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    posted a message on Move in one direction, attack in another.

    I'm going to conclude this is not possible due to model lacking TurretZ, so I set weapon arc to 360 and made a trigger to force unit to face the target when attacking. Looks a bit weird but it's passable.

    Posted in: Data
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    posted a message on Move in one direction, attack in another.

    Well, I added a turret, but the turret doesn't rotate towards the targets when attacking and the launch effect isn't showing correctly.

    How do I get the turret to face direction of attack? My turret actor is a copy of the Reaper actor, which is attached to another copy of the Reaper actor with model set to invisible.

    How do I get the attack actor to work like it would if it belonged to a regular Reaper? The turret is after all a Reaper so it should be possible to get launch to attach the same way it does on the unit.

    Posted in: Data
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    posted a message on Move in one direction, attack in another.

    Well shooting stuff behind you would just look too weird...

    Posted in: Data
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    posted a message on Move in one direction, attack in another.

    I want to make the Reaper attack while moving, and it does, but only if enemies are in front of it. Is it possible to stop units from turning in the direction they move in while still having them able to turn, and get them to turn to attack while moving instead? Or do I have to use a Reaper turret attached to an invisible unit?

    Posted in: Data
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    posted a message on Untitled Hero Survival - Arena showcase, requesting feedback

    Just completed Marine class.

    Posted in: Project Workplace
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    posted a message on how to handle >4 kinds of resources using data editor

    Well you could use charges for your build/train abilities with a charge link being used as a resource, and having the charge location set to Player. You can set different charge costs for different abilities and use a dialog to display the charge count as a resource.

    Though you can only have one charge link per ability so it would just add 1 more resource per ability, though you can have any number of resources as long as you limit it to 1 resource implemented this way per ability.

    A rather ugly way to add infinite resource types where you can use multiple ones in one ability using data is to have a stackable dummy behavior per resource you add to your units, and when you build/train it checks that you have enough behaviors stacked on the building unit using a validator/requirement, and the building ability then executes a search effect with a massive range to remove X counts of the behavior from all units owned by the player, where X is the cost in the related resource.

    Posted in: Data
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    posted a message on Hide selection overlays.

    I tried some settings there before, didn't help.
    If you know specifically what fields to change and to what that would help.

    Posted in: Data
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    posted a message on Hide selection overlays.

    Since I have an RPG with custom UI, I'd like to hide the selection ring around the hero and the health/energy bars. However, I still want you to be able to hover over other player's heroes and see their health and energy bars. The hero will always be selected for the player who owns it so if there is a way to show the bars for non-selected units only that would be acceptable.

    Posted in: Data
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    posted a message on Xel'naga trigger help.

    Not only does the above trigger not work, it's also wastefully overcomplicated. 1 trigger, 1 event, 1 variable, 1 condition. That is all that is needed.

    Posted in: Triggers
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    posted a message on Xel'naga trigger help.

    Of course nested for loops have their uses, but it's often as a last resort, if you can't/don't have time to come up with a good algorithm.

    Posted in: Triggers
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    posted a message on Xel'naga trigger help.

    Nested loops should be avoided in general due to their time complexity. O(n²) is not very good efficiency.

    Posted in: Triggers
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    posted a message on Xel'naga trigger help.

    Don't need nested for loops.

    Create a variable which denotes which player currently owns the tower. Let's call it TowerOwner for this example. Set it to some unused player initially.

    Then make a trigger something like this:

    Event: Any unit enters region MiddleTower

    Condition: Number of units in unit group (Units in region matching condition(Any unit type, MiddleTower, Owner of Triggering unit, ...)) > Number of units in unit group (Units in region matching condition(Any unit type, MiddleTower, TowerOwner, ...))

    Then do your give vision stuff in the actions.

    Posted in: Triggers
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    posted a message on [Solved] big, flashy buttons.

    If you want to do stuff like this I can help you with that, I don't know how to do highlighting however.

    Basically, what I did was to save as 32 bit TGA with alpha, import into map and create an Image dialog item with the imported image on it. Then added a button on top of the image and set its transparency to 100%. The button won't be visible but still repond to being clicked, so it will be like clicking the image.

    Posted in: Triggers
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    posted a message on Untitled Hero Survival - Arena showcase, requesting feedback

    And now, introducing the Dark Templar!

    Posted in: Project Workplace
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    posted a message on Damage on Shield Healing Life Damage

    In the buff that adds shields, edit the field:

    Combat - Modification - Vital Gained from Damage Taken - Damage Kind

    Amount of vitals the unit receives when it takes damage from each kind of damage Can be used to reduce the damage taken by certain damage kinds

    http://wiki.sc2mapster.com/galaxy/data/behaviors/buff/

    The value is a fraction of damage, so for 1 Life per 6 damage, enter 1/6, about 0.167 into the Life section for the appropriate damage types.

    Posted in: Data
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