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    posted a message on Can't see units in Data Editor from Liberty.SC2Campaign and LibertyStory.SC2Campaign

    @dre__: Go

    In your dependencies window, move Liberty.SC2Campaign to the top of the dependencies list.

    Posted in: Miscellaneous Development
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    posted a message on data editor genius needed
    Quote from Etravex: Go

    I'm trying to modify a towers weapon with this idea in mind: When an enemy moves within the firing radius the tower shoots out projectiles in 20degree increments all around the tower and if the projecile hits a unit it will apply damage. In other words, when unit enters radius 18 projectiles launch from the tower with 20 degrees separation between projectiles. As the projectiles go out the distance between projectiles will increase. I don't want the projectiles to "lock on" to any specific target. Work more like a chance a unit will get hit and a chance it wont. I would also like the projectiles to disappear after reaching a certain distance from the tower.

    How exactly would I go about doing this?

    Looks like your problem requires the skills of a 'movers ninja' rather then a 'data editor genius'.

    What you are describing will be accomplished by setting specific movers for your missiles which will fire at different stages of flight along with specific search effects firing at certain intervals.

    Posted in: Miscellaneous Development
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    posted a message on World of Warcraft Model (M2) Importer for 3ds Max

    So I'm not sure if its just me or if there is something else going on, but this flow doesn't seem to be working as smoothly with the latest version of WMV.

    To be fair, I think its a problem with WMV rather then your script.

    It seems that when I try to export something from WMV using your suggested "export textures > export all + export all to TGA" , Wow Model Viewer sometimes just doesn't export the model, period. Or sometimes it exports the model but then exports all the possible textures for the model, i.e. the skins and meshes for variations that I clearly didn't pick or set up. Naturally then, when I import the model into 3ds max, its comes through all garbled looking with all sorts of extra meshes.

    Have anyone encountered this issue? Is a WMV specific issue or is there something else I am missing? Btw, I have tried this with WMV release versions 252 and 268.

    By the way, great work overall with this. As soon as this flow is made a little smoother I can't wait to start cracking on importing WoW into SC2 and making an RTS of it all.

    Posted in: Third Party Tools
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    posted a message on Sending an actor a message to stop?

    @ResolveHK: Go What I said in my previous post still works.

    All you need to do is loop through all the units in the region and apply the Animation(s) like I said, then after the wait, loop through them again and stop the animations.

    It would probably make life easier if you created a unit group for all those units, but its not even necessary.

    I really don't see what trouble you are having. If you can start/stop the animations for one unit, you can easily do it with identical units of the same type within a region just by looping over them.

    Posted in: Miscellaneous Development
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    posted a message on Sending an actor a message to stop?
    Quote from ResolveHK: Go

    edit2: you did it in the GUI...that doesn't really help me. D:

    Umm...

    the GUI is basically triggers (I call it GUI, since it is a graphical user interface). Triggers are just GUI representations of underlying Galaxy code.

    All those things are just actions in a trigger. What exactly do you want?

    You can set up the trigger to fire however you wish (after you fix your timing logic).

    Posted in: Miscellaneous Development
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    posted a message on Doodad Help with a trigger?
    Quote from Malevolence123: Go

    If you can advise me on which one to use such as "stand" or "default" That would most likely fix my problem. I do not see a current animation to use for it.

    Quote from zzPop: Go

    @Malevolence123: Go Animation Properties: (insert actual animation name here from the dropdowns. get the animation name from previewer)

    You need to bring up the model you are using in the previewer (Window > Previewer).

    To get the exact name of the model as it is shown in the previewer, you need to check the "Model" field in the Model object.

    To see the model object, bring up the Models Tab and search for the model name you put in the "Art - Model" field of the unit's Actor Object.

    i.e.

    • Actor Tab:: Actor Object: Art - Model field, get name of Model object
    • Models Tab:: Model Object: Model field, get actual filename of Model being used
    • Previewer:: seach/find the model you got from ^
    • Double click, check its animations

    How do you check animations?

    In the previewer: When you find the model file and double click, that model should be loaded up in the previewer.

    On the bottom right hand side of the previewer window, you get the current animation that is playing, in this area

    Right - click > change animation.

    Keep changing the animation (there should be a list) until you find the one you are looking for, that is the animation name.

    Posted in: Miscellaneous Development
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    posted a message on Sending an actor a message to stop?

    @ResolveHK: Go Alas, here we have yet another case of someone trying to do something in code/triggers which is p!ss simple to do with just the data editor with actor event fields (and much easier as well).

    When do you guys think this hangover from Jass (and having to do everything in code/triggers) will finally clear so people can start realizing that 99% of the sh!t they need to do they can do with just the data editor? I think it will still take some time.

    That being said, lets help this dude out.

    Fire, you have basic logic errors

    Quote from ResolveHK: Go

    event- every 15 seconds ... and 30 seconds later i want the actor to stop playing the animation

    Remember (point 1), a unit can only be playing one animation at a time.

    So when you play an animation at time = 0, then order it to play another one at time = 15, the one playing at time=0 gets nuked. So if at time=30 you tell it to stop playing its animations, but simultaneously tell it to start playing another loop (15 secs after time=15), it will produce weird results, since you are telling it to stop playing the animation and start playing a new one (at time=30) at the same time.

    That being said, you are not even reaching this point yet, since you have not applied any trigger or logic that actually stops playing animations.

    Remember (point 2), irrespective of where and how you told a unit to start playing animations, it will keep playing that animation until you explicitly tell it to stop (or unless you explicitly set up the animation as a 'one-shot play' and/or non-looping). Just nuking the trigger that tells it to play another set doesn't help, since the unit needs an explicit stop animation order to go back to its normal animation loop (as defined as being at the bottom of its animation priority stack).

    Now, how can you do this? Well in the data editor it is simple and if I have time I will explain how you can do all of this with just the data editor and actor events+ fields (but first you need to fix your logic).

    In the trigger editor (which is what you seem to be wanting to use, which I advise against, but will still provide you a solution for since I am a nice guy most of the times), this is how you start and stop specific animations (and yes, wtf are you doing using Send Message? sheesh. I hope thats not in some tutorial somewhere, coz if it is, the person who wrote that tutorial should be punched).

    So here is how you control animations with triggers:

            PlayAnimation((MainActorofUnit(<<PUT UR UNIT HERE>>), c_animNameDefault, "Stand Work", c_animFlagPlayForever, c_animTimeDefault)
            Wait(10.0, c_timeGame)
            ClearAnimation((MainActorofUnit(<<PUT UR UNIT HERE>>), c_animNameDefault)
    

    A few things to note. The "c_animFlagPlayForever" is what is explicitly telling it to loop the "stand work" animation. If you remove it, it will only play the animation as a "one shot" and only for the duration of the animation itself (which for most units is like 1 or 2 seconds. Also note the "wait", put whatever value you want in there (after you fix your logic).

    Also note, this is all done using the GUI. Just do a search for "animation" and find the GUI functions "Play Unit Animation" and "Clear Animation".

    Let me know if you are interested in knowing how to control animations like these with just the data editor. If I have time and can be bothered, I will show you.

    Posted in: Miscellaneous Development
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    posted a message on Is there a way to pass an array to a function?
    Quote from Hokibukisa: Go

    Its giving me a syntax error. :(

    It should be giving you a syntax error, since you cannot pass arrays wholesale to functions (and even in languages which you technically can, its bad practice to - unless the language doesn't have a concept of pass by reference e.g. Lua).

    You used to be able to pass arrays to functions, back when galaxy supported pointers and references (you would essentially pass a reference to the array into the func), but since Blizzard nuked those, its gg for passing any kind of struct to a function.

    Posted in: Miscellaneous Development
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    posted a message on Doodad Help with a trigger?
    Quote from Molsterr: Go

    @Malevolence123: Go

    I would do as he second poster has said.... the third guy it maken things WAY to complicated for you. Simply go to the editor, open up the char map, and you can just copy and paste what you need.

    Give a man a fish and you feed him for a day. Teach a man to fish and you feed him for a lifetime.

    - Old Chinese Proverb.

    To the OP, try to be a bit more descriptive in your explanation of your problems. Don't just say "ITS NOT WORKING", say exactly what isn't working and what exactly are you trying to do and what exactly you have done so far. Is the animation not playing at all? If not, what animation is playing instead? Is any animation playing? Does the animation even exist for that model? Which animation name/id did you use? Does the unit show up properly in game?

    And for the sake of all that is holy, don't just dump your map in your post and say "FIXIT!!!"

    If you can't be bothered in taking time out to even explain the details of what your problem is, why do you expect us to take our time out in downloading your map, running it, trying to figure out first wtf it is you are doing, and then trying to figure out what is wrong?

    Too many people on these forums are acting totally self righteously with a sense of entitlement they should not have and do not deserve.

    I refuse to help people if they can't be bothered to show me the basic level of decency that they should have in working with me to fix their issues, instead of expecting me to work for them by first figuring out what the issue even is and then fixing it and sending them a solution

    Posted in: Miscellaneous Development
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    posted a message on Medic Attack Animation ?

    @ChaosBerserker: Go

    In the Medic Actor object (for the actor object for your new attacking medic).

    "Events+"

    Be default there is an entry:

    > WeaponStart.*.AttackStart
    • Msg Type: AnimBracketStart
    • Name: Attack
    • Opening: Attack

    Change "Opening" to "Spell"

    Give your attacking medic unit a proper weapon. It will now play the Heal animation when the medic attacks.

    Make sure the Actor Object is pointing to the correct model by checking the "Art - Model" field in the Actor object is set to "Medic"

    Posted in: Miscellaneous Development
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    posted a message on Doodad Help with a trigger?
    Quote from Malevolence123: Go

    @zzPop: Go well Not to be a pest, But how would I go about this, I checked the tutorial section and found it hard to understand what exactly to do, It seems like I can't add an actor group correctly.

    How to create a Unit + Actor + Model without duplication:

    In Data Editor -> Unit Tab

    1. Right click -> Add Object

    • Make sure "Object Type" is selected as "Unit"
    • Set "Object Family", "Race" and "Name" to whatever you wish so you can find it easily

    2. Goto Data Editor -> Actor Tab

    Right Click -> Add Object

    • Actor Type: Unit
    • Based on: GenericUnitStandard
    • Doodad Type: Not Doodad
    • Give it a name that makes sense

    a) Click on this newly created actor in the Actor Tab. At the very top of the fields list there is a field called "Unit Name", make sure your unit from Step 1 is in that field (sometimes Galaxy is smart and does it automatically).

    b) In the same actor's fields, find a field called "Art - Model". In this field add the model you wish to attach to the Unit. (nb) You can find the model of the doodad by finding the doodad in the Unit Tab, then finding the Doodad's actor (which you will see in the tree view when you click on it in the Unit Tab), then finding the "Art - Model" field in the doodad's actor fields list. That is the same thing you wand to put in the new Actor's Model field.

    c) In the Actor's field, make the changes to the "Events+" field that I said in my previous post.

    3. Your new unit with the doodad model and repeating animations is now ready to go.

    NB> At this point you can place your unit in the map to test it, however, take note that your new unit will *NOT* have any sounds or even any death animations attached to it. To do this, you will need to go through and populate more fields in the Actor Object. Namely,

    • Art - Model (portrait)
    • Combat - Death Effects+
    • Sound - Sounds
    • UI - Unit Icon
    • UI - Wireframe+

    Take a look at some other actor objects to get clues on how to populate those fields.

    And yes, I agree, actor creation tutorials out there are almost as retarded as this forum's software. I have never had to use them, thankfully.

    Posted in: Miscellaneous Development
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    posted a message on Silencing effect?
    Quote from sonnert: Go

    Is there seriously none who knows how to make a silence spell? O.o

    Oh no, I know exactly how to make a silence spell of any variation (AoE, Single Target, Aura based, single shot).

    But your lack of patience in an answer and this "I demanded an answer why am I not getting one fast enough coz I am entitled to it" attitude makes me want to leave you here and let you keep punching yourself in the face.

    When you learn some patience, you will see that making a silence effect is p!ss easy.

    This is how you do it:

    1. Create the ability just like you would any other (i.e. create a "Effect - Instant" for "Effect - Targetted" in the Abilities tab).

    2. The primary effect you need to attach to the ability is "Apply Behavior".

    3. Create a behavior and i the behavior's "Behavior - Modification+" field, find and edit the following entries:

    In the "Ability tab" in the "Abilities Disabled" section:

    • Add whichever abilities you feel are appropriate to your silence (use the dropdown)

    Give the Behavior a duration, attach it to your "Apply Behavior" effect. Give the ability whatever cost/cooldown you want from the Ability object's "Cost - Cost's+" field. Attach the ability to your unit like you would normally (and no, I'm not going to teach you how to do that, you should learn how to add abilities to your units before trying to make one), and voila, you have a silence effect.

    Normally I would go and explain how you can add cool effects using actors to show little graphics for when units are silenced but I hate impatient wretches who have a sense of entitlement.

    That being said, there are about 100 other ways to make silence effects which all depend on what kind of silence you are looking for. But since you didn't even put in any fuking effort in giving us more information on what you are looking for (coming in here and going "MAEK SILENZE NAO GIEF PLIOX" does not a good description make, so I will not bother with giving you a solution specific to your needs.

    Posted in: Miscellaneous Development
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    posted a message on Making a unit face enemy
    Quote from rymonator: Go

    @zzPop: Go

    Okay my arc is already 0, so I guess I'm just missing the turning rate thing. I don't seem to have a Unit Object - I'm using the Immortal unit and it doesn't have any Unit objects. Should I just attach some random Unit to this tower?

    You can't have a unit in the game without a unit object.

    When I say "unit object" I'm talking about the thing that shows up in the "Units" tab of the Data editor. The "unit object" is the same thing that you add the weapon for the unit to.

    That being said, if you already have the Arc set to 0 and the turning rate set to something reasonable, then the unit should be turning to face the enemy unless you have a separate actor attaching itself to the unit to hold the unit's rotation in place (there are many actors that can do this and override the unit's natural turning mechanics, I won't go through them all here since it would be pointless).

    I do hope you didn't just "duplicate" the immortal unit before using it as towers. Man I wish I could find the idiot who told everyone to just Duplicate units when making new ones. So much sh!t breaks when you apply Duplicate on the unit level of the tree.

    Posted in: Miscellaneous Development
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    posted a message on Doodad Help with a trigger?
    Quote from admo: Go

    @Malevolence123: Go you can open all the campaign maps in the editor and view all their scripting.

    How does this post actually help the OP or anyone else here at all?

    Quote from Malevolence123: Go

    In this case I would like to make a "doodad" more specifically a Char crashing Barracks come in at random times in a random area via a region. and making its "Death" animation stay for the whole game.

    Create whatever unit you want to "spawn" just like you would any other unit/building (i.e. set up its unit, actor and model fields).

    To play a specific animation for that unit forver, you need to add the following to the newly created unit's Actor object:

    In the Actor object, go to the Events+ filed and add the following event (by right clicking and selecting "Add Event"):

    >ActorCreation
    • Animation Play
      • Name: (insert an identifier here, optional)
      • Animation Properties: (insert actual animation name here from the dropdowns. get the animation name from previewer)
      • Flags: select Play Forever
      • Blend in/out: 0,0/-1.0
      • Time Variant: -1.0
      • Time Type: Automatic

    This will cause the unit to play whatever animation you wanted forever (as long as the unit is alive).

    edit: the forum software for these forums is retarded

    Posted in: Miscellaneous Development
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    posted a message on Making a unit face enemy

    @rymonator: Go

    In the Weapon object that the unit is using, there is a field called "Stats - Arc".

    If you want the unit to face directly at the unit its firing on, change that field to 0, otherwise, give it a value and the firing unit will need to be at the specified angle before it can attack. You will also need to make sure the firing unit has a Movement - Turning Rate (a field in the Unit object) that is > 0, so that it can actually turn to face the target.

    Thats pretty much all you need to get a unit to face another unit while firing. Pretty simple really.

    Next.

    Posted in: Miscellaneous Development
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