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    posted a message on [Solved][Effects] Creating a Missile ability with a search area on impact

    @Nahotnoj: Go

    Spell (Set) is the effect your ability should be calling first and foremost.

    Spell (Set) should be calling up

    • Spell (Damage) [Effect Type - Damage]
    • Spell (Splash) [Effect Type - Damage]
    • Spell (Search) [Effect Type - Search Area] which should be calling
      • Spell (Buff) [Effect Type - Apply Behavior]

    For the Spell (Splash), look under fields Search - Area +, make your radius whatever you want, Arc set to 360(will hit targets in a circle) Fraction is how much damage you want it to do. You can have multiple radius each with their own fraction... like at Radius 1, target takes 1 Fraction damage(100%), Radius 3, target takes 0.5 Fraction(50%), ect.

    Don't forget to Search - Exclude +, have Target, reason why is below.

    • (Damage) does 50.
    • (Splash) does 40.

    If you do not exclude target on Splash, target will take 90 direct hit.

    EDIT: Just had an idea... take a look at the Marauder - Punisher Grenades upgrade from the campaign... it adds Slow AoE when upgraded.

    Posted in: Data
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    posted a message on some questions

    @simplezerg: Go

    http://forums.sc2mapster.com/development/data/11074-1-beam-weapon-that-mutli-targets-solved/

    Take a look at my last post. I had 1 weapon able to fire at multiple targets.

    If you still insist on 2 anti-ground weapons(perhaps because one is Anti-Light and the other Anti-Armor) set up your 2 weapons on the 1 unit like normal, however you would go to the Weapon itself(for each weapon), and look for Weapon - Options. double click to open the field, uncheck Linked Cooldown.

    It works. Pretty much. You might have to tweak your attack period(s) to get a good flow going.

    It is up to you to adapt your weapon however you want... there are many things you could do... 2 weapons simultaneously firing at 2 separate targets, or 2 weapons alternating, or 2 weapons that only fire at specific targets as alternating or even simul...

    I don't play around with inventories / TD types, so someone else will have to fill you in on that.

    Posted in: Data
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    posted a message on a couple easy data questions

    @macattackk: Go

    Your attack launch sound does not go in the Sound - Sounds field.

    Select your actor, and look for Combat - Launch Assets +. Open that up, click on the Sound button, then choose your sound.

    If you want a sound when it hits the target, same deal, look for Target - Impact Map +. Open that up, click on the first line, then sound button, then choose a sound.

    Sorry, no answer for question 2.

    Posted in: Data
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    posted a message on Load/Unload Restrictions

    @DivinoZarathos: Go

    1. 1: Disable the Shield or Disable unloading? I'm going to go with Disable Shield. The only thing I can think of off the top of my head, is the Overlord's Generate Creep ability... when you move it stops generating creep even though the ability is still toggled on. It's probably got something to do with a validator Unit Compare Movement(or whatever, something close to this), but for yours, maybe Unit Compare Cargo or Unit Ability.
    1. 2: Pretty simple. In your ability tab for the morph ability that your medivac can use, find in the right window
    • Stats - Flags : : and make sure to check Disable Abilities. I'm pretty sure that's all you need to do to stop it from using anything while morphing.
    Posted in: Data
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    posted a message on How to change the weapon on a tower?

    @alienufo: Go

    You have your answer in your own post. You will need 2 Weapons Weapon 1(which has Damage Effect#1) tied to Tower 1. Weapon 2(which would need Damage Effect #2) tied to Tower 2.

    Modify the Damage Effects' numbers.

    That's what I understand from your post.

    Posted in: Data
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    posted a message on Missile Death

    @Nashadun: Go

    not entirely sure, but it sounds like you want the "muta-missile" to die on IMPACT.

    Take a look at the weapons, and let's take for example, the "Immortal - Phase Disruptors" attack.

    Notice under MODEL, that is has:

    • Immortal_AttackLaunch (This is the Phase Disruptor bullet that it shoots out)
    • Immortal_AttackImpact (This is the Phase Disruptor bullet "animation" that plays when it impacts on the target)

    Basically, you need to duplicate the Mutalisk Death model, rename it to "custom-unit_AttackImpact" or whatever, then link that to your custom weapon.

    Posted in: Data
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    posted a message on Cloaking warcraft 3 style

    @PredaN00b: Go

    hehe, it's been done, and written up as a guide, ready for you to use! Scroll to the bottom, specifically look for the Shadowmeld ability.

    http://forums.sc2mapster.com/resources/tutorials/11028-data-misc-how-to-shapeshifter-druid-type-unit-shadowmeld/#p3

    Posted in: Data
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    posted a message on Different modes?

    @Mystira: Go

    I can't really answer your question myself since I haven't done much with Morphing units(that is indeed what you are doing, morphing a unit into another unit). Starting with the siege tank is a good idea, as is any other unit with multiple modes, like zerglings / burrowed zerglings(each is a different mode), Vikings, etc.

    But, here's a link with a guide that I am sure you will find helpful.

    http://forums.sc2mapster.com/resources/tutorials/11028-data-misc-how-to-shapeshifter-druid-type-unit-shadowmeld/#p3

    Posted in: Data
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    posted a message on Having a unit fire multiple weapons at individual intervals.

    @Khazetuha: Go

    Very very easy to accomplish.

    Look for a modifiable variable under each weapon, called Weapon - Options(it is one of the last modifiable fields, right above Weapon - Target Filters). Edit that, and make sure to uncheck Linked Cooldown on both weapons. And, you could also put a check next to Display Cooldown for each weapon, that way you can see when your 3sec and 10sec attacks are going to happen.

    Oh and... when first acquiring a target, if both weapon's cooldowns are ready, you will fire both the photon and the phase disruptor at the same time. (at 0 sec... just pointing this out because you state that at 0, only 1 weapon fires) :)

    Posted in: Data
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    posted a message on Unit Rank & Hints?

    @viridiansky: Go

    1. 1 :: Hmm, from the editor open the Text Editor (or press F8) and you are now in the text editor. Set "Data" to "All Data" then in the box under Data select UnitKillRank.
    1. 2 :: I haven't found the Hints, but I'm certain it's in the Text Editor. I checked under Tutorials and it's not in there.
    Posted in: Data
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    posted a message on Giving units Point Defense Lasers

    @uiasdnmb: Go

    All that's really needed, specifically, is to modify your weapon's(whether it's on a turret or not)

    • Weapon - Scan Filters to REQUIRE Missile, Visible
    • Weapon - Target Filters to REQUIRE Missile, Visible also, uncheck Neutral, Player and Ally for both these fields... otherwise the Point Defense Drone Laser will shoot down YOUR missiles/particles aswell!
    Posted in: Data
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    posted a message on Giving units Point Defense Lasers

    @Gurrgel: Go

    Oh darn, you are correct... I just now re-read it, I guess I did not notice the "Laser" part of it all, haha. I just saw "add" and "PDD" and thought it would be easy. I do, however, have an idea, and I will go test it out in a few, and see if that works. Shouldn't be too complicated.

    Posted in: Data
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    posted a message on 1 Beam Weapon that Mutli-Targets?? (Solved!)

    @adovid: Go

    Just tried it... Battlecruisers have "Only Fire At Attack Target" checked, but I unchecked it on my Beam Swarm and it did not change a thing. So then I placed a Battlecruiser & Merc Battlecruiser in the map to see their ATS weapon, it only hits 1 target. I think the confusion(about 1 cruiser hitting multiple targets) comes from the fact that most ppl have more than 1, and with all the "missiles" fired by the battlecruiser(s) make it seem like 1 is hitting more than 1 ground target when in fact they only hit 1 target.

    Well, I'll keep trying anyways.

    EDIT: I got it working 100% now! I'll make an update with all I had to do(and undo, haha).

    OK, SOLUTION TIME!!

    I'm not going to make a full on tutorial, because I pretty much followed the

    specifically part on 'The Lancer' marine. Except I made my unit a Carrier, with the Dark Carrier model. Tweaked it however I wanted and that's that. For less confusion, my effect/weapon is called Beam Swarm.

    Here are 2 things that need to be done.

    First, we need to add a new Effect.

    • Effect Name: Beam Swarm (Search)
      • Effect Type: Search Area
      • Based On: Weapon Search Area
        • AI - AI Notify Flags: Hurt Enemy
        • Effect - Response Flags: Acquire, Flee
        • Search - Areas +: Arc 360, Effect - Beam Swarm (Damage), Max Count - 5, Radius - anywhere from 360 to 500(it doesn't make a difference, at least none I could tell).
        • Search - Search Filters: Require: Ground, Visible - Exclude: Stasis, Self, Both Resources, Invulnerable, Hidden, Dead, Buried.

    Second, we need to slightly modify the weapon field(if you followed The Lancer's Weapon section) change

    • Effect - Effect : Beam Swarm (Damage) to Beam Swarm (Search)

    There, that's done. You now have 1 weapon that can hit multiple targets. Max Count 5 is important in the (Search) effect... that is max # of targets, and the Effect calls up the Damage effect part of the attack. -1 max count = unlimited targets. 15 max count = 15 targets, you get the picture.

    Max Count 5 under a (damage) effect does not increase targets fired at to 5. Only (search) effect seems to do that.

    Arcs & Radius' below 360 seemed to make a difference, very noticeable with 90 arc 360 radius.

    In the case of 360/360, the Beam Ship(Carrier) remained stationary and fired at 5 targets at a time, in a 360 circle until they were all dead, without having to turn to face targets. Sometimes it would even shoot 3 targets above, and 2 targets below the model of the Beam Ship.

    In the case of 90 Arc 360 Radius, the Beam Ship would only fire the beams in a 90 Degree Arc at a time, regardless of # of targets in that 90 degree arc. Let's say there are 5 marines to your left, 2 to your right. You order a stop action to the Beam Ship, and it decides to shoot right first. Well it will only shoot 2 lasers(no stacking 3 lasers on 1 unit and 2 on the other) until targets are dead, THEN shoot all 5 beams at the left side.

    Some slight oddities with this setup(nothing fatal)

    • Stationary targets/targets that can shoot back, that have been attacked, will continue to be attacked until dead. Basically, it won't retarget the 5 lasers until they are dead. Throw in 1 Medivac, 4 marines die, well now 4 beams retarget and 5th beam continues firing on original target number 5.
    • Mobile Targets that retreat/can't fight back(like zerglings) _MIGHT_ be attacked a second time if they are still in range of the attack. The beam seems to recycle target priority in this case based on distance(or so it would seem) even though I did not change any target priorities.
    • Focus Firing... well... sometimes it works sometimes it doesn't. In _MOST_ tests, whatever unit I would click would be fired upon until dead, with 4 other targets randomly chosen (closest to the Beam Ship). And in a _FEW_ tests, the Beam Ship would REFUSE to attack my chosen target and choose 5 random targets, even if within range. And nothing was changed between these tests when it would sometimes and sometimes not focus on a unit.

    That's pretty much it!

    Also, you DO NOT need the effects listed in my first post, Swarm Beam (Set) and Swarm Beam 1-5 (Damage). Just thought I would make that clear.

    Posted in: Data
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    posted a message on Giving units Point Defense Lasers

    @LoweGear: Go

    Very easily done.

    Open the units tab in the data editor, search for Phoenix and select it.

    • Right away, look in the Fields column in the right section.
    • Double-Click the selection next to Ability - Abilties +
    • A little box pops up, press the green X, press R, find Raven - Place Point Defense Drone, hit OK.
    • Again on the right, under fields, double-click the selection next to Ability - Command Card + again a little box pops up with the icons for Move, Attack, Graviton Beam, etc.
    • Click on an empty square (I chose right next to Graviton Beam) and click the green X, another box(Choose Button) opens up. Click on all, select Terran, then find the Build Point Defense Drone icon. Hint: Row 2, Column 4. Click OK.
    • Command Type field, change it to Ability Command.
    • Requirement, leave it at (None)
    • Ability field, change it to Raven - Place Point Defense Drone
    • Ability Command should already be set to Build Point Defense Drone when you change the Ability field.
    • Place 4 hostile Stalkers on your map, your 1 Phoenix right above them, give the Phoenix starting energy 200 instead of 50, then test the map out.

    Voila! PDD on a Phoenix.

    Posted in: Data
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    posted a message on Avoiding friendly-fire splash damage: Possible?

    @dgh64: Go

    Hmm.. Taking a look at the Weapon(Siege Tank - Crucio Shock Cannon) I see 2 fields you may want to fiddle around with.

    • Weapon - Acquire Prioritization
    • Weapon - Acquire Target Sorts +

    Possibly add TSPriority to Acquire Target Sorts +, and fool around with that. Make it prioritize higher valued targets first.

    Posted in: Data
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