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    posted a message on (Solved) How to add an invisible animation/model?

    For the attachment, open the Inherited Properties field and check Visibility and Cloak Effect

    Posted in: Data
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    posted a message on Data/Triggers Upgrade used by just one unit
    Quote from DendeOfDondo: Go

    From my little experience i can only guess CatalogFieldValueSet might be appropriate. Its a function which allows you to change some field value of a unit type for a specific player.

    That function works exactly like an upgrade, it will affect all units of one type and player.


    As I already told you multiple times: Scratch the upgrade! There is no way you can make an upgrade affect one unit only without workarounds involving changing its owner or something.

    Instead, use a behavior and 2 different transport abilities. Make the behavior trigger the model swap (which works on an external actor) and make the behavior disable the first transport ability and enable the 2nd.

    And yes, you can change the unit's portrait and stuff dynamically via actor messages, have a look at the Dark Templar for reference. If you prefer, you can also send all the actor messages to the unit via trigger instead of making the behavior trigger them, this way you don't have to mess with the actors at all.

    € okay, just tried it out, doesn't seem to work. If you use 2 different transport abilities, both have to be present on the unit, and if you disable one, it doesn't use the other automatically. So I guess the best solution currently is to morph into a different unit.

    Posted in: Data
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    posted a message on (Solved) Effect - Instant Range Indicator

    Hm... I assumed there would be an event for the mouse hovering over an ability button. But that only seems to be the case for dialog items. So you would be limited to some workarounds, which might or might not work:

    • Check the mouse UI position dynamically, create the actor whenever it overlaps with the position of the button. This would require you to keep track of the mouse position at all times, you would need to take care of all possible resolutions, since the UI position for the buttons vary.
    • Place a dialog item on top of the button. Again, needs to be adjusted for resolution. Also, I am not sure, if there are dialog items, which do not prevent you from clicking a button on the command card beneath, while still triggering the mouse hovering events. If that is not possible:
    • Simulate the button via dialog. You can use an invisible button which issues the order to the unit directly, so visually you wouldn't notice a difference.

    As with all trigger solutions, they would be less responsive than a default range actor for a target ability, since that one can be executed locally, while all trigger interaction needs to be synchronous.

    Posted in: Data
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    posted a message on HOTS Queen - making normal.

    Try to select all fields and reset them to parent, then select the Liberty queen as parent. Same for adjacent abilities etc.

    Posted in: Data
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    posted a message on (Solved) Effect - Instant Range Indicator

    Sure you can do that, but when would you want it to show up? Displaying it constantly would be easy, just attach it to the unit. If you want it to only show up, when you hover the mouse over the ability button (like Dota2 does it), this could be hard to do in data, but you should be able to realize it via trigger.

    Posted in: Data
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    posted a message on Item Tooltip, Behavior Stack Count

    I would like to do this as well, but there are no data references I know of to achieve this. Depending on your map setup, you could probably use a trigger workaround, for example displaying an unused data field and changing that field via catalog functions, whenever the stack count changes (would only work for maps where one unit type is used only once per player, for example when controlling a single hero).

    Posted in: Data
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    posted a message on Linked Ability Cooldown

    Hey.

    Depending on how the ability is realized, you have multiple possibilities to trigger a cooldown after 2 seconds: If you use a channel time, you can try the Wait to spend flag. If that doesn't work for your setup, you can start the cooldown with any effect supporting a Cost field, usually Modify Unit. Also, you could do it via trigger.

    Syncing the cooldown of 2 abilities requires both of them to use the same Cooldown - Link, also you need to set their Cooldown - Location to something other than Ability, depending on how you need it. Unit would share the cooldown on one unit, but another unit would use individual instances, probably what you want. Player and Global share the cooldown for all units of the player or all units in the game respectively.

    Also make sure to always use the Cooldown part of the cost field; it is very easy to confuse them with the Charge portion, which by itself is completely independant of the cooldown.

    Posted in: Data
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    posted a message on Changing vehicle turrets

    I assume you want to connect the top of the missile tower and the botton of a siege tank, visually? If this is correct, it is pretty much impossible to do without editing the models.

    You can try to use some available models to get what you need; the pack should include the bottom half of a siege tank, not sure about the missile tower.
    Also, you probably want to consult an attachment tutorial.

    This is the wrong section, by the way. This section is for melee map development only, your question probably belongs in the data forums. A moderator can move this post for you.

    Posted in: Melee Development
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    posted a message on Looking to join a team
    Quote from CrazyTesla22: Go

    Didn't realize that I was opening myself up to ridicule by asking to join a team. You guys have a problem responding politely to messages.

    I agree, a polite answer would have been nice. Noone can expect you to instantly figure out, that this forum is almost exclusively dedicated to mapping.
    However unfornutaly, that is exactly how it is. So, if you are indeed looking purely for a team to play melee SC2 with, you are on the wrong website.

    Quote from EternalWraith: Go

    Might want to try Team-Liquid. They are melee/ladder. Team forums here is meant for 'map making'.

    I would give you the same advice. TeamLiquid.net would be the go-to address for SC2 melee players. We also have a melee mapping section, should you be interested in that. But again, even that section is almost purely about developing and testing new melee maps, not about actual playing.

    I apologize for the rude welcome.

    Posted in: Team Recruitment
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    posted a message on (Solved) How to make a persistent effect be the model for a unit?

    You can try checking the Automate Global Loops model flag, but for a default unit actor, this should already be enabled. Otherwise, the only option I know of would be the timer loop resetting the animation I explained to you before.

    Posted in: Data
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    posted a message on 1 Hero - Requirement?

    Well, the straight forward way would be (Sum of (Hero 1 + Hero 2 + ... + Hero 20) < 1). But to avoid listing every single hero here, you could go for a workaround, like Disturbed suggested for example.

    You could also tinker with the unit's Tech Alias, so all the heroes count as the same unit for the requirement, but I am not sure, if it will work well; it might interfere with other stuff, depending on your map.

    Posted in: Data
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    posted a message on Transferring data from one variable to another

    Try it with literals instead of the variables for your indexes, to see, if it is a problem with your setup or with transferring data from records in general.

    Posted in: Triggers
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    posted a message on Is it possible to Set Actor Height gradually?

    There are several possible workarounds, including but probably not limited to:

    • Change the height multiple times per second to simulate a smooth transition. This is probably best done with triggers, since it would most likely require one event per frame in data.
    • Attach the actor in question to a Mover Site and move that site accordingly. You can specify velocity, acceleration and set multiple destination points, if so desired. This method is probably the hardest to realize, but the GAx3 mod provides an easily useable API for this.
    • Simply attach the actor to an invisible actor, which has an animation with a gradually moving attachment point (for example attach it to the top of a supply depot), or shrink/grow the invisible actor with the SetScale message, which supports a change over time.
    Posted in: Data
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    posted a message on (Solved) Help With Actor - Guide

    Some models don't immediately disappear when being destroyed, mostly splats. Try to set its Visibility before you destroy it.

    • Reset your Events to default
    • Copy the last event (ActorOrphan -> Destroy)
    • Change the first of the 2 identical events (the grey one) to ActorOrphan -> SetVisibility 0

    This might sound strange, but the order is important. You cannot just add the visibility after the destruction. If you try to set the visibility after the actor is already destroyed, it would have no effect.

    Posted in: Data
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    posted a message on Cause a unit to auto attack while moving

    Usually, all you need to do is change some flags for the weapon. Uncheck the Only fire while attacking and Only fire at attack target flags, set the Allowed Movement to Moving and set the Arc to 360 (or at least > 0, so it can attack in a limited arc while moving, similar to the Void Ray).

    However, this purely affects the weapon, the animation will not be affected and might look weird. For example, if you just do the above for the Marine weapon, it will fire on the move, but it won't face the target of the attack, and you could either let it play the attack animation (which won't move the legs, so he kind of slides while firing) or the walk animation (which won't raise his gun).

    Depending on your kind of unit and weapon, you might need a turret object, attached actors or even edited models to get your desired result. Also, you might need to modify the actor events of the unit model. I cannot give you specific advice here, since I do not now exactly, how you want the end result to look like.

    Posted in: Miscellaneous Development
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