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    posted a message on Auto-cast problem

    @shardfenix: GoI'm just having a guess here, but it may be because of attachment points. Since the medic is a unit, it has the required attachment points for the ability to work. I assume the attachments on a building are not made (or do not work) the same way, so it doesn't find any "origin" point and obviously cannot cast the heal effect.

    Posted in: Data
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    posted a message on Some advice/help/feedback on University Game Design Project
    Quote from ElectricBard: Go

    Projectiles that damage enemies (Essentially, how would I create bullets?)

    First step, you will have to edit/create a mover for your projectile in the Data Editor.
    You must edit the Motion Phase(s) so that:
    -Arrival Test Type is set to Never
    (the collision will not be done through the Mover itself, but through a behavior applying various effects including death of the projectile)
    -Guidance is set to either Ballistic or Throw
    (depends on how you want it to behave... ballistic is the most obvious choice for a standard bullet/rocket)
    -Tracking is set to No Hook
    (prevents the projectile from dodging/running into anything that comes in range... or so I guess)

    Modify the Acceleration, Speed, and Timeout to your convenience, and you should have your projectile going in a straight line. To make it collide properly though, you will need to add a behavior to your Launch Missile actor, so that it will check every 0.xx seconds if there is something to collide with around the projectile. To have a better idea about how to create such a behavior (which is a pain in the you-know-where to explain in a forum, but I remember someone did a tutorial somewhere already), I'd suggest you check how the projectiles -and everything else- from the Lost Viking are done (Data Editor > search for any Behavior starting with SS_ and ending with CollisionCheck... SS_ScourgeCollisionCheck is a good example).

    This is the method I use on my own project (search for Ikari Warriors here), you'll see on my latest video how it works ingame. It has its flaws obviously, but this is the closest to a "straight line projectile" I've been able to achieve. It seems not to behave the same with buildings as it does with units, somehow the targeted building destroy the projectile a bit too early (even though damage is still applied correctly). I don't know if it's my work that is responsible or if it's the whole method, though... Anyway, in case you still need help search for tutorials here, I remember at least 2 or 3 topics about this matter which were quite well done.

    Posted in: Project Workplace
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    posted a message on [Contest] Out of Bounds
    Quote from QMJ3: Go

    (ie: 5 charges of "Throw a Steak" ability)

    This part made me laugh... :)
    I like your map/idea, by the way.

    I tried to make something for the contest but it doesn't work as expected, even though I tried both Data editing and triggers. Oh well...

    Posted in: Project Workplace
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    posted a message on How to add behavior to water

    @blackdennis: Go Could you share how you managed to make it work? It could be interesting for whoever wants to do the same in his own map...

    Posted in: Miscellaneous Development
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    posted a message on [M] Count: Sharks!
    Quote from essbee1337: Go

    Who doesn't :) ?

    I don't. :D
    Nice map anyway, and nice concept... If I may suggest one thing though, I'd slightly modify the lights color. Sharks swim close to the surface, so it's shouldn't be that dark. I personally love the lapis lazuli (RGB is 38 97 156)... :)

    Posted in: Project Workplace
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    posted a message on What am i doing wrong

    Thanks for the pictures... I'm having a guess here but I think there is something reaaaaaaaaaally easy you can do. I guess your hexagonal tiles are either units or (at least) actors. And same goes for the spheres on each corner. There is a function "Unit Group - Closest unit to Point" which allows you to... well... pick the closest unit to a point (O RLY?).

    If you manage to pick the custom tile this way (which, obviously, is the closest "unit" to the red point it is on), you might also be able to retrieve the 6 points around your tile using a similar method. Then, a simple check with "If Then Else" can add ressources to each owner of a city/settlement on these 6 points. The main issue is that I haven't found yet how it can work if your tile is not a unit. There doesn't seem to be any way to "Convert Actor to Unit", which would be ideal. Basically, if this method work you should be able to do it in, let's say... one trigger. Neat huh? :D

    Posted in: Triggers
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    posted a message on What am i doing wrong

    Same as Rushhour... I can't figure what you're trying to do. So much triggers is a no-go, you should seriously find another way to do it. You can't edit that much triggers and expect it to work fluently.

    So far, from what I've seen on the screenshot, it looks like you're trying to count how much cities and settlements a player is controlling, and increase his income depending on how much cities/settlements are within the ressources radius... Am I right?

    Posted in: Triggers
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    posted a message on Looking For A Terrainer + Data Editor + Trigger Editor (Mini Development Team)
    Quote from silentnight18: Go

    i'dassume you are not even US Gateway which would impeed your abilities to assist anyways

    Being on US gateway or not doesn't change a thing for map making. You'll have to share your map and ideas sooner or later anyway, either by MSN or an uploading site (RapidShare, Megaupload, or whatever...), so what does the ability to assist have to do with being in the US or not? You just seem to find excuses each time (treating people like shit doesn't help), to prevent anyone from knowing what your project is, what it looks like, and what is his goal. Who would like to join, seriously? You eluded KeyesZX's question too (here, at least), which does not encourage anyone to trust you in any way... I'm not criticizing, just saying... So there's no need to act like you do. I may not be clever, but you're not either. It's a matter of point of view...

    Posted in: Team Recruitment
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    posted a message on Dungeon Keeper (Proof of Concept)

    Oh, too bad... Dungeon Keeper was one of my next project (thought of it a week ago)... You did a pretty good job so far (kind of like I imagined it would look like, that is). I'm not sure I can be of any help since I'm only good at terraining and with triggers, but I'm eager to see your project released! :)

    Posted in: Project Workplace
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    posted a message on zerg units unburrowing on trigger

    Here is a picture of what you need to do:
    http://img231.imageshack.us/img231/5483/77687492.png

    If you want to create the units instantly, you just need to add "Unit - Create [....]" before the "Pick every unit" action (adding a "wait for X seconds" in between might be necessary, to make sure all units were created before the script actually pick them all).

    Posted in: Triggers
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    posted a message on Looking For A Terrainer + Data Editor + Trigger Editor (Mini Development Team)
    Quote from silentnight18: Go

    Point being, I am sure that the initial intention of this thread was clearly missed when you read it and I hope this clarifies any confusion or miscomprehended interpretations that you had.

    Aww, OK... The whole point of your topic was only to recruit a team then... It wasn't *THAT* clear, considering there are only two sentences in your topic about this. When english/american is not our native language, we can miss these sort of things... Wouldn't it be better if you specify what sort of profile you seek? I mean, "requirements" are not really of any help here, your whole topic seems to be more like a "I give up my project and I still want a team to finish it so I can claim it was my idea first"... Anyway, seeing how you react to people trying to help, I don't think I want to be part of this. Not attractive. At all.

    Posted in: Team Recruitment
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    posted a message on Camera WASD Movement
    Quote from jakpe: Go

    Full cred ofc If I use it in my map. =) THANKS

    Actually, full credit goes to Deliverancelost (he wrote the tutorial about 8-ways WASD control)... I just tweaked the thing a bit so that it would work for a camera instead of a unit. It isn't much.

    Posted in: Triggers
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    posted a message on Problem with Vespene collection [Solved+File]

    I'll probably look dumb here, but did you try to place the SCVs closer to the refinery? I have a custom scenario using the same script as yours (Order workers in Entire map owned by player X to gather nearby resources), but it works fine. I assume that if a worker is slightly closer to a mineral field, it will obviously go for the mineral field. If you want the SCV to collect gas, put it right next to the refinery just to be sure.

    If there is no refinery over the geyser yet, it's slightly more complicated. First things first, check that the player building the refinery has enough minerals to do so (if not, "Player - Modify Player Property" is your answer). It may sound stupid but sometimes things like that are easily forgotten...

    To order your SCV to build and gather from a refinery, it should be something like this:


    • Unit - Order "YOUR SCV" to ("BUILD REFINERY" targeting ("THE GEYSER UNIT YOU WANT TO HARVEST" in ("ANY AREA THE GEYSER IS IN" owned by player "Any Player" matching (No Value), with at most Any Amount))) (Replace Existing Orders)
    • Set a local variable WHATEVER-NAME-YOU-WANT (type: unit) which will refer to the refinery being built.
    • Add a "Wait for condition" that checks if WHATEVER-NAME-YOU-WANT is complete.
    • Order any worker (either pick a unit group or select one specific SCV) to "smart command" targeting WHATEVER-NAME-YOU-WANT.

    Sorry if I'm not really accurate/precise, maybe I'll post some screenshot later if you need to, but you must know that the script that worked for me was using probes (not SCVs... the main difference being they warp buildings so it goes waaaaay faster) and it was almost a complete build order (with a giant mess of orders, regions, points, waiting conditions, comparisons and other stuff you won't need anyway).

    Posted in: Miscellaneous Development
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    posted a message on Camera WASD Movement

    @jakpe: Go

    You don't need any invisible unit. In fact, that's even worse because it may lag even more, and the more interactions you had the more bugs you may find (why do A>B>C when you can do A>C?). An invisible unit does collide, or at least dodges obstacles (doodads, units, cliffs etc...) so if you focus a camera on it, you may see some weird movements of your camera from time to time. It might even get blocked if the invisible unit can't move for any reason whatsoever. Trigger-based WASD movement is the easiest method for you to start with. I'll give it a try with a camera instead of a unit and will upload it as soon as I get it to work.

    EDIT: I should be ashamed of uploading such a map, but here it is...
    http://rapidshare.com/files/429758046/testWASDcamera.SC2Map

    Basically, it locks your camera and only allows to move it with WASD. The first move is weird (bad scripting obviously), but aside from that it works. It's not the best method at all (laggy, buggy, and not tuned to work fluently), but it will show you how it works.

    Posted in: Triggers
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    posted a message on Looking For A Terrainer + Data Editor + Trigger Editor (Mini Development Team)

    Question! Do you use custom units? If not, the Data editing part will be very light (maybe even null). Most -if not all- of what is seen in the Micro Tournament is done through triggers, variables, arrays, etc... Besides the units pack creation, rules and visuals are pretty easy to put in place. A full week or two might be enough.

    Doing some terrain is pretty easy too, especially for a Micro Tournament... unless you want to create situations like "a Stalker for blue player with Blink, cliffs all around the arena, and red player has a reaper without speed upgrades"... In that case, it would be interesting obviously to do some real terrain editing, or at least something a bit more elaborate than a flat square surrounded by water... Anyway, whatever is your goal, it's pretty easy. One whole day at it, and you're done.

    Unfortunately, I don't think you can use multiple terrain texture sets in Starcraft 2. It was a powerful feature in the Warcraft 3/Frozen Throne editor, but so far I didn't find any way to actually mix textures from your actual set with one of another set (let's say grass from Haven and rock from Mar Sara). You can only switch textures from the same set (let's say your Haven grass becomes Haven rock, and rock becomes grass). It will obviously be a challenge to create your "choose your next arena style" if you can't mix/add textures. The only way I can think of is by editing Terrain Textures Set in the Data Editor, but does it even work?

    Well... I'm not sure I plan to join the project (I'm a huge noob at micro, I won't be of any help)... But if you can add more info about what is your goal with this project, I might be able to help whenever you have problems with triggers, or terrain editing. For now, I don't know enough about your idea to help you more.

    Posted in: Team Recruitment
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