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    posted a message on Start at Death Animation

    I've been powering through all these issues today and I'm almost done with setting up the first stage to my map. I'm unfamiliar with animations and their rules, I've gotten by so far by taking other objects and just doing minor tweaks and testing out the result. For this part, I have an archon that I would like to have start the map paused in his death animation phase, and when the trigger runs he resets and plays his birth animation. How would i go about doing this without totally screwing up his actor events?

    Edit: I was looking at the archon model animations and there a multiple stand animations, one of which is a ball of energy, the visual when the two high templars first merge before it is complete. If anyone can describe how i can give the archon that stand animation at Map initialization and then return him to his normal animations i would greatly appreciate it.

    Posted in: Miscellaneous Development
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    posted a message on Working with Missile Visuals

    ty for pointing that out. I do have a few more questions tho, as my missile is not used in auto attacks. I have decided to use the trigger "Environment - Execute Effect on UnitA from UnitB". I made a dummy effect, using Effect-type "Launch Missile". I have no idea what the fields about movers are refering to. I've checked the site and I can't seem to find any information regarding it. Anyone, I based my launch missile on the BansheeBacklashRockets something, just to get an idea of how it would work. I changed a few fields, however, i left a lot of the fields with the default Banshee effects in hopes of just seeing a missile animate.

    When it was triggered, instead it shot my UnitA straight at UnitB, UnitA died, as a result of the effect I assume, and UnitB continued as normal. What editor field dictates the model used in the Launch Missile Effect???

    Edit: Solved this issue, needs an ammo type for launching missiles.

    Posted in: Miscellaneous Development
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    posted a message on Working with Missile Visuals

    Need help working with Missile Actors. I need to make to make a missile visually travel from one unit to another (he doesnt even have to be facing the right direction). Read some missile tutorials but I learn this kind of stuff much better if someone explains it to me. I need to know if it can be done easily through a few actors and actor events. I suppose I'll be using Missile - GenericAttackMissile for the traveling missile. There is no damage or applied buff, the effect is actually done through triggers. This is solely for the purpose of giving a visual effect. What would it take to do this?

    Posted in: Miscellaneous Development
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    posted a message on UI Modifications

    If I hide the full UI, and then, like you said, add back the command card, will it work normally? Do I have to manually add back in the abilities through triggers? I'm concerned over whether the unit will respond to move and attack commands like normal if I customize the command card through this method.

    Posted in: Miscellaneous Development
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    posted a message on UI Modifications

    thanks for the link. Do you or anyone else think they could give me a short run-down of how to set-up my first custom dialog box? I have not imported a library before and a lot of the stuff within it is new to me.

    Posted in: Miscellaneous Development
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    posted a message on UI Modifications

    That's exactly what I need, ty, will start looking.

    Posted in: Miscellaneous Development
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    posted a message on UI Modifications

    Just started getting into the aesthetic aspect of my map. I am really new to this, as I have just begun realizing how important and powerful it is to have a clean, and somewhat unique UI for the game. I don't want to begin getting into third party tools or drastic file editing but what recommended tweaks could I do to make the in-game interface unique and less obtrusive? I've done away with the menu bar and the resource icons. I would like to remove the Command box on the bottom right but haven't achieved thta without also removing unit abilities.. Also, is their a way to simply scale-down the interface?

    Posted in: Miscellaneous Development
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    posted a message on Problem with kill counter

    My brother went through. Its kinda hard to explain without actually being there to point out to you. Simply, in your trigger, you should have Event - Any unit dies. (simple enough)

    For the condition, when you add a condition, it displays: "And", "Comparison", "Not", "Or", "Text has been set", "Within Bounds". Select "Comparison" and hit "OK". By default, it should be set to "(Owner of (triggering unit) == 1". Keep it highlighted, and in the bottom window you should see:

    "Comparison"

    + "value 1: Owner of Unit"

    -"Unit: triggering unit"

    -"Operator = ="

    -"Value 2: 1"

    Translates into: Its will compare the first value (Player that owns the triggering unit) to see if its = to the second value (player number 1). Double click where it says "Unit: triggering unit" to change it. Look under functions for "killing unit" (unless you have the right event, the one that i used, this will show up gray). Select it, hit "ok". Now double click on "Operator ==" and Change it to "!=". Lastly, go to "Value 2: 1", double click it, switch to "Function" (the first bullet), and look for "Owner of Unit". Hit "ok". Another "Unit: Triggering Unit" should appear beneath it. it is set to Triggering Unit by default, which is what you need so leave it.

    Now it translates into: Take first value (Player that owns the killing unit) and see if it is NOT EQUAL to the second value (player that owns the Triggering/dieing unit). Basically, thats how you change the comparison parameters to whatever your needs may be. You should check the functions another time to see whats available and to get used to it.

    Posted in: Miscellaneous Development
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    posted a message on Combat Acquisition?

    Ah, do you mean Minimum Scan Range? I had noticed that but I had foolishly ruled it out before messing around with it. Whether or not that is what you are referring to, I'll take another look at it.

    Edit: ty KineMorto, changing the Minimum Scan Range from 5 to 50 has drastically increased the range that the unit acquires targets.

    Posted in: Miscellaneous Development
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    posted a message on Combat Acquisition?

    no no... think of it like this. You have a zealot sitting by himself somewhere. An SCV approaches him. Eventually, when the SCV is within a certain distance of the zealot (say range 4-5) the zealot acquires the SCV as a target and moves to attack it. It is not the weapon range, he attaacks at still melee range. But he will automatically acquire and attack/chase any enemies that come within x distance of him. I hope that explains it. And I feel that if this was possible to edit in the wc3 editor easily, it is most likely editable in the sc2 editor. The problem is finding out where/how.

    Posted in: Miscellaneous Development
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    posted a message on Combat Acquisition?

    utilizing the power of search! My question is the same as the OP, hasn't been answered yet. Is their a Combat Acquisition field or something like it in the data editor?

    Posted in: Miscellaneous Development
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    posted a message on Prevent unit from returning to spot.

    When you push an allied unit with another unit far enough, it will usually try to walk back to its previous spot. Is there a setting to disable this behavior for certain units?

    Posted in: Miscellaneous Development
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    posted a message on Need help giving High Templar an attack

    I'm no pro, but I think for the unit actor model, you may need to add some events for displaying attack animations.

    Posted in: Miscellaneous Development
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    posted a message on LF Data/Trigger Editors

    Bumping. Still need a few hands on deck, don't hesitate to contact. This project will not be of high standards, and as such it may seem like its not worthwhile to invest time in. However, I will be keeping the map going at a steady pace, and uniting map makers that just feel like pouring out their creative designs into a landscape that will very likely make it to publishing.

    With around 8 stages total, and each stage featuring a unique puzzle or involving different tactics, this map will make space for any creative ideas you may be dieing to try out. Don't hesitate, I want to get a lot of intake on the map and brainstorming with many different people to incorporate various definitions of fun within the co-operative category for players to experience. This will be a fresh breath of air for battle.net 2.0.

    -as a side note, this project is inspired by SC:BW's Dungeon Depths, by KhaosKreator.

    Posted in: Team Recruitment
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    posted a message on Validator that checks distance between units

    I don't know where to find that. After creating a new validator, what validator type would that be?

    edit*: if you mean checking the zealot charge validator I'm on that right now.

    Posted in: Miscellaneous Development
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