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    posted a message on [How to] Copy Colossus Weapon

    Also for it to be as close to "circular" as you can get, you should set the offsets to be trigonometric.

    For a more precise circle you can add more values according to the unit circle.

    Based on the offsets that you have, you'll be making a polygon.

    Posted in: Tutorials
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    posted a message on [Help] Colossus Thermal Lance and sweeping beam

    @fllwr: Go

    Your best bet would probably just be to create an entirely new weapon and just using Thermal Lances as a model. Just brainstorming though, I'm rather stumped as to how you would do the effect you desire (I may just be confused).

    Looking at the Thermal Lance weapon, it actually isn't focusing down two units and sweeping the beams, it creates both persistent beams directed at a single unit with X offsets (left sweeping right, right sweeping left) and does splash damage to anything between.

    Posted in: Miscellaneous Development
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    posted a message on how do i reset a unit?

    They look like Ghosts? o.O Ghosts don't have a trail.

    Usually to reset Data Editing gone wrong, I right click the unit (Zealot) in the Units tab and choose 'Reset Object to Parent'. If you changed more than just the unit part of the Zealot, you'll have to do this for those too (Actors, Models, etc.).

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

    Excellent guide ProzaicMuze, I have this bookmarked and have been referring to it a lot and it's helped me get very acquainted with Galaxy Editor.

    That said, I am having some trouble figuring out exactly why The "Lightning Tower" weapon isn't working for me correctly. I have it all set up, and it seems to run correctly, hitting the first unit, then second, then third, but the beam going to the third unit doesn't show up at all. I double and triple checked my map with yours, compared the Actors and Effects from Bounce 1 to 2 to 3, etc. and just cannot find what is going wrong.

    I'd upload / post my map if I knew how; fairly new here, gotta learn my way around.

    Posted in: Tutorials
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    posted a message on T.T" How to create a custom unit ?

    @Karasunokage: Go

    You're doing it all right, but your Zergkiller also needs a model. This is what's seen, and this is why you are seeing nothing in the Data Editor and a white blob in-game.

    Try following this tutorial: http://forums.sc2mapster.com/development/tutorials/5096-data-creating-new-units-easy/#posts
    It helped me a lot on this topic.

    Posted in: Miscellaneous Development
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    posted a message on Applying a jump behavior to an attacked unit

    Through a somewhat makeshift way, you can simply edit the attacker's weapon. For example, a Marine:

    Go to the Weapons tab, and select Marine - C-14 Gauss Rifle.
    Change Effect - Effect to Phoenix - Anti-Gravity (Persistent).

    This will cause the attacked unit to 'bounce' into the air when attacked. This also, however, removes the damage dealt by the weapon.
    If you want it to do damage also, you have to change a couple of things around. To do so:

    Go to the Effects tab, and select (or remake, to preserve the original) Phoenix - Anti-Gravity (Persistent).
    Change Effect - Effect - Initial from Phoenix - Anti-Gravity (Persistent) to Marine - Gauss Rifle (Damage).
    Change Effect - Effect - Final from (None) to Phoenix - Anti-Gravity (Persistent).

    It seems as though you could interchange Effect Inital/Final for the damage effect, but the damage would be delayed to after the "jump" animation was played.

    I hope this helps.

    Posted in: Miscellaneous Development
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    posted a message on Neutral Bunkers (usable by allies)

    Tested and confirmed mm2jswizzy's suggestion. I loaded units into a neutral bunker, lured hostile units towards the bunker and bunker units killed. Was able to unload my units, and kills/score were recorded for myself.

    Posted in: Miscellaneous Development
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    posted a message on Multiple attacks?

    I haven't yet tried, but perhaps this would work:

    In the data editor, go to the tower you want to edit. Of the six "show" boxes at the top right, view the four right-most.
    Go to the Combat tab, scroll down to Weapons. Click the green X to add a new weapon.

    Doing this ahould add an additional weapon to your tower. You'll have to choose which weapon you would like to add. As far as custom weapons go, there are/should be tutorials on them in the tutorials forum.

    Posted in: Miscellaneous Development
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    posted a message on Spawning units for "playing" players

    I am new as well, and this is also my first post. Welcome to both of us! :) Anyways, I have just finally figured this out, so I figured I would try to pass it on to you:

    Events
       Game - Map Initialization
    
    Local Variables
       curPlayer = 1 <Integer>
    
    Conditions
    
    Actions
       General - while (Conditions) are true, do (Actions)
       Conditions
          1 <= curPlayer <= 5
       Actions
          General - if (Conditions), then do (Actions), else do (Actions)
             if
                (Controller of player curPlayer) == User
                (Status of player curPlayer) == Playing
             then
                Unit - Create 1 Runner for player curPlayer at point using default facing (No Options)
                Unit - Create 1 Hunter for player curPlayer at point using default facing (No Options)
                Variable - Modify curPlayer: + 1
    

    curPlayer is an integer representing what player you are currently checking. You can start and end at any number, I just chose 1 <= curPlayer <= 5 because the only possible human players in my map are Players 1 through 5.

    I hope this helps!

    Posted in: Miscellaneous Development
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