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    posted a message on Tofu Arena Closed Beta

    We are going to be stress testing Tofu Arena this weekend; mainly to ensure that the engine holds up in a 6v6 match.

    This is also a great opportunity to give the heroes, items and many other game mechanics a really good workout. We do expect there to possibly be a few minor issues as this is still an early Beta version. Therefore any feedback you can give us is literally worth its weight in gold.

    So any problems you experience, bugs you find, or suggestions you have can be addressed as soon as possible ( which helps us get the game ready for public release much more efficiently ) we have prepared an online form that you can fill out by clicking on the image above. This will keep this thread open for discussion, and keep the critical feedback you guys give us in an organized place.

    Official Mapster Thread: http://www.sc2mapster.com/forums/resources/project-workplace/21066-tofu-project-tma-official-thread/

    Posted in: General Chat
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    posted a message on Items and Combat Requirement

    This is kinda related but not to the initial point, but if you want to validate an ability i.e. nothing happens and the player isnt charged the cost of the ability when the button is pushed unless X conditions are met, thats really easy. All you have to do is put the validator on the effect thats in the abilities effect- effect field, the very first effect it creates basically, and if that validator fails the ability will not be cast and the player or unit will not be charged for the attempted use of said ability.

    However the last time I checked this does not work for items, they will still charge the player for use, however the effect will not be created because it failed the validator. I am in the process now of creating an item that does something similar, and after reading this what I think I am going to do is rig the item to create itself when used, and be un-droppable, and just have the floating item that the player see's on the ground be a dummy for show that creates an item on caster unit when either clicked or walked near, I'm pretty sure I am going to use a click response behavior because I want there to be a period of acquirement before the unit actually gains the item.

    So, the click response will order the source to use ability X (which creates the item in the players inventory) X ability will have a cast time of say 5 seconds. So the first player to click it gets it.

    If the item is used ( and this can easily be mentioned in the TT ) have it create one of the dummies with the click response where the caster stands.

    Of course now all I need is the timed life on the dummy item.

    I personally for the item I am making, going to use a spawner unit, which is just a unit using literally any model in the game that suits your fancy that has a behavior on it that periodically does a small search that disables the timed life on the item it spawns, and another behavior that periodically spawns the item.

    Now on the item created you need a similar behavior that disables the spawning one, the period durations on these dont need to be terribly long especially if the period between items being created by the spawner is longer than 5 seconds or so.

    This will handle it all through data, the only drawback is that you cant do anything else will the item but create one of itself. Well you could but to explain how to configure a switch to detect if its target is a unit, or a point and thus create 2 different effects accordingly would be a wall of text, and this is already kinda big.

    Posted in: Data
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    posted a message on [Library] Item Utility Library

    This is awesome man, I was having major trouble manipulating the charges on an item until now! I gotta beg you though, please remove the functionality that destroys an item if its charges reach 0, from the actions that remove charges. There is a flag on every item in the data itself to destroy when depleted, so that functionality is really not necessary, plus if you have an item that you dont want destroyed if it reaches 0 then you cant use your library here 8(, either that or you have to make it so it never goes below 1, but I really need them to start at 0 so, if you would sir please 8-).

    Posted in: Trigger Libraries & Scripts
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    posted a message on Help with weird layout file problem.

    Yeah I do believe it has something to do with the default map that gets launched when I test my mod, because it was around the same time I learned how to do that, that I noticed the override persisting in any map I make or open. I reset my preferences to default though, saved, and moved the maps from the map file back to maps>test, closed it all down restarted the comp loaded it back up made a new map, and still there it is, all my default UI moved all over the place. I checked the preferences and it was indeed using the default settings so I dunno its very annoying though.

    Posted in: UI Development
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    posted a message on Help with weird layout file problem.

    Hello and thanks to anyone who can help with this.

    Ok one of the mods I am working on uses a GameUI.Override.SC2Layout file for a custom UI in the map its used in right now. It works just fine there is no problem there at all. The problem is now it seems any new map I make, even just a default settings, liberty only basically blank map when I launch the map the override file from a mod im workin on that this new map is in no way connected to is still overriding the UI. Even in maps ive downloaded for tutorials and stuff from before I started working on my current mod have their UI's overriden.

    Now if I add my mod to the new blank map, and then delete the override file the UI goes back to normal the way it should be in a default map.

    Also if I delete the Override file from my mod, make a new blank map and launch it still no change the UI seems to be overriden. But if I launch a map with the mod as a dependency the override will not be there.

    Posted in: UI Development
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    posted a message on Validate Attribute Level

    I have tried that myself but I havent found a way via the Data Editor, to validate the stack count of an attribute, even though an attribute is a behavior, it doesnt seem that the unit compare behavior count validator works for it. I do think however that you can do it with triggers but im not sure. Anyway GL and hopefully someone does know how to do this it would be awfully handy if so.

    Posted in: Data
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    posted a message on Item Inventory Hotkeys

    @Kenterik: Go

    The only way I know to change the hotkeys for the inventory slots, is to do it locally by opening the Starcraft Menu in game and editing your hotkeys. The inventory hotkeys are in the general section, I think.

    Posted in: Data
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    posted a message on Testing a Mod

    OMFG, dude I am kinda not so hot with computers themselves, so my brain doesnt think filepaths and stuff like that. I cant tell you how many times I tried putting my maps name in that section of the preferences to try and launch the mod within that map but from the mod, and it never would work right so i figured I was just wrong and that default map thing wasnt for launching maps from mods. Thanks so much for clearing that up, I had totally given up a long time ago, and now I can work so much faster, and all I had to do was move the map file from Maps > Test to just the Maps folder lol.

    Posted in: Data
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    posted a message on [Data] Colliding Projectiles

    @Imperfect1987: Go

    I am kinda sorry I hadn't looked at the tutorial before I helped you mate, you can remov the find missiles search and just put the apply behavior effect in the launch effect on the missiles and save yourself an effect.

    Posted in: Tutorials
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    posted a message on [Data] Colliding Projectiles

    For you guys wanting to detonate your missiles if they come into contact with a cliff I made a solution, I am not so good at communicating what I do in the editor nomenclature is a big problem for me I call some things what I think of them as instead of what they are sometimes without really realizing it so if i do that here I am sorry.

    For this purpose I just used the map that Kueken had uploaded for the tutorial which I have looked at now by the way and am very delighted to know I can use source unit on an effect in the launch effect field of an LM effect to apply things straight to the missile, I was using a filtered search before which worked fine but its nice to know I can cut one effect out of some of my chains. Anyway all the stuff I created in the map is named Cliff Checker something or another, usually followed by what type of effect it is but searching for cliff checker will find you all the things I made. I used the fireball as an example because it uses the fastest mover, and it has to kill the missile etc but what I did can be applied to any of these by just changing the effect in Cliff Checker (Suicide) from fireball impact to whatever effect you use to do your area dmg and kill the missile if you are killing it. I don't think it would work for the way that Kueken does boomerangs which I have to admit is far more efficient than the workaround I was using myself to achieve it.

    A couple of things to note that are very important, I had to make my own validators for this the standard cliff validators check the wrong units for our purposes. I have it set up right now so that you if the fireball comes to a cliff greater than the one the caster i.e the firebat is on the it executes the impact, if the cliff level is the same as or lower than that of the caster then it just allows the missiles to continue on their merry way searching for hapless victims to explodify. So you want to copy and paste the one you want be it greater or same same or lesser etc... and change the Target - Location + field to Target Point, and change the Target - Other Location to Caster Unit, and now you have your validators for the switch.

    i will upload my amended version of Kuekens map so you can check it out, I raised some cliffs and placed some marines at the very edge of it, you can see for yourself it works. There is nothing I can do presently to stop the missiles from moving along an ascending path the way they do, its part of the peristent effect that launches them and that their end target location is on top of the cliff.

    On the suicide offset, its set to -2 right now because the missile is moving so fast, you can tweak this distance to match the speed of whatever missile mover you are using, though there may be a way to use another switch and a copy of the launch persistent with a -Z offset to detect if the target point is above or below a cliff but I doubt it would work because it would bring the location for the missiles to below the ground plane, which I dont think is possible.

    Edit Dangit I have just thought of a more efficient way to do it, if you are curious just PM me it only requires small changes to what I have already done.**

    Posted in: Tutorials
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    posted a message on [Data] Colliding Projectiles

    @Imperfect1987: Go

    A couple of things. 1 in order to be able to point this ability where you click go to the ability and go to the effect range field and add a new value min 0 max 500, this is the default setting and you do not want to change that in this case.

    Ok a lot of your stuff is misplaced and such, I think. I am assuming that you want to launch your fireballs, and have them produce an aoe upon impact with their target offset, or, the first enemy that they come into contact with. To do this with what you have here is what I would do.

    1. You put the set containing the suicide in the impact field of the LM effect, LM effects murder their host missile by default so I am assuming you just linked the wrong thing here. Change the impact effect for both LM effects to a search that just does the damage you want only, as this will only execute if the missile reaches its target destination.

    2. Fireball Persistent: I am assuming this is your collision check for the missiles that is supposed to create the AOE and kill the missile if it comes into contact with any enemies before reaching its target destination. Change this to a behavior, leave the behaviors duration as 0, as it doesnt matter the missile is going to die and the behavior will be gone anyway. In the periodic effect field add what I describe in 2A, set your period to .0625 or whatever you used for the timing in the persistent effect we are replacing, and leave the period count at -1. I set the time scale source to global but you can do w/e you like there.

    2A. In each of your LM effects, I notice you apply Fireball Persistent to the source unit in the Launch Effect field. That is putting it on your firebat not the missiles. So your missiles do not impact the first enemy they hit like you want, actually your firebat does lol but luckily you put the suicide effect in the wrong spot or your firebat would get killed every time you used the ability lol. To fix this, I would create a search call it Fireball Find Missile, in the filters require Missile, and Self, and exclude ally, enemy, and nuetral. and make the search area small like 2, and put this new search effect in the Launch Effect field of each of your LM effects, add the behavior we made to replace Fireball Persistent in the search so it just finds the missile you just launched and applies the new behavior to them, which periodically creates a your search which will kill the missile if it finds an enemy target.

    I am going to fix it and attach a copy of it to this post, so you can check, because there a few other things out of place, and this post is already getting quite long.

    One thing I will point out to you though is that the Impact Location field on search effects denotes where the search will originate from, has nothing to do with who the search will find etc..

    • Edit* I was just thinking, now I dont know if you were doing this just for learning purposes or if you intend to put this into a game you are making at some point, but you do know you can use any model in the game as a missile, for instance Terran Fire Medium at a scale of about .65 would probably looks pretty good as your fireball missile, if you chose a bit slower mover like the longbolt or I imagine even missile default is a bit slower, just food for thought really.
    Posted in: Tutorials
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    posted a message on Target Markers

    If you want a search to only find the caster, this specifically means the origin unit of the effect or whatever effects lead to the effect i.e whoever used the ability/item or whoever put the behavior on the unit that is producing the effect, this is the person that caster always pertains to in data. If this is so all you have to do is require self in the searches target filters, I usually uncheck nuetral, enemy, ally, and only leave player checked.

    Another way of doing this and one you can use for millions of things is to put a behavior on the caster, like if this is for an ability that only one unit has example zealot charge, only zealots ever use it. So you would put a behavior called "Is Zealot" on your unit and make a validator that counts unit behavior Is Zealot greater than equal to 1 and leave the target field set to target. Now any effect you put this on will only execute on a zealot so you can do a filterless search if you wanted and as long as the effect in the search has this validator on it the search will only find the zealot.

    Other handy ways of doing this is to use a set effect with your ability to apply a behavior to the caster as well as produce whatever other effects you wanted the ability to do, note that you can target an enemy with the ability and as long as the apply behavior target is set to caster the buff will get put on the caster and the other effects will go to the target, or whoever you set their target to in their respective effects. Now you can use that ability from any unit and a search can later use a validated effect to find that behavior.

    Posted in: Data
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    posted a message on Units heals while morphing

    @DrSuperEvil: Go

    Unit - Any Unit uses Roach Poppa - Underground at Generic1 - Any stage (Ignore shared abilities) Unit - Any Unit uses Roach Poppa - Cancel Underground at Generic1 - Any stage (Ignore shared abilities) Actions General - Switch (Actions) depending on (Triggering ability stage) Cases General - If (Generic3 - Execute) Actions Variable - Set Player[(Triggering player)].morph_life = ((Triggering unit) Life (Percent) (Current)) General - If (Generic6 - Complete) Actions Unit - Set (Triggering unit) Life (Percent) to Player[(Triggering player)].morph_life

    Yours of course cant say player triggering player, and stuff because im using more variables here than is needed just to do this. All you need here is an array variable of type real to set as the morphing units life percent current. I am not 100% sure this works with online lag but as long as there is a minimum and maximum delay in your morph ability this trigger will transfer the life back and forth between the morphing units every time. And of course your events would change to correspond with your particular morph abilities.

    Added a screenie of the trigger itself, as someone mentioned above its supposedly being fixed in 1.4 so maybe this will be unnecessary after that we will see.

    Posted in: Data
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    posted a message on Zealot Attach Points

    What kind of actor are you using to attach the fire to the attach ment points? The zealots model does indeed use the attachment points WeaponLeft and WeaponRight so that isnt whats crashing your editor, some other field youve put something in is conflicting with what you are doing I would imagine.

    What I would do is delete my current actors for this particular situation, and remake them. All you should need is an actor of type model based off model addition, use whatever events you are using to create/destroy the fire, and set the Hosting - Host Site Operations to SOpAttachWeaponLeft, uncheck scale and model scale at least in Properties - Inherited Properties, and then just copy paste that actor, rename it and change the site op from SOpAttachWeaponLeft to SOpAttachWeaponRight. This should work without any problems, as i use the same method to attach a different visual to each psi blade for my own zealot hero.

    Posted in: Data
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    posted a message on Visual Shields, Terran or Zerg with Shields

    Thanks so much Critical1, I noticed an error today when testing one of my terran based units, and started getting an error, from data...I have never gotten an error from data before so I was really thrown off lol. I spent half the day digging through the shield actors and stuff trying to figure it out, and just as I was about to give up and just disable it for all non-protoss units I found this little thread here and I just gotta say Thanks Bro! Thats a major headache gone for me lol

    Posted in: Tutorials
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