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    posted a message on Force Effects - How to check destination pathability?

    I am making a puzzle map in which I want characters to push and pull objects into position, like in the Legend of Zelda series. I have put together a basic Effect - Target ability that causes the caster to "pull" the object backwards by using force effects to pull the object towards the caster and push the caster away from the object. This part works.

    The problem is that I want the units to stop moving when the caster runs into a cliff or building. Instead what happens is the units simply "slide" along the cliff edge until the force persistent expires.

    I have tried using a 2nd Create Persistent effect that has one periodic offset - (0, 1) and a period effect of a dummy search. The periodic validator is set to a custom "location pathable" validator. Unfortunately this setup does not seem to have any noticeable effect.

    I don't really have any idea what I'm doing wrong or how to begin fixing this.

    Posted in: Data
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    posted a message on Multiple merge abilities won't both work

    @TheSC2Maniac: Go

    It seems that copying the default ability somehow overwrites it - the default merge abilities are now called Dark Archon Merge despite my only having renamed the copies. They are still set to the original Archon, but when I search for abilities on the high templar unit, the only ones that I can choose are the custom ones.

    Posted in: Data
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    posted a message on Multiple merge abilities won't both work

    I recently imported a Dark Archon model into my map. I want to make it mergable from DT's and have the original Archon only be mergable from HT's. I duplicated the merge abilities associated with the Archon and changed the required fields, and now my DT's successfully merge into dark Archons. The problem however, is that this seems to have broken the regular archon merge - no matter which units I use and which merge ability I use, the end result is a Dark Archon.

    Is the merge ability simply hard coded to be like this, and if so, does anyone know of a workaround?

    Posted in: Data
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    posted a message on Make two models attached to the same actor?

    I think you could also use "SOpShadow" (something like that) as your site operation and the model would be on the ground.

    Posted in: Data
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    posted a message on [Actors] Make Behavior send actor message to any target?

    Thanks guys. I ended up solving the problem using an event macro. Also turns out that when the "suppress movement" flag is checked, the unit cannot be pushed or pulled.

    Posted in: Data
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    posted a message on [Actors] Make Behavior send actor message to any target?

    I am making an ability that can be cast on just about any unit, and when it impacts, it pushes the unit back. Of course, due to the weird mechanics of apply force effects, using forces to move a unit doesn't stop it from turning in the direction its being pushed, nor does it stop the unit from playing its walk animation. If you want a legit pushback mechanic, this results in it looking incredibly tacky. I solved the first problem by using the "suppress turning" flag in the behavior, but im not sure about the 2nd. I know how to pause an individual actor's animation, but if I did it that way, I'd have to do that for the actor of every single unit in the game that could be affected by this ability. Is there a way to make the force effect send an actor message to the affected unit's actor without the individual-extremely-tedious approach?

    Posted in: Data
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    posted a message on Element Tower Defense

    I just played for the first time. I didn't make it past round 4 or 5 before the game crashed, seemingly prompted by my upgrading a grenade tower to an optimum grenade tower.

    EDIT: 2nd game, crashed again, this time around wave 16 when I upgraded an earth tower.

    Posted in: Map Feedback
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    posted a message on [Contest] Scene Recreation!

    I love this idea! I think I'm going to recreate something from Zelda: Ocarina of Time. I'm gonna start with Hyrule Castle. I really like what everyone else has done so far, the tron recreation was amazing! Helios One is pretty damn good too.

    Posted in: Project Workplace
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    posted a message on [Hero Arena] Smashcraft 2.0 - Official Thread

    I played Smashcraft for the first time today and got hooked. I'm glad its pretty popular atm, I've been able to get into games pretty fast.

    Posted in: Project Workplace
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    posted a message on how do i disable mineral distance

    You actually don't need to change anything in the data editor to place minerals right next to start locations... just hold down the shift key while placing mineral fields and the placement will ignore pathing/footprint restrictions.

    Posted in: Data
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    posted a message on Attached Actor Not Destroying Properly

    One of the core gameplay elements of my map is a data driven zone control system. There are a number of command points scattered across the map, and two teams - red and blue. Each point can be in one of three states - Red, Blue or Neutral. Each teams start with one command point, and all other points are neutral. Each state is a different unit with a different beacon model - neutral is terran beacon, red is zerg, blue is toss. Now attached to the red and blue beacon models, I have the archon model, using the "Stand Work Start" animation name (archon warp in progress) attached. For dramatic effect, I have this energy attachment start at the unit origin and then have it lift off the ground using a Site (Mover).

    My problem comes in when one team captures a command point already owned by the other team. The actor is set to destroy when the "locked" behavior starts - this buff just starts when a command point changes ownership. However, it is not destroying. The result is that the enemy's energy attachment overlaps and it looks ugly. In fact, the actor is failing to respond to anything I try to do to tell it to destroy, or changes its opacity. I have tried multiple configurations, such as "ActorCreation.OtherCommandPoint - Destroy", "AbilMorph.EnemyCap.Start - Destroy" and "UnitBirth.EnemyCmdPt.Destroy". None of them worked. I have tried messing with the hosting fields... nada.

    I am attaching a screenshot of the current actor configuration. If anyone can help me figure out whats wrong, it would be greatly appreciated.

    Posted in: Data
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    posted a message on turret issues

    Last time I checked this is still bugged, you can't make turrets face targets directly through abilities. You could create a workaround that involves a hidden dummy weapon, invisible dummy units and issue order effects.

    Posted in: Data
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    posted a message on Combos, possible?

    This is very possible. I'm already using combos in my map. Think switch effects, buffs and validators. For example, for your 3 hits into roll idea... well since most units don't have a roll animation, lets say on the 4th hit you want the attacking unit to dodge to the right. You could use a switch for the weapon effect. The default case would be a set with the regular attack effect(s) and an apply behavior effect. This would apply an invisible counting buff to the caster. Make the duration very short, probably right around or slightly larger than the weapon period. Then make a validator of type Unit Compare Behavior Count, set the unit to source, count 3. Then on the weapon switch effect, add a case with the effect being your roll or jump or dodge effect, for example, making the source teleport to an offset to simulate dodging. With whatever effect you use here, you would also need to include a "remove behavior" effect which removes 3 counts from the caster. Insert your "Count = 3" validator into this switch case.

    Posted in: Data
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    posted a message on [Data] Random Actor Effects

    I'm having trouble getting my Site (Mover) to work. In your tutorial, you state:

    5. New Site (Mover) Actor - Battle Placebo Particle (Site Mover)

    Set Event - Events + = ActorCreation -> RefSetFromMsg ::Host ::Sender Target: ::Creator

    Where on earth do I have to option of setting "Target: ::Creator?" With the action "RefSetFromMsg", it seems I can only change the reference name and the reference Msg. I don't see anything that says "target".

    Posted in: Tutorials
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    posted a message on [Released] The Final Frontier (space rts)

    @Hookah604: Go

    As of 2 hours ago on 1.3.1, colonization IS bugged on NA, couldn't even start my 1st colony.

    Posted in: Project Workplace
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