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    posted a message on Customizing Site (Mover)s

    The colossus beam is a pain in the ass, I did not understand it completely.

    However, the basic principle is a beam, connected to a mover (the beam site mover you mentioned) traveling at a certain speed. It receives new targets from the effect's actor and gets destroyed, as soon as it reaches its target. The speed is chosen to be a little slower than the effects, so the beams have a slight delay to the original effect; thats why the damage gets delayed by a persistant effect aswell, to simulate the damage being done when the beam hits.

    I tried to play around with this a while; however it is really easy to mess up the whole thing (for example if the beam travels too fast and reaches an effect everything kinda screws up; you can end up not creating beams at all for following attacks)

    The new locations for the mover are set in the ColossusAttackImpactSite and -reversed actors in the actor events (check MoverSetDestination)

    I hope this helps a bit; however I cannot exactly tell you how to make it work ;)

    Posted in: Data
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    posted a message on attack / movement speed multiplier not accurate?

    Think about it, your logic implies, that a 45% increase results in -0.36. According to that a 50% increase should result in -0.4. But you already said, 0.4 would be 100% increase and this would be correct.

    Posted in: Data
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    posted a message on Mover, apply multiple motion phases

    Hey

    I added a missile attack to the Hercules Dropship. The missiles are attached to the 4 engine components in the rear part of the model on launch. When the Hercules attacks a target now, the missiles travel straight through its own cockpit, which does not look very appealing ;)

    The mover I use currently is a copy of the missile turret weapon mover, no changes made yet.

    I would like to change the mover to apply different motion phases, first phase would be the missiles travel straight forward for some time (at least until passing Hercules' cockpit). After this transition into usual target-tracking missile.

    However, I have some trouble with this. I fail to understand, how the different motion phases are applied; when the mover changes from phase 1 to phase 2. My first try was adding 1 ballistic motion phase before the 2 default phases used by the missile turret mover, but it seebs to be just skipped (I messed around a bit with speed values and stuff to verify this)

    I remember when I first looked into movers, I noticed some field, which contained a value, which phase to use dependant on travelled range, however I was not able to find this field again.

    Posted in: Data
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    posted a message on Transient doesn't work for items?

    @KratsAU: Go

    Indeed, it doesn't.

    Posted in: Data
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    posted a message on Help with edit textures

    @tigerija: Go

    Actually, the way you do this is in the first answer o_0

    Posted in: Data
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    posted a message on ARGH....Actors....Missile impact effect not working :<

    Hm, just tried again and I do not get the search area effect to work, either. However, if I use a set effect, which applies the search area and define the set effect as impact effect, everything works just fine -.-

    Posted in: Data
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    posted a message on Command & Conquer

    @PierzOr: Go

    I do not think you are allowed to extract the original models from cnc3; Blizzard would probably delete your map. If someone makes the models from scratch, however, it should be fine.

    Posted in: Miscellaneous Development
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    posted a message on [Solved] - Prevent damage for "x" amount of damage

    @Zurom: Go

    Easies way would be to add some protoss shields to the unit. No damage response, only max vitals -> add max shield.

    Posted in: Data
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    posted a message on Loading Screen Body Randomly Gets Erased

    I guess you are talking about 2 different topics.

    The op complains purely about missing text and Wraith assumes an imported picture loading screen.

    Well I have similar issues once in a while. For some reason, all text in my game variants/attributes gets erased and I have no clue why.

    Posted in: Miscellaneous Development
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    posted a message on Upgrade Formula

    @Beffyman: Go

    I wish there was...

    Right now I doubt it is possible. However I expect some scripts to be created in the future to handle the data editor, this would be an easy exercise for something like that.

    Posted in: Data
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    posted a message on ARGH....Actors....Missile impact effect not working :<

    @zenx1: Go

    Try to add an "at" term to the event. Pick Effect from the list, also change effect.search.start into effect.search.impact

    So you have something like this:

    search.effect.impact

    at Effect

    create

    € damn, how do you make linebreaks in this forum? -.-

    Posted in: Data
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    posted a message on Help with edit textures
    Quote from tigerija: Go

    I think he is trying to change color of texture, of skin. I think he can do this via Data Editor ?

    You can tint the model using actor events, but texture editing looks way nicer. Also you can only tint the whole model and not one specific part.

    Afaik you cannot edit the textures any further using the data editor.

    Posted in: Data
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    posted a message on Help with edit textures

    @TDS1985: Go

    Just export the texture from the mpq, edit it and import it in your map with the import manager, using the exact same path and file name. Should not be that hard. For basic color editing and stuff, you probably want to edit the diffuse image.

    This texture is located in (your sc2 folder)/Mods/Liberty.SC2Mod/base.SC2Assets

    using the path: Assets/Textures/Nova_Diffuse.dds

    € some editing, I thought the texture was in the campaign archive, but apparently it is located in the liberty mod.

    Posted in: Data
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    posted a message on Broken Projectiles randomly fly at screen

    Happens more likely if you target your projectiles on nearby targets? I got this fixed by changing the Tracking in the used movers (mover -> motion phases->scroll down to bottom) from No Hook to Actual

    Posted in: Data
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    posted a message on Best way to create a colliding missile?
    Quote from Nahotnoj: Go

    If you are using the method of making a normal launch missile effect, just giving the missile a periodic searcher behavior, as far as I know the actors should work the same is usual. Did you make sure that everything is hooked up properly, with the impact effect being the damage dealt upon collision?

    Perhaps you could be a bit more specific. When you say they do not seem to work properly, do you mean the missiles just don't show up? Or that they don't visibly die?

    Yeah, i just mentioned it in case I had to use the actors in a different way, which I was not aware of.

    So basically for a usual, missile-based attack, you want a projectile unit with an actor; nothing specific to set here. Assuming the effects all work as they should, you now have a missile, which travels on the ground from unit center to impact point.

    Now for the attach to weapon part, you need another actor (usually actor type action, based on generic attack or generic attack base or sth, does not really matter).

    For this you need to set the Art - missile to the actor of the projectile unit and set the actor events to create when the launch effect starts and to send an impact message when the damage starts. Then you can set the launch attachment query to weapon and everything works fine for a usual missile attack.

    Everything correct so far? Did I miss something?

    I did just the same and the missile still travels on the ground from center to center. The actor is being created, however, and the impact works aswell; I used launch and impact sounds to verify this. € Correction: I do Not her an impact sound, launch sound works fine, though.

    So my explanation was probably you cannot use the same actor here, because manually interfering in a missiles path cannot be handled with this actor (obviously this explanation is wrong, I must have missed something)

    Quote from BumpInTheNight: Go

    Attach as in firing from the weapon's mount point instead of from the center? Action actors is how I've been doing it,

    Yep, thats exactly what I use.

    € Okay, sometimes this editor is very frustrating. I did some further testing. I replaced the projectile with the stalker projectile and everything worked. So I assumed my mistake was somewhere in the projectile unit or the actor of it. I copied every value of the stalker's projectile (actually from what I could tell i changed basically only the model, the rest was almost identical)

    And, guess what: It did not work.

    So I duplicated the stalker projectile and its actor and used them. These were not almost, but absolutely identical by now. But... now it works. Blows my mind.

    Posted in: Data
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