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    posted a message on Validator that checks distance between units

    How do you set up a validator that checks to see if the range between 2 units (caster and target) is greater than/less than a specific number?

    Posted in: Miscellaneous Development
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    posted a message on A stable Unit kill counter

    Suterusu has a good example, and SquarelyCircle is right, you would want to create a global integer variable for this, not local.

    Posted in: Miscellaneous Development
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    posted a message on Make ability work on specific unit type

    I was thinking about that, it seems like the only way to work this situation.

    Posted in: Miscellaneous Development
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    posted a message on Make ability work on specific unit type

    I made an ability that i want specifically for targetting pylons. Its an "Effect - Target", meaning the player can target any unit but I would like it to show an error if the target is not a pylon. The problem is that in the ability tab there is only smart validator, target filters, and target sorts. Is there a way to make it work for only pylons?

    Posted in: Miscellaneous Development
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    posted a message on Quick Help With Persistent Effects

    I'm still pretty bad with the data editor but I'm making strides in some aspects. I have an apply force effect that I want to use to create a constant drag, pushing Unit A towards Unit B when Unit B starts moving. I have created an Apply force, Persistent effect (drag), Persistent effect (search), and Search.

    Can anyone explain how to link a persistent effect to a specific unit? I'm not quite sure how exactly how this part of it works. And I also need some help validating the target, ie. when Unit A is more than 2 distance away from Unit B. I need help determining what fields refer to.

    Posted in: Miscellaneous Development
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    posted a message on Why are none of the units from the campaign in the editor?

    don't forget you need to move Liberty (stories) to the top of the dependencies list, otherwise the enxt time you open the editor it will bug.

    Posted in: Miscellaneous Development
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    posted a message on After days of trial and error...

    I will definitely look into this, have been studying the data editor a lot to be able to help myself understand it.

    Posted in: Miscellaneous Development
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    posted a message on aoe knockback help

    Yea, ty thalassicus, Im no physics expert but I'm pretty sure that's what Xenrathe was saying. Will probably be making use of apply force with this knowledge. I'm assuming its a built in knockback function.

    Posted in: Miscellaneous Development
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    posted a message on After days of trial and error...

    I was hoping it wouldn't come to that, but I suppose if some animation editing is all the needs to be done (making a boulder roll couldn't be TOO hard to animate, right!) I could stomach that.

    Posted in: Miscellaneous Development
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    posted a message on After days of trial and error...

    I've basically written down a small list of things I am trying to achieve, yet have had no success with as of late. Feel free to answer one or more of the following problems I am having because a little help is better than no help in my book.

    1. Turning off all unit animations. I thought when I saw the action "Turn all animation properties off" that there-in lies the answer. I was wrong, apparently I do not understand how unit animations work. What I am trying to do is turn off all unit animations initially for a few units (just have them stand lifelessly for a while, no swaying of the arms or anything. Accomplished this easily in wc3 by just pausing the unit, doesnt seem to work here). Then, at a certain point, they will return to normal, regaining all their regular animations. To better describe it, think of it as statues coming to life.

    2. Creating the classic "Rolling Boulder" of doom. I need to create a boulder-like object that can visually roll along its x (?) - axis, like a boulder tumbling down a hill. In fact, thats exactly what I'm doing. How do i recreate that motion/visual? Is it achievable with a unit/doodad/other? What exactly am I looking at in terms of accomplishing the look and feel of it? I have further plans to incorporate but I don't want to get a step further ahead of myself.

    3. Having a unit fade into invisibility. In wc3, I believe there was a 'Set Unit Transparency/Visibility' action in the Animation category. Utilizing that in a looping sequence allowed me to make units fade. I don't think SC2 has that action in the trigger section. Is there another way to make this happen?

    I'm sure answers to these questions will spawn even further questions. I'll have to just add them to this list and note the ones that are solved or are freshly arrived. Ty for your patience in reading this.

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

    Hey there. I've got a map on the way that I don't expect to be the next biggest thing, but will surely be a fun venture into a arcade-style co-op adventure. The story is vague and dark-themed, soon to be fleshed out more when everything else is complete. Gameplay begins with the first obstacle area, in which players must each micro their single unit to eliminate statues that come to life. The game will feature nice visuals and special effects to enhance the feeling of the scene.

    The game is in its early stages still, but will progress quickly with the skills that I lack from another to help me out. Its intended to be quick to play; strategy and tactics will have to be instinctual among the team on the first play-through each area. Most of all, It's going to be fun and focused, camera bounds will be locked on each area, action will begin immediately, new obstacles/bosses will be introduced all requiring different tactics to pass/defeat.

    If anyone wants to join in on the team, I currently need help with setting up the AI for boss units. Also, I'm pretty sure I will need some help with setting up a few abilities as well and since I'm genuinely a trigger guy, I'd like someone who enjoys making cool abilities in the data editor to join me or someone who would be willing to answer many questions. Honestly, if you are plainly decent at anything within the editor, I'm sure your skills would help the map in some way.

    Edit: added video of Stage 1. Still being worked on as we speak.

    Posted in: Team Recruitment
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    posted a message on [Data] Working with Beams (Beginner Difficulty)

    Hey, usually I'd use triggers to accomplish effects, but with the new SC2 Data manager, I thought i'd try to accomplish something via Actors and the like. I have a high templar and a pylon in one area of my map, and I'm trying to create a beam that connects the two units, visually. Just a constant beam that comes from the HT and links it to the pylon. I'd really appreciate help on how to make this with actors.

    Posted in: Tutorials
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    posted a message on Creating a constant beam

    Tried to localize it, no success :( Any further suggestions would be appreciated, I'm very bad with actors.

    Posted in: Miscellaneous Development
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    posted a message on Creating a constant beam

    I haven't done that mission so I am unfamiliar with the ability. As a matter of fact, I haven't really touched upon any of the ability fields, but I suppose it would work if I just added the ability to the pylon and issued the pylon an order to cast Domination on the HT?

    Posted in: Miscellaneous Development
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    posted a message on Creating a constant beam

    ty jackolas, Downloaded the map and tried to learn from the authors work. Problem was much of the unit data is missing or possibly glitched. Could not make much from it, however looking at the triggers, I believe the author also created the effect through triggering it, but much of the data (variables msotly) is missing for some reason. I still need help with the matter of creating the constant beam effect, as much detail as possible would be appreciated. ty.

    Posted in: Miscellaneous Development
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