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    posted a message on Random player from player group?

    I have had nothing but issues doing something similar to this.

    Variable - Set Picked Player = (Player (Random integer between 1 and (Number of players in Opted In Players)) from Opted In Players)
    

    I have checked, double checked and triple checked the code, and the only conceivable answer to the weird behaviour I'm getting is that the index for player groups is the player number.

    E.g. you add player 1, 3 and 4 into player group A, then A[1]=1, A[2] is undefined, A[3]=3 and A[4]=4 (or to be more technically correct Player From Player Group(A, X) = X or Undefined for any X).

    I'll be testing this, but the way to do it I believe will be a Pick Each Player From Player Group, put them into an array of integers, then do that style of code.

    Posted in: Triggers
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    posted a message on Start listing things that annoy you about the editor and I'll give to Blizzard

    That's a pity.

    Better support for custom races, including inside the Help menu (unit and tech trees).

    Posted in: General Chat
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    posted a message on Firing a missile with an offset from an unit when the model has no attachment points.

    I don't suppose a example .sc2map could be provided for this?

    Posted in: Data
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    posted a message on Adding creator-only cheats to maps.

    @VoidPotato: Go

    Ultimately you can't just have some sort of passcode, it would be trivial to pull the galaxy code out and find it. If it was coupled with a name check that would make it harder, but still not impossible.

    Posted in: General Chat
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    posted a message on Start listing things that annoy you about the editor and I'll give to Blizzard

    I hope Creation does do something, it would be nice to see some of these amended, especially the ones which seem (at least to us outsides) to be quick fixes.

    Inability to change loading screen tips. The Field: Default SC2 UI Settings->UI - Loading Screen Help + seems to exist for this purpose, however modifying it has no effect.

    Posted in: General Chat
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    posted a message on Start listing things that annoy you about the editor and I'll give to Blizzard

    Ability to disable health/energy bars always showing for units owned by an unallied player. Choices: Allow Always, Allow Selected for (Enemy/neutral/allied/self)
    Ability to enable/disable other UI options such as Builder Helper Grid.

    Posted in: General Chat
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    posted a message on Start listing things that annoy you about the editor and I'll give to Blizzard

    Footprint editor still does not properly load existing footprints - to modify a footprint you must recreate it from scratch each time.
    Morphing a unit with behaviors which modify the units max HP or Energy cause the HP and Energy to be reset.
    Changing an object type is still buggy, for instance, changing an Effect - Target to Effect - Instant creates all kinds of problems.
    Editor speed is still poor with maps with large numbers of Data objects, though 1.2 did improve this in certain areas.
    Editor FPS is very poor when placing pathing paint.
    Editor documentation is still very incomplete.
    Reset to Parent is not undo-able (it is not added as part of the Undo/Ctrl-Z queue).
    Undo/Redo is still buggy in general.
    Inability to interact with the parents of objects which have been modified. For example, modify the Pylon object, then the original, unmodified Pylon object cannot be properly interacted with. Not being able to modify is obvious, but it should still be possible to view and navigate the fields. Duplicating the original is still possible as a work-around.
    Many hidden objects still exist, such as actors for Cloaking.
    Lack of control or customization of the Help menu - we can't seem to add our own tech trees or unit info.
    Ability to access command card data via trigger would be nice.
    Stand End animations are buggy for units with Ground movers. Air works fine.
    Changing Resource icons is buggy. First opening of a map for an instance of SC2 will not show the new icons, and the icons will then persist into other maps until SC2 is restarted.
    Pathing paint does not override pathing in ramps. While it is possible to get around the problem in other ways, it would be nice for it to work the same as cliffs and such.
    Inability to control the left/right parallax-type effect with unit bars. By this I mean as a unit approaches the left hand side of the screen, it's unit bar is offset to the right (and vice-a-versa).
    More interaction with water would be nice - being able to specify a unit to "float" or in some way use the height of the water in it's mover.
    Ability to detect or interact with cliffs with missile movers, e.g., strike a cliff going up, fly over a cliff going down.

    Posted in: General Chat
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    posted a message on Customizing in-game help menus

    Hi all, I'm trying to find information on how possible it is to customize the in game help for a custom map.

    Currently I'm getting buy by merely adding Tips, via triggers, for help, but I'd love if I could actually use the existing tech tree and unit help layouts.

    I can't seem to find anything in either triggers or data which sets what appears under the help menu and where... anybody know whether this is possible or not?

    Posted in: Data
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    posted a message on Ground Mover breaks Mutalisk Stand Animations

    I have Mutalisks with Ground movers, and I can't get their Stand animations to consistently play.

    If I change the mover to Fly, it works flawlessly as per melee. However, changing the the mover to Ground and 9 times out of 10 they won't properly play Stand animations after the Stand End. Setting a really low Acceleration shows that the Stand End animations themselves will play and loop fine, though, as will Stand and Walk.

    I can't see how the unit's mover could effect the transition from Stand End to Stand...

    I have suppressed the Stand End anims for the time being by giving them Stand animation for the Walk baseline, but I'd like to get it working properly.

    Corruptors also get the same problems, but Brood Lords don't have Stand End animations and work fine.

    There should be a way to start the stand animation in the Events, but I can't figure it.

    Posted in: Data
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    posted a message on [Info] Patch 1.2 Undocumented Changes

    I have units with veterency behaviours which give them XP for dealing damage - after 1.2 they now gain XP from any player controlled unit dealing damage within about 12 radius, and there appears to be no way to stop it happening. Additionally, if there are 2 units with the same behaviour near a player controlled unit dealing damage, it is very dodgy. The further one will not gain XP, but if it moves closer, it will start gaining, while the initially closer one continues to gain.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Removing Cloak Blur

    Would like to necro bump this... I have a semi working solution, which is to mark units as both Cloaked and Buried - the latter suppresses the blur. The problem then is that the unit doesn't look cloaked when detected (either by it's owner or an actual detector), so the next step was to set the opacity, linked with the cloak effect, to emulate in a cheap fashion the cloaked effect when detected.

    It really isn't ideal, however. It doesn't look as good, plus gives it does not let you have a harder-to-see version of the blur.

    I've stumbled across an actor term that sounds as if it should be useful: ViewerTreatsUnitsAs: Detected.

    With my limited knowledge of actors, it seems as theoretically it should be possible to do the actor equivalent of: On Set Visibility: -> if(ViewerTreatsUnitsAs: Detected) >Clear Opacity ->else >Set Opacity 0.1 or w/e

    Now, here is where it gets complicated - the cloak/blur actor (that is what it seems to be) sets the opacity as part of creating the effect, both on cloak and uncloak. It also has precedence over your own, user defined Opacity settings.

    To see this, make/use a unit with a cloak ability, and set (in it's actor) Actor Creation: Set Opacity 0.25. When the unit cloaks, the cloak effect overrides your opacity setting, and when it decloaks, the opacity is set to 1 for a brief period before your opacity setting is restored.

    All I can say is this feels like a bug, or at least is a disappointing implementation. The cloak effect should be linked like a normal actor, and be editable - instead it seems to be both immutable and obfuscated.

    The other option is creating an actor which emulates the Cloak... but I really don't know how to do some of the effects for it.

    Posted in: Triggers
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    posted a message on WoW Model-Pack Requests

    The VoidWalker from the Warlock pets pack is broken (2 of the model attachments are floating at random angles). Anybody know how to fix this? I'm about to have a poke in 3DS but I don't fancy my chances...

    Posted in: Art Assets
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    posted a message on Damage Response application order

    It's disabled via a Learn ability, which I believe removes it entirely.

    I did some more testing, I couldn't force it to be applied in the order I wanted regardless of the reason, so I've had to change the skills.

    Posted in: Data
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    posted a message on Damage Response application order

    @OneSoga: Go

    The Hardened Shield is a passive, and the Guardian is applied as a skill, so perhaps that is why. The last applied buff has first response?

    I tried apply Guardian first, then learning the passive, with the same result.

    Posted in: Data
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    posted a message on Damage Response application order

    Hi all,

    I'm trying to work out how to set the order in which the Damage Response on buffs is applied. For instance, imagine an immortal with Hardened Shields under the effects of a Guardian Shield being hit my a siege tank dealing 50 damage.

    If the order is Guardian Shield, then Hardened, the net damage from a heavy hit is still 10 (50-2, capped to 10).

    If it is the other way around (which it is) the net damage ends up being 8 (50, capped to 10, minus 2).

    One of my units has a stronger version of Guardian Shield, as well as Hardened Shields, and the current order that they get applied in (Hardened then Guardian) means that with both active they take only a few points of damage.

    I'm trying to work out how to swap the order in which they are applied, however I can't find any sort of Priority field, or really anything which would set the order.

    Posted in: Data
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