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    posted a message on Change a missile's target point mid air

    Is there any way to change the destination target point of a missile mid air? The game will not know where this new destination might be until well after launch. Everything I've tried will be ignored by the missile. No matter what, it'll continue on it's pre calculated path to it's impact point.

    Tried solutions:

    • Replacing the missile with a fresh one. The missile swap is too visible for certain models, and not good enough for my use. I've also tried and failed at transfering the model from the first missile over to the next. If you know how to do this, then I might revisit this idea.
    • I circumvented the issue by using units that are ordered to move instead of missiles. This solution looks perfect, and I'd use it if it wasn't so cpu intensive compared to using missile movers.

    Backup solution:

    • I could create an invisible target unit that the missile can travel to, and move it whenever I need to change the destination. If there is no other way I might try this. However, I'm worried it won't be much better than using ordered units for missiles anyway.

    Anyone got any ideas?

    Posted in: Data
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    posted a message on Foliage

    @Nebuli2: Go

    The engine doesn't draw everything in the map all the time. Since the position of all the foliage will have to be stored somehow, I doubt you'll achieve much with this. If the foliage brings your map down so much, you might want to tone it down a bit.

    Note: I do not know what happens under the hood of the Starcraft engine, so if I'm wrong, I'm apologize.

    Posted in: Triggers
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    posted a message on How to make AOE ability cursor splat & model bigger?

    The cursor splat is defined in the ability's field Effect - Cursor Effect. For Psi Storm it's set to the effect High Templar - Psi Storm (Search), and by increasing the radius of this effect, the cursor effect will be bigger.

    Have the upgrade increase the size of the effect your cursor effect uses.

    (I have never tried upgrading a cursor splat like this, so I'm sorry if it doesn't work as I think)

    Posted in: Data
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    posted a message on I need the help of a genius.

    The simplest way to run a trigger from a Data Effect is by using the event Effect Used under Environment. You can use empty Set Effects if you want nothing else than to have the Effect start a trigger

    Posted in: Triggers
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    posted a message on Quick way of changing doodad types

    Edit -> Nudge -> check the hotkeys for Variation Next and Variation Previous

    Posted in: Terrain
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    posted a message on Search area Validator

    The field which transfer control is 'Behavior - Player' in 'Tower - Control'.

    I'm not sure how to explain it other than how I tried in post #18.

    Posted in: Data
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    posted a message on Import/create new Text style

    I tried adding modified versions of FontStyles.SC2Style which is where the text styles appears to be defined. The result I get when trying to use custom made text styles is the same default text style you get from typing in a non existing text style.

    So my question now is, have anyone managed to add fonts in this, or any other way?

    Posted in: Triggers
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    posted a message on Search area Validator

    Use this attachment instead. I forgot to remove some mess

    (Getting the 404 kitten when trying to edit last post)

    Posted in: Data
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    posted a message on Search area Validator

    Ah, I see.

    You can refer to the unit initiating the capture by looking back in the effect tree that lead to the capture behavior being applied.

    I've attached a test map for reference and renamed the effects to make them easier to find (for me) quickly when testing. The debug trigger I've made comes in handy a lot when sorting out things like this. It takes an effect and lists every unit variable at that point in the effect tree. Using this knowledge you can reference any unit within the same effect tree further down the line as I did in the behavior Tower - Control for field Behavior - Player.

    Posted in: Data
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    posted a message on Search area Validator

    @Sherlia: Go

    Could you rephrase that please? I don't know what you want to achieve.

    Posted in: Data
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    posted a message on Search area Validator

    Changing owner is easy. If a caster applies a behavior on a target unit, the target will be owned by the player in the behavior field Behavior - Player as long as the behavior persists. It's the same way neural parasite does it. Take a look at it for reference.

    Posted in: Data
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    posted a message on Search area Validator

    @Sherlia: Go

    To tell you the truth, I don't understand the validator fully, which is why I am not laying it all out for you. What I do know is that many validators have fields that are optional. For example, the Unit Type validator can check if a unit is equal/not equal to a specific unit, or another unit variable; but only if the other unit variable is specified.

    What I'm guessing is that some of the fields in the Enumerate Area validator will only take effect if you specify certain fields. But as usual, the fields have very indescriptive names, and there is as good as no tooltips to help us out, so the only way to really understand the validator is to make a hypothesis, and do some research. If I ever need to use this validator I might get into it, but for now it's just not worth it to me.

    Glad you made it work with only one validator. Good luck on your map :)

    Posted in: Data
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    posted a message on Search area Validator

    You're right. The validator behaved strangly, returning false when I don't see why it would. Checking if no enemies are nearby seems faulty, but checking if there are nearby enemies gave the results I expected.

    Here's a workaround if you don't mind using it. Using two validators; one checking if there are enemies nearby, and another returning the opposite of the first validator.

    Posted in: Data
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    posted a message on Search area Validator

    Got a map showing exactly what does not work? 'Does not work' is really indescriptive

    Posted in: Data
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    posted a message on Need info

    1. You could create a behavior which in itself does nothing. Then, have the ability run the reaction effect only if the unit has the behavior in question. Use a validator to check whether the unit has the behavior or not.

    2. I'm not sure if this will work or not, but it's worth a shot. You can add a behavior with the behavior modification flag Suppress Movement. There is another flag called Suppress Turning, so hopefully those two only affect moving and turning respectively. To turn a unit, you can use an Issue Order effect to order it to Ability: Move - Ability Command: 4 (4 is for turning).

    3. This might be complicated. I'd rather not write this from memory as I'd most likely do some mistakes. I might be able to set up a test map for you if your question doesn't get answered.

    4. I don't know anything of heroes, so I hope someone else can answer this.

    Posted in: Data
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