in an array, the all you really need to do it yourself is make a Function and
Function: MaxIntegerInArray
(assuming parameter: an array of integers named integerArray)
Local variable: largestFoundInteger = integer (default value 0)
Local variable index
For Each Integer (index) from (0) to (length of (integerArray)) incrementing by 1 {
When I looked for a similar visual effect, it seemed that the ripple was part of specific models (.m3 file), rather than its own model. However that does not mean it does not exist, I may have simply not found it.
0
@Skizot: Go
Wonderful, thanks!
I had no illusion that they were "easier" to do, I simply need the marine models, the zerg models are less critical.
The price is a reflection of the fact that the first hurdle is "how to modify a model to meet this requirement". Once that was figured out it would be simple for the rest.
I am currently at work but I will be home this evening and get in contact with you.
0
@Circulation: Go
For option 2, I was assuming you would be changing the mover on the unit during its course, not before firing it.
You can easily use the same damage effect for any number of fireballs. If you intend on launching different units though I believe you will need different Launch Missile effects for each one, which you could select through a Switch effect, based on whichever one they had selected.
Morphing was more for "in flight change to mover".
If you only want to modify the mover before firing the fireball then you don't need Morph at all.
0
@Circulation: Go
Option 1
You might be able to use the "Modify Catalog Value" trigger action to change this, however it would change it for every unit using that mover.
Option 2
Most likely your best option is to use a Morph ability to morph into an identical unit with the new mover.
So:
Fireball A
Fireball B
Burrowed roaches use this to switch their mover.
Obviously this can be extended to any number of movers (Fireball C, Fireball D, etc)
Option 3
It may be possibly to simply use behaviors to modify the acceleration and max speed values, causing the zig-zag to increase in intensity without modifying the Mover object.
0
I will pay via Paypal if this is accomplished properly
Marine models: $10 Bounty for the following two
Optional upon completion of marines: $2 Bounty each for the following five
If you do all of them, that is $20 total ($10 for the Marines, $2 each for the 5 Zerg models)
The Marine set must be done prior to the zerg models.
0
@progammer: Go
Right, but it sorts by the last post of *any* user, not the user you are searching for. Also, as I noted, it will list out anything with your name. Sure would suck if your name was "Marine" or something, good luck finding your posts.
Anyway, a list of posts by a user is one of the most basic features of a forum, and would be insanely useful for tracking what you've replied to and see if there have been any follow-ups.
Please implement it, it would be very simple.
0
@kramcomposer: Go
How about posting how you accomplished it rather than just the results?
0.96353591160221
Or just unflag the unit as a hero under Unit - Flags
0
Either I'm missing something extremely obvious, or there is no simple way to view a user's post history, not even your own.
You can search for a user's name in the search box, but that will return results of quoted posts, and also seems to be completely unsortable by date.
I really just want a simple "view user's posts in descending chronological order" functionality.
0
Hey artists!
As detailed here, there is a huge demand for the ability to have a unit face its target while attacking, in the same way that a phoenix does: http://forums.sc2mapster.com/development/map-development/7785-phoenix-behaviour
The problem is that the Phoenix model itself (.m3 file) has a TurretZ attachment or axis or whatever, and without that nothing can mimic the behavior.
My request/challenge is to edit the basic Marine model to include TurretZ, for the capability to face and attack a target while moving.
If someone here would do this, I will import the edited Marine model and set up all the data in a test map showcasing the Phoenix-like behavior on a Marine, and upload it here on the site for anyone to use and view.
This would be greatly appreciated by mapmakers.
Thanks if so!
0
I've been toying around with this in the editor, attempting to utilize a tiny phoenix model with "real" actor attached as a turret.
I've had middling success after one evening, where I have a marine that will face his target, but does not perform his "walk" animation at all.
I think I have a lot of work to go, it seems like a huge workaround. The way I see it, you have to effectively forward all of the events of the phoenix-model actor to the "real" actor you are trying to use, and probably use some site operations and such to get the weapon attachment points where they need to be, etc.
What would likely be even better is to edit the actual .m3 files and add the TurretZ attachment.
edit: I put out a request to the Artist Tavern: http://forums.sc2mapster.com/development/artist-tavern/requests/17700-challenge-phoenixes-face-target-while-attacking-due/ Post support in that thread and maybe someone will help us out!
0
SouLCarveRR is correct here. The original question was not how to sort, but rather simply to find the largest value.
I have not messed with arrays in the editor, but if they do not have a built-in equivalent of a max() function that returns the largest value in an array, the all you really need to do it yourself is make a Function and
Function: MaxIntegerInArray (assuming parameter: an array of integers named integerArray)
0
@SexLethal: Go
Yes, it does, despite being greyed out.
0
Are your items invulnerable? If so, just filter on that.
0
@SkrowFunk: Go
When I looked for a similar visual effect, it seemed that the ripple was part of specific models (.m3 file), rather than its own model. However that does not mean it does not exist, I may have simply not found it.
0
@Selfcreation: Go
You could use an ability of type Behavior, and enable the Auto-cast and Smart commands, I believe.
Make the corresponding Behavior enable the weapon when active, disable when not present.
Not 100% that will work but sounds close.