I don't have the editor here, so I can't look up the validators, but what you will need (if it exists) is something that checks for the a sector, since defining "behind" as "both units really have the same facing" wouldn't work in most cases.
What you could do would be to do the validator in a trigger and firing the effect from there ;)
I'm not 100% sure what you mean about "cast shadow", but if you mean that the unit has a shadow/creates a shadow when created then you should look at the unit's main actor. In its events there is something that creates the ground or flying shadow for the unit, try to delte this.
Why do I only get a page full of cryptic symbols and can't download the map when clicking on the attachement of any post? :O
Seems like my firefox tries to read the map file instead of downloading it?!
Hi there.
My unit has 4 extra abilities and the corresponding buttons. When you think back to the WC3 ability layout then there would be
a passive 'ability' at position x=0, y=1 and a passive at position x=1, y=1
Then an active ability (not target) in the bottom left corner and another active ability next to it.
Normally when you use a target ability (like Move or Attack) there appears a message "Select target" in the command card and the same icon like the ability you selected at the position x=0, y=1
But when I use my unit-target active ability, I only get the "Select target" message and a WRONG icon. It is simply the icon of my passive ability at this position(x=0,y=1) and the passive's name. It SHOULD be the abilities icon and the name of the ability.
But I didn't find any field to change that link. The UI field of the ability only allows to change the queued order point and other stuff concerning this.
Hey. I duplicated the zealot's charge ability. Well I didn't use the 'duplicate object' option, but copied every relevant data by hand and set up the new links.
But on my unit, I still have the standard "research charge at twilight..." and the ability is disabled. Then I thought I just forgot to remove an old link somewhere, but I didn't find anything even though I checked twice.
It exits of following data objects:
1 button, 1 ability, 1 add behaviour effect (didn't duplicate the remove behaviour since I didn't see anything that referenced it) , 1 behaviour.
I didn't touch the basic validators, but they only check the range of the target unit.
So how and where is this research requirement connected to my new ability? There is nothing on the unit's command card or the unit's ability that looks like something of interest...
Additionally: I couldn't modify some fields of my new data objects. For example the behaviour's "cost" or cooldown fields reference a link called "x/charging" and my newly created objects don't appear in the dropdown list. I can't give detailed info here, since I don't have the editor with me currently, sorry ;)
@progammer The mathI functions just save time and clean up the code a little bit, as we don't need to use convertions from integer to fixed. The GUI doesn't allow mixed integer and fixed arithmetics, only the scripting language does. So every function returning an integer which is used together with fixed values would need some sort of convertion.
I am really impressed they supported the translation and German version of the editor. Previously we didn't have any clue what the parameters really did when selecting a function. We just had to guess it from the type the parameter was and from the name of the native. Now we see the parameter's name!!!
Several important data editor fields still miss an explanation, but I think they added and improved some too. There are two more fields at the buff behaviour, something like "Nothing-Unit" , have to look in the editor later to see what they are named. Someone know what they do?
But still no TextToString() native :(
Edit: And could someone explain what the game variants were? I just read they were removed and saw that people are happy about that, but I don't know what they were good/bad for :D
I really need this. RileyStarcraft, your answer looked perfectly but have you tested this string? I only get erros using it.
Edit: Lol. Didn't know I can view the xml code in the editor itself :D Lets check this out..
Another Edit: So this is starting to get weird. Sorry, you were right, the path you said was perfectly fine.
But still it doesn't work, well: Setting doesn't work, getting the value is fine.
I tried everything I could imagine, but it kept giving me the same error over and over: Catalog field couldn't be written.
I'm only guessing since I don't have the editor with me here. But try to search for functions which either return the cliff level or the height of a point. Since cliffs offset the height by quite a big amount you can detect the delta between the target point and the startpoint.
Out of bounds? What exactly do you mean? Units can be placed outside of bounds, but not walk there by themselves. And where exactly these bounds are can be detected by getting the max X and Y of the playable map region.
I knew about the raw data, but I didn't know how to open the file to see Ranged, Splash, Spell and Melee.
Edit: NOPE. That looked like it was the solution, but now that I can test it... it doesn't work and gives me an ingame error that it couldn't be written. Also I didn't manage to find the file for the behaviour in the mpq...! The only file I was able to open was "Objects" which told me stuff about the doodads I placed. The others seem to not have any info. I use winMPQ and the Starcraft2 listfile.
"Modification.DamageDealtUnscaled[Melee]" or "Modification[Melee].DamageDealtUnscaled" > gives errors
sigh* so many things we can create, adjust and implement, but still we are forced to use dummy units to create a visual effect? That's annoying, but maybe someone finds out about this stuff one time ;P
But the debugger is a really nice tool. I'm not sure how much performance loss I have by starting in window mode and having it running in the background though...
Tell me if you found a way to have a good working and looking knockback.
I also tried force effects. But I don't want the force effect to push my unit around other units, objects or unpathable terrain. That just looks stupid.
But my attempts to code a knockback failed more or less. But as long as I have ideas how I could do it, I will keep on trying :D
Am I even right asuming that you want a straight-line knockback, with a fixed duration or speed which stops when hitting objects? If not, then it's probably easier to do this by using a buff which periodically pushs the unit back for some seconds.
0
I don't have the editor here, so I can't look up the validators, but what you will need (if it exists) is something that checks for the a sector, since defining "behind" as "both units really have the same facing" wouldn't work in most cases.
What you could do would be to do the validator in a trigger and firing the effect from there ;)
0
I'm not 100% sure what you mean about "cast shadow", but if you mean that the unit has a shadow/creates a shadow when created then you should look at the unit's main actor. In its events there is something that creates the ground or flying shadow for the unit, try to delte this.
0
Why do I only get a page full of cryptic symbols and can't download the map when clicking on the attachement of any post? :O Seems like my firefox tries to read the map file instead of downloading it?!
0
Hi there. My unit has 4 extra abilities and the corresponding buttons. When you think back to the WC3 ability layout then there would be a passive 'ability' at position x=0, y=1 and a passive at position x=1, y=1 Then an active ability (not target) in the bottom left corner and another active ability next to it.
Normally when you use a target ability (like Move or Attack) there appears a message "Select target" in the command card and the same icon like the ability you selected at the position x=0, y=1 But when I use my unit-target active ability, I only get the "Select target" message and a WRONG icon. It is simply the icon of my passive ability at this position(x=0,y=1) and the passive's name. It SHOULD be the abilities icon and the name of the ability.
But I didn't find any field to change that link. The UI field of the ability only allows to change the queued order point and other stuff concerning this.
Thanks
0
Edit: I seem to have posted in a totally wrong thread 0o sorry about that :D
0
Hey. I duplicated the zealot's charge ability. Well I didn't use the 'duplicate object' option, but copied every relevant data by hand and set up the new links.
But on my unit, I still have the standard "research charge at twilight..." and the ability is disabled. Then I thought I just forgot to remove an old link somewhere, but I didn't find anything even though I checked twice. It exits of following data objects: 1 button, 1 ability, 1 add behaviour effect (didn't duplicate the remove behaviour since I didn't see anything that referenced it) , 1 behaviour. I didn't touch the basic validators, but they only check the range of the target unit.
So how and where is this research requirement connected to my new ability? There is nothing on the unit's command card or the unit's ability that looks like something of interest...
Additionally: I couldn't modify some fields of my new data objects. For example the behaviour's "cost" or cooldown fields reference a link called "x/charging" and my newly created objects don't appear in the dropdown list. I can't give detailed info here, since I don't have the editor with me currently, sorry ;)
Thanks
0
Now we just need a way to get the player's name to have these files encrypted! :D
0
@progammer The mathI functions just save time and clean up the code a little bit, as we don't need to use convertions from integer to fixed. The GUI doesn't allow mixed integer and fixed arithmetics, only the scripting language does. So every function returning an integer which is used together with fixed values would need some sort of convertion.
I am really impressed they supported the translation and German version of the editor. Previously we didn't have any clue what the parameters really did when selecting a function. We just had to guess it from the type the parameter was and from the name of the native. Now we see the parameter's name!!!
Several important data editor fields still miss an explanation, but I think they added and improved some too. There are two more fields at the buff behaviour, something like "Nothing-Unit" , have to look in the editor later to see what they are named. Someone know what they do?
But still no TextToString() native :(
Edit: And could someone explain what the game variants were? I just read they were removed and saw that people are happy about that, but I don't know what they were good/bad for :D
0
What a pitty. You say "many fields".. , how many are restricted/ what can be written? Is this random or mainly fields that the UI interacts with?
Thanks anyway. At start I thought I could do whatever I want with this function :D
0
Bump.
I really need this. RileyStarcraft, your answer looked perfectly but have you tested this string? I only get erros using it.
Edit: Lol. Didn't know I can view the xml code in the editor itself :D Lets check this out..
Another Edit: So this is starting to get weird. Sorry, you were right, the path you said was perfectly fine. But still it doesn't work, well: Setting doesn't work, getting the value is fine.
I tried everything I could imagine, but it kept giving me the same error over and over: Catalog field couldn't be written.
Please don't tell me it isn't possible to modify this. :/ Same problem for the Scaled damage btw.
0
I'm only guessing since I don't have the editor with me here. But try to search for functions which either return the cliff level or the height of a point. Since cliffs offset the height by quite a big amount you can detect the delta between the target point and the startpoint.
Out of bounds? What exactly do you mean? Units can be placed outside of bounds, but not walk there by themselves. And where exactly these bounds are can be detected by getting the max X and Y of the playable map region.
0
Thanks, that's exactly what I wanted to know. :)
I knew about the raw data, but I didn't know how to open the file to see Ranged, Splash, Spell and Melee.
Edit: NOPE. That looked like it was the solution, but now that I can test it... it doesn't work and gives me an ingame error that it couldn't be written. Also I didn't manage to find the file for the behaviour in the mpq...! The only file I was able to open was "Objects" which told me stuff about the doodads I placed. The others seem to not have any info. I use winMPQ and the Starcraft2 listfile.
"Modification.DamageDealtUnscaled[Melee]" or "Modification[Melee].DamageDealtUnscaled"
> gives errors0
I read the small documentation (http://forums.sc2mapster.com/resources/tutorials/1250-triggers-catalog-field-value-get-set/) and so I guess that I need the id and not the index of the field. But it only tells me to open the xml file and not how to do so...! I can't open any file inside the Mods folder.
Modification[x].DamageDealtUnscaled (found in Behaviour-Buff)
What is x? I need the id of the "general" attack field, using [1] only gives an error.
0
But the debugger is a really nice tool. I'm not sure how much performance loss I have by starting in window mode and having it running in the background though...
happy mapping, share your findings ;)
0
Tell me if you found a way to have a good working and looking knockback.
I also tried force effects. But I don't want the force effect to push my unit around other units, objects or unpathable terrain. That just looks stupid.
But my attempts to code a knockback failed more or less. But as long as I have ideas how I could do it, I will keep on trying :D
Am I even right asuming that you want a straight-line knockback, with a fixed duration or speed which stops when hitting objects? If not, then it's probably easier to do this by using a buff which periodically pushs the unit back for some seconds.