CurseForge and Overwolf are joining forces!
Awesome More Information
  • 0

    posted a message on Behaviors panel

    Long necro, i've been asked to post my behavior system, here it is

    type in chat:

    hero

    upgrade

    then use stimpack

    Posted in: UI Development
  • 0

    posted a message on Map Night Revived! (EU-NA)

    I'm going to show my map @US next week, cuz it seems EU ppl didnt like it :D

    Posted in: General Chat
  • 0

    posted a message on Map Night Revived! (EU-NA)

    Can i propose my map for next night? If yes - where i can do this?

    Posted in: General Chat
  • 0

    posted a message on Make a missile go through several units? (Picture)

    hi Kabel :3

    btw when i wanted to do this my problem was with markers (i can't get them, so i've used behaviors)
    and second and main problem was missile graphics, if ti goes on big distance it's very hard to make missile go straight forward if you havent target point (

    Posted in: Data
  • 0

    posted a message on Behaviors panel

    @zorbotron: Go

    im using this system:

    Trigger "Acquire Behavior"
    Unit - Any Unit has Any change Activate
    blablabla code

    Trigger "Remove Behavior"
    Unit - Any Unit has Any change Deactivate
    blablabla code

    Also 2 core actions:
    UI Behavior Process for showing cooldown on behavior itself
    UI Behavior Remove for removing behavior

    and 3 support functions:
    UI Behaviors Find Current Index
    UI Behaviors Find Last Index
    UI Behaviors Find Current Index By Behavior

    So basically i have a 1 behavior dialog for all and after player hero acquire behavior system adds custom trigger made dialog item to behaviors dialog (or to previous behavior) and show it to player
    After behavior depletes/removed system "intelligently" removes behavior and reassign chain to previous behavior or dialog:

            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    _index == 0
                Then
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            Player Data[_player].Behaviors[(_index + 1)]._panel == No Dialog Item
                        Then
                            ------- | X |
                        Else
                            ------- | X O O |
                            Dialog - Move Player Data[_player].Behaviors[(_index + 1)]._panel to (0, 0) relative to Top Right of UI Dialogs.Behavior Pin[_player] for (All players) (from Top Left)
                Else
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            Player Data[_player].Behaviors[(_index + 1)]._panel == No Dialog Item
                        Then
                            ------- | O O X |
                        Else
                            ------- | O O X O O |
                            Dialog - Move Player Data[_player].Behaviors[(_index + 1)]._panel to (0, 0) relative to Top Right of Player Data[_player].Behaviors[(_index - 1)]._panel for (All players) (from Top Left)
    
    • + of this system - it looks pretty nice
    • + it can show cooldowns
    • + it supports itself (u just need your behavior have an alignment, icon, text and not hidden)
    • - its limited for only 1 hero use
    • - it bugs with fast behaviors (very small duration) (so u should hide this type of behaviors and make all ur tech behaviors hidden)

    Also it is very easy to make them display Behaviors Level and Tooltips (i havent made this because im too lazy for making tooltips for all behaviors)

    If u want u can contact me via Fen1lkz.514@EU

    some screens:
    at first we have 0 duration neutral behavior and half-passed positive behavior (bad behaviors are red)
    at second screen we have stimpack behavior with my system
    i repeat - tooltips for them not a problem, i just turned them off

    Posted in: UI Development
  • 0

    posted a message on Behaviors panel

    @zorbotron: Go

    im using my trigger-built system. however it is pretty bad and i hope for some day i'll rewrite it and release to public

    Posted in: UI Development
  • 0

    posted a message on making a missile keep chasing after blink

    this is first link @google by "missile blink site:sc2mapster.com"

    and im making same type of map :D so, i'll explain how:

    - remove "validate teleport" from launch effect flag

    Posted in: Miscellaneous Development
  • 0

    posted a message on [not solved] Actor Rotation By Messages

    bump?

    Posted in: Data
  • 0

    posted a message on MSG From Blizzard.

    Priority 1: External IDE support for galaxy editor OR normal text galaxy editor with syntax highlighting, functions and variables rename and traversing through them by click

    Priority 2: secure server-side banks for players

    Priority 3: normal lobbies without autostart, with game names and better open games section. All for reducing host waiting time to at least bnet 1.0 waiting time

    Priority 4: More knowledge about actors, their messages and etc. Tutorials or (better) some kind of wiki, like about movers section

    Priority 5: Galaxy improvements like dynamic arrays or type checking (is number) etc

    Posted in: General Chat
  • 0

    posted a message on [not solved] Actor Rotation By Messages

    Wrong solution:

    so basic concepts are: 1) use custom SOp with force soft attach 2) dont make it by triggers, add to Big Marine actor event with this:

    effect.<triggereffect>.start
    HostSiteOpsSet ::Host ANOTHERSOPLOOK

    and ofc make this ANOTHERSOPLOOK as Sop (forward Vector)

    leave everything default, except Host forward:

    scope should be Scope Target
    effect should be *triggereffect*
    alias should be _Unit

    ^ this is not working because of error: Cannot set site ops to host ::Host (and some other hosts i've tried)

    Posted in: Data
  • 0

    posted a message on [not solved] Actor Rotation By Messages

    Hello mapster, i have another question for you:

    I have unit 1 with attached actor A (with sopattachOrigin) and i need to rotate that actor A to look at actor B, which is main actor for unit 2 by triggers

    when no units near Big Marine should just appear and disappear

    but when there's unit near Big Marine should turn his color to Red and face the target (preferably if he will continue look at target, but if this couldn't be achieved - they just set it to _angle)

    so behavior should be: if trigger wont happen (no target) - Big Marine should keep his rotaion with host if trigger happens - Big Marine should look at target

    i've attached proof of concept map without gameplay data and etc

    Posted in: Data
  • 0

    posted a message on Beams hell (creating beam that follows terrain)

    uhhh thx to all who've read this, but somehow i've found solution, i just host beam to _site actor and use target point + source point attachments

    Posted in: Data
  • 0

    posted a message on Beams hell (creating beam that follows terrain)

    Hello mapster, i need your help! im trying to do a terrain-sensitive beam, it should will follow terrain height differences

    currently i ended up on this solution:
    Ability
    V
    Persistent effect with target point and 2 effects: 1) actual gameplay effect (0-arc search effect, resulting a line spell)
    V
    2) Persistent effect with source point location and periodic effects (create dummy) with offsets like (0,-4,0),(0,-8,0),(0,-12,0),(0,-16,0)
    V
    after a small delay it casts search effect from caster unit to find first dummy
    V Here comes problem #1 - i dont know how to link those dummies other than just search for them
    but its working, search effect applies behavior *Marker*, who have initial effect
    V
    Initial effect <persistent> called "Delay", who after 1 second of delay casts <search area> effect to find second dummy and apply behavior *Marker* to it
    and this is repeating till my line of dummies ends

    im applying behaviors because i've failed to use markers, they simply dont work

    so this all chain works acceptable and then i failed on graphics side
    i need beam between dummies, what i've tried:

    • simple beam actor create @effect<delay>, host1: scope source, host2: scope target
    • simple beam actor create @effect<apply marker>, host1: scope source, host2: scope target
    • simple beam actor create @behavior<marker>, host1: scope source, host2: scope target after several hours i've concluded that this is fail and i started trying just determine source and target when effect applies
    • effect #1, marking source is just sphere with host set to ScopeSource, _Site (that alias of my dummy unit actor)
    • effect #2, marking target, sphere with host set to ScopeTarget, _Site (that alias of my dummy unit actor) i've tried again to create them on behavior, or effect with various terms like "at Target" or "at source" or "effect.impact; at target" or etc this was again fail, i feel like im detecting source and target for effect in the wrong way

    so, my problems are:

    1. 1 Create a beam that follows terrain deformations (solved through periodic offsets dummy creation)
    2. 2 Create a bunch of dummies and link them between each other (solved through search effects recursion - dummy receives behavior, search for next dummy without behavior and then apply behavior on it)
    3. 3 Create visible beam between dummies when they're searching for each other <HELP NEED HERE>
    4. 4 Ability or advice how to detect target and source for effect. Basically this is what i need, if i only can create actor like: create at effect, set host1 to target, set host 2 to source - my job here's done

    assets:

    Posted in: Data
  • 0

    posted a message on Missile that will fly to the edge of the map?

    You should launch your missile by persistent effect rather than just target.
    Something like this:
    Ability -> Persistent "TARGET" -> launch missile "LAUNCH"
    code for persistent will be:

        <CEffectCreatePersistent id="TARGET">
            <WhichLocation Value="SourcePoint"/>
            <OffsetVectorStartLocation Value="SourcePoint"/>
            <ExpireEffect value="LAUNCH"/>
            <ExpireOffset value="0,-1,0"/>
        </CEffectCreatePersistent>
    

    also throw driver and etc

    EDIT:

    HOLY SH\\ if i use source unit as launch point (which is necessary to use action actor) then all my plan explodes >.< ok now i cant get how to make simple rocket too :X

    Posted in: Data
  • 0

    posted a message on How to stop unit from approaching out of range targets?

    transient flag does this because your ability have 0° degree arc (means unit should be full turned to location before casting spell) and (due transientity) unit can't turn to that location. thats why it throws error "out of range" - it's not range like length, its range of arc spells, unit cannot turn.

    for your spell i suggest use validator with custom "out of range" error message. just add it to your main ability effect with type "location range" and locations source and target points and this will do what u need i think

    Posted in: Data
  • To post a comment, please or register a new account.