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    posted a message on Any way to get a unit's held resources?

    Bump.

    What it is NOT:
    Behavior "Carry Harvestable Minerals" (purely aesthetic)
    Unit property Resources (for mineral fields and vespene geysers)
    Unit inventory
    Unit cargo

    What that leaves?
    Charges in the apparently inaccessible ability (lol thxbliz)
    Flags on units, which will probably never be accessible or editable.

    Posted in: Miscellaneous Development
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    posted a message on Revolve a Unit Around Another Unit

    Likely, and you are right about the CPU stress, but I'd really rather not muck around with modeling software.

    Posted in: Data
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    posted a message on Revolve a Unit Around Another Unit

    So I still haven't worked out the code, and it's boggling my head.
    What's up there should be at least moving the units in a circle. I can see them definitely trying to face (it's going to have to be changed to SetRotation later, but that's a later problem).
    The units all start lining up at the correct points along the ring of the circle, but they don't move along that ring. They just sit there.

    Anyone have any ideas why?

    Posted in: Data
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    posted a message on Master Hand

    So I found a perfectly good (as far as I can tell, animated even) model here:
    http://www.gmodfiles.com/view/3920
    But it's in mdl format, standard for source engine.
    Source modders get mdl into 3dsmax by decompiling:
    http://chaosincarnate.net/cannonfodder/cftools.htm
    And then importing the resulting smd file:
    http://www.wunderboy.org/sourceapps.php#max9_smd

    I was trying to at least get it into smd, but my steam files are apparently all on my other hard drive, which I'll now have to find.

    Posted in: Requests
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    posted a message on Master Hand

    http://www.freewebs.com/studiocube/Link_Against_the_Master_Hand.jpg
    The one on the left.

    Just kidding. But seriously, who doesn't want Link?

    Should be simple enough. Just a gloved looking hand. For my purposes, I only need two animations:
    Stand (can be 100% completely stagnant, don't care)
    Swat (horizontal swipe). I tried to get a picture of him doing this. Google image search failed me.

    Please keep the texture, poly count, etc. simple, Lower file size == best.

    Thank you.

    Posted in: Requests
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    posted a message on Revolve a Unit Around Another Unit

    I did it with triggers. It is not working right.
    The units are actually staggered correctly, oddly enough, but do not spin as quantum offset increases.

    Protoss Revolutions
        Events
            Timer - Every 0.1 seconds of Game Time
        Local Variables
            quantum offset = (Mission Time) <Real>
            turrets = 1.0 <Real>
            turret_levels = 1.0 <Real>
        Conditions
        Actions
            General - While (Conditions) are true, do (Actions)
                Conditions
                    quantum offset > (360.0 * 0.1)
                Actions
                    Variable - Set quantum offset = (quantum offset - (360.0 * 0.1))
            Unit Group - Pick each unit in (Tower Photon Cannon units in (Entire map) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            turrets > (360.0 / 15.0)
                        Then
                            Variable - Modify turret_levels: + 1.0
                            Variable - Set turrets = 0.0
                        Else
                    Variable - Set quantum offset = (quantum offset + (15.0 * turrets))
                    Dialog - Set test diag variable text to (Text(quantum offset) with Any Precision decimal places) for (All players)
                    Unit - Change (Picked unit) height to turret_levels over 0.0 seconds
                    Unit - Move (Picked unit) instantly to ((Position of towers[(Owner of (Picked unit))]) offset by 1.0 towards quantum offset degrees) (No Blend)
                    Unit - Make (Picked unit) face quantum offset over 0.0 seconds
                    Variable - Modify turrets: + 1.0
    
    Posted in: Data
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    posted a message on Alternate victory conditions

    That depends on what you mean by "a specific unit".
    If you create the unit using triggers, you'll want to use Mirvra's way, a global variable.
    In my example below, you can use either condition if the unit is the only one of its type, or if it's a specific unit already placed on the map. In my example, I used a carrier.

        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
            (Triggering unit) == Carrier [37.33, 7.58]                                     //Use this if you have a specific unit on the map
            (Unit type of (Triggering unit)) == Carrier                                    //Use this if you have a specific unit type
        Actions
            Player Group - Pick each player in (Allies of player (Owner of (Killing unit))) and do (Actions)
                Actions
                    Game - End game in Victory for player (Picked player) (Show dialogs, Show score screen)
    

    This would make everyone who is allied with the unit that killed your magic game-winning unit victorious.

    Posted in: General Chat
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    posted a message on Revolve a Unit Around Another Unit

    Like orbit!
    Using DE!
    I wonder how intensive it actually would be to move/rotate, move/rotate, constantly using triggers. I think it would be much more efficient to use pure data editor, if possible. Willing to accept either actors (I can translate them into turrets) or units.
    Thoughts?

    Posted in: Data
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    posted a message on Change Unit Flag

    Hello, I'd like to change unit flag on the fly using purely triggers. It's probably impossible, so if it is, kindly tell me so.
    Theories welcome.

    Posted in: Triggers
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    posted a message on Coop Maps (Imagine the Campaign but with a friend!)

    Interested. Playing, joining, etc. I hope that your campaign will be as diverse as the maps provided in WoL.
    I'm capable in both the data editor and the trigger editor, though I'd only go so far as "intermediate" with either. My trigger skills are also notably stronger than my DE skills.

    Suggestion for inspiration: In addition to old custom maps, Westwood made a pretty sweet RTS out of Dune. It even had coop levels for campaign, which had basically different units spawn depending on the number of players, much like the WoL campaign spawns different units per difficulty.

    In addition to the main idea, I would like to (if possible) experiment with 3 and 4 player cooperative maps (a few, not a lot), and determine if they'd be more popular.
    Also, I think it might be interesting to do a short campaign, and using what's learned from the design of the campaign, go back over it from a different (opposing) perspective, having the players play as the antagonists for the duration, and then going back over that to make all of the maps optionally PvAI or PVP for each mission, allowing you to choose a side.

    Posted in: Team Recruitment
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    posted a message on CatalogFieldValueGet Actor Site Operations

    Yet another bump into oblivion.

    Posted in: Triggers
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    posted a message on CatalogFieldValueGet Actor Site Operations

    Bump

    Posted in: Triggers
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    posted a message on [Release] Shape Wars - BlizzCon Contest Map

    This is great! Totally original work, I can't wait to get online and see how it plays.

    Posted in: Project Workplace
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    posted a message on Swoop

    One last bamp.

    Posted in: Data
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    posted a message on CatalogFieldValueGet Actor Site Operations

    I'm trying to get the site operations for an actor, basically listing its attachment offsets. I think I can get the attachment point, though it's less relevant and simpler enough that I should be able to backtrack to it.
    I've tried several variations. Right now, my code looks like this:

    stringage = (Value of Actors "GravitonPrisonEffect" "ActorBearings.HostSiteOps.Ops" for player Any Player) <String>
    


    Any thoughts / assistance would be appreciate, thank you.

    Posted in: Triggers
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