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    posted a message on Unable to select unit? (Model/Actor problem?)

    First, Change the model of your unit/building/whatever from the Force Field to the Hit Test Sphere.

    Then, have the Force Field actor with the following fields filled in.

    Events+

    • UnitBirth.YourForceFieldThing
      • Create
    • UnitDeath.YourForceFieldThing
      • Destroy

    Host Site Operations+

    • SOpAttachCenter

    That will attach your forcefield model to the unit when it is created.

    As Kueken Said, tweak the scale or anything as needed.

    Posted in: Data
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    posted a message on Making a new weapon from scratch (Data Editor)

    @Glocksna: Go

    It's because in your ACTOR, is where it controls when it shows up.

    The Actor Events+ field for your weapon effect would look something like this

    • Effect.CustomWeaponDamage.Start
      • Create

    Are you copy/pasting or duplicating? Doing such tends to create a copy double, ie, PurifierDamage now becomes PurifierDamage2, and PurifierDamage2 is not linked in the Actor Events of the original weapon, only PurifierDamage.

    Posted in: Data
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    posted a message on (Solved) Make a building temporarily have longer queue?

    So you are going with Configuration #2?
    For the actor for your visual buff, do the following Actor Events+

    Try adding these next few to your Actor Events+ of the buff model. I'm not even gonna look at the map, this should be straight forward enough.

    • Behavior.Queue1.On
      • StatusSet QTime 1
    • Behavior.Queue2.On
      • StatusSet QTime 0
    • Behavior.Queue1.Off
      • IsStatus QTime 1
      • Destroy

    Since Queue2 is applied just before Queue 1 expires, if Queue2 is applied, it sets the status to 0. If status remains 1, it destroys the visual buff.

    However... if the buff Queue2 is applied and instantly removed, does it count? Well, If that doesn't work, you would need to throw in a timer to check the status increment slightly later.

    Posted in: Data
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    posted a message on Changing the way sounds.... well, sound
    • Pitch(Semitones)

    Put the # into the negative to have it come out deeper and slower. Put the # into the positive to have it come out higher and quicker. Chipmunk effect. If you make the Minimum -4, and the Maximum +4, each time the sound plays it will come out differently, slightly deeper or slightly higher.

    I've toyed around A BIT with the sounds tab but many of the fields don't seem to do too much. From extreme numbers to slight variations, the Pitch(Semitones) field seems like it changes the most from even just a few negative or positive. Volume(dBFS) is basically the volume if you want it louder or less.

    • Mode

    Setting that to 2d makes the sound play throughout the game and is not confined to the area(you cast the ability in one corner of the map, and you move your screen to the opposite corner, you will hear it without any fading in or out.

    If default 3d World relative, you have to be near the source of the sound to hear it, and the closer you get the louder it gets, and the further you get the lower the volume is.

    Posted in: Data
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    posted a message on Using Speedwheeler as mobile bunker/diamond back

    @furzball: Go

    Transient Flag in the ability?

    Posted in: Data
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    posted a message on (Solved) Make a building temporarily have longer queue?

    Took a quick look, and what you wrote pointed me in the right direction.

    The field 'Ability Command Index' on the Unit Compare Order Count validator specifically refers to a certain unit from that ability.

    For Barracks, 0 = Marine, 1 = Reaper, 2 = Ghost, etc.

    Leaving that field at 0 allows 2 marines to be trained at once, but no other combination is possible like 2 marauders or 1marine&1marauder.

    Changing it to 1 allows 2 reapers.

    Here are the Command Index for each train ability and which number references which unit. I got these from going to the train ability and double clicking the field Info +, and looking in there. Train 01 = Command Index 0. Train 02 = Command Index 1.

    • Barracks
      • 0:Marine, 1:Reaper, 2:Ghost, 3:Marauder, 4:Medic, 5:Firebat, 6:Spectre
    • Factory
      • 1:Siege Tank, 4:Thor, 5:Hellion, 6:Goliath, 7:Diamondback, 8:Vulture, 9:Predator
    • Starport
      • 0:Medivac, 1:Banshee, 2:Raven, 3:Battlecruiser, 4:Viking, 5:Hercules, 6:Science Vessel, 7:Wraith

    What you will basically need is... Validators such as follows.

    • Double Marine: Command Index 0, Equal To, 2.
    • Single Marine: Command Index 0, Equal To, 1.

    A Single and a Double validator for each unit type.

    Many AND combine validators, like...

    Single Marine AND Single Marauder, Single Marine AND Single Reaper, all put together into one massive OR Combine Validator along with the Double Marine, etc. And that's alot of validators for just the barracks.

    I believe there is a limit or 32 possible max in the Combines + field. So you also basically need your ability to instead "Apply Queue 1", have it apply a Set Effect, one for Apply Queue Barracks(with filters allowing it only to be placed on Barracks), Apply Queue Factory, Apply Queue Starport. Or better yet, you leave the ability as is, you just change the Periodic Effect from Buff#1 to a Set Effect, applying a different buff for each building(again, filters).

    I hope that is clear enough?

    EDIT: Oh yea, I do not think it is possible to specify Queue Count Slot #2 being still in progress. I think the best we can get is a temporary Double Queue Count until 1 unit finishes and then the buff is removed.

    Posted in: Data
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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    @DrSuperEvil: Go

    Nice! That's pretty cool.

    Posted in: Tutorials
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    posted a message on Projectile to Force Effect

    @deleted_7920358: Go

    Sorry. Downloaded and loaded it up, but I gotta log onto bnet and download a mod file? How big is that thing? Been downloading for over 5 minutes? I can download 1gig+ files in 15 minutes. BNet is either slow, or something else?

    Eitherway, I tried twice but I'm not sitting here forever to download a mod file to tell you that you have your Target+ fields set incorrectly once I see the effects. Or that you need to apply a buff which slightly raises the unit off the ground before you can apply a force effect of any magnitude to make it look good.

    Again, sorry. I'd help with an idea, flesh it out, whatever, but like I said, it's just a case of me looking at your effects and going "That's what's wrong".

    Posted in: Data
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    posted a message on Apply buff to a building?

    @DrSuperEvil: Go

    I've never seen or heard of that bug and I never use Persistents unless I want to play with multiple points.

    Eitherway, I fixed it all in the original post. Too bad I got to see an updated version of the Queue_Buff map and not the original(I download and it has the Create Persistent effect).

    Original Post - http://www.sc2mapster.com/forums/development/data/33902-make-a-building-temporarily-have-longer-queue/#p11

    @_Syntaxerror: Go

    Hmm, I was the one who suggested -1 duration, because it IS a permanent duration. I did however just test 0 and that too is negative. Eitherway, -1 or 0 duration both work for what it was needed for.

    He needed it for the above thread, which I fixed up right and proper.

    Posted in: Data
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    posted a message on (Solved) Make a building temporarily have longer queue?

    Your create persistent has Target+ set to Target Point. It needs to be Target Unit - but would likely not work since the Building/Source is casting it, and Target Unit usually means OTHER unit, would have to be Caster Unit or Source Unit, etc.

    I don't know why you use a Create Persistent... you could LITERALLY just use an Apply Behavior effect as your Periodic Effect to cast the buff on itself.

    Anyways, I did some playing around and I got it working. I realized that Unit Compare Order Count validating a Queue ability is just incorrect(Since the Queue ability is never actually given an order unless it's to Cancel the queue). What I did was instead, Unit Compare Order Count the Barracks - Train ability to 'Equal' '2'.

    But this makes this so much more of a hassle, since you would have to have multiple validators to compare the Order Count of each building's Train ability. Not to mention, you would have to work something out for buildings with a normal Queue (5) ability, adding Queue Count 1 and Queue Size 1 on the behavior, requiring the Unit Compare Order Count on the train ability(ies) set to Equal 6 or something (Or just Queue Count 1, Queue Size 0, requiring Equal 5)

    Attached my map for your viewing. You can also stagger your marines starting the first right away and waiting like 7 seconds. The buff will continue until the first marine is trained, and then your secondary queue continues on without a hitch.

    Also changed the Duration of the first buff to 10.0625 (minor tweak that didn't need to be added)

    EDIT: Hmm, I wonder... can you add a NEGATIVE to the Queue Size (-3) and Queue Count 1, making a temporary, only 2 queued units total, but build simultaneously.... something to think about.

    EDIT 2: Yes, you can add negative and it works until the first buff expires, then the Validator checking for Queue = 2 returns false for some reason, when it shouldn't...

    EDIT 3: No luck with the negatives. If you have 2 negatives, it will temporarily cancel out your Double Production and not get rid of the buff. Making Buff 1 = -3 Size and Count +1, Buff 2 =0 Size and Count 1, added a Buff 3 = Size-3 and Count 0(Buff 2 and 3 need to coexist, but needed a way to space out the -3 size from happening twice). I timed it perfectly so that when Buff 1 expires naturally, Buff 3 applies, but there's always a tiny miniscule time difference and you get a cancellation, and then the validator bugs out.

    EDIT 4: LOL.. stupid edits. Ok. Instead of using a Periodic Count on Buff 2, attempting to match the expiration of the first buff to apply buff 3, I did Buff 1 Expire Effect = Apply Buff 3, and it worked! No cancellation! However.... The validator doesn't work in this case and Buff 2 and 3 remain active forever. Will continue working on this...

    EDIT 5: HA! Got it working perfectly!!! Apparently I changed the 'Equal To' in the validator to 'Less Than Or Equal To', so when I noticed that I changed it back. Presto chango, Perfecto!

    Also attaching the second map... I just realized I have no clue why I did the second part... I mean... didn't the first work? Gah! Ideas distract me.

    Oh right! Idea/Map #2 seems like your best bet. All you need now is the validator(each near identical, one for each Train ability) combined into a Combine Validator(Set to OR). This makes it easy to count 2 units being produced at once. What if a player doesn't have the resources to queue up 5 or 6 units, but really needs 2 units(which he has the resources for) to be trained simultaneously.

    Your choice!

    Posted in: Data
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    posted a message on (Solved) Make a building temporarily have longer queue?
    • Ability applies Queue Buff
    • Queue Buff
      • Modifications+ Queue Count 1, Queue Size 1
      • Duration - 10.5 seconds
      • Effect Periodic - Apply QueueBuff2
      • Periodic Count - 1
      • Period - 10
    • Queue Buff 2
      • Modifications+ Queue Count 1, Queue Size 1
      • Duration - -1
      • Validators (Remove+) - Validator X
    • Validator X
      • type - Unit Compare Order Count
      • Ability Link - Queue Ability
      • Value - 2 (Equal To)

    I don't really have the time currently to check this out for you, but basically, the first behavior lasts 10.5 seconds, upon which time you MUST max out the building queue. Tot test this, make barracks have a queue count and queue size 1, and the buff could have queue count and queue size 1(allowing 2 units to be built simultaneously - I just gave the example of 2 max queue for simplicity's sake)

    At 10 seconds, the second buff is added just before the first buff expires, allowing continued double queue. The validator on the second buff checks to ensure that the queue ability is maxed(at 2) and if not, removes the behavior instantly.

    Does that make a bit of sense?? I hope so. Should be at least a look in the right direction(hopefully)

    Posted in: Data
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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    Did some testing and I believe that the texture Glow_Green3.dds is the culprit, however, no matter what I tried, in game I kept getting the error "CACtor blah blah No mapping for slot main". So I tried replacing a different texture in the same slot and sure enough, it allowed the change.

    Looks like Omni Lights are the only option, as far as I can tell.

    Posted in: Tutorials
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    posted a message on The Room

    @Neonsz: Go

    Is that for real? OMG LOL.

    That's like.... D list movie... My god. I thought I'd seen bad acting before and bad writing... but... WTF?

    Why would any actor even want to act in an obviously crappy movie? Exposure? Not good exposure with lines and scenes like that.

    LMAO.

    Posted in: Off-Topic
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    posted a message on 2x WoW and 1x SC2 Guest Passes available

    @Exaken: Go

    Is there? I dunno, I don't really pay ANY attention to WoW, and I already have SC2 and I don't read gaming news about games I already own so........

    :|

    Posted in: Off-Topic
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    posted a message on 2x WoW and 1x SC2 Guest Passes available

    So, I've been doing a bit of (early?)spring cleaning, getting rid of boxes and stuff, clearing out old caches of random junk, and I guess I just left these lying around from when I bought SC2.

    So, I have 2 World of Warcraft Guest Passes(10 days each) and 1 Starcraft 2 Guest Pass(7 hours or 14 days from activation[Whichever comes first]) available.

    I do not know if you can use the WoW passes on an already existing WoW account for 10 free days of play, but I would imagine you could, seeing as it would be a good thing for Blizzard, trying to goad ex-WoW players into playing more WoW when they buy SC2 or whatever.

    I'm not sure if the codes still work(I never used them myself) and there is no expiry on these codes that I can see, so... if you would like 1, just hit up a reply or something. First come first serve. Also, only reply if you or a friend intend to use it.

    And, let's share the WoW passes and 1 max per person, in the spirit of fairness, of course. Obviously, if you have a friend who might like to try SC2, that's really the only reason to want the Sc2 Pass.

    So yeah, just reply, and I will send a PM to you later tonight or tomorrow... or whenever there's some replies.

    Posted in: Off-Topic
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