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    posted a message on Create unit model/actor after Map Initialization

    Gents.

    The terrain of a map is divided into many sections for use in various game modes. Sections of the terrain will have pre-placed units and doodads that contribute to loading time and max doodad/unit count. Each match, only one game mode is played, and thus only one section of the terrain is used while the others are completely unused for that match.

    I am reaching max doodad and unit count for the map, but I would still like to make each section as detailed as possible. Is there a way through a combination of triggers and data to only render the units and doodads in specified regions at game initialization?

    This issue is directed more toward doodads than units, since for units there's the "Don't load unit model" flag and "Load unit model" trigger. However, even when a unit's model isn't loaded, does it not still require resources to create the unit at initialization? If so, then what use is this flag?

    Thanks in advance.

    Posted in: Triggers
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    posted a message on Behavior period altering

    Not sure what you mean by sorting. Can you explain?

    Posted in: Data
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    posted a message on Behavior period altering

    Yo.

    I have a buff behavior set up with a periodic modify player effect per second that grants 1 mineral. I want to have other effects and behaviors change the rate of this mineral grant, by either having them change the period or the mineral gained amount. With what behavior or effect do I do this?

    Posted in: Data
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    posted a message on Ammo and Heat

    Is there a way to set or alter maximum number of charges with effects or behaviors? This is crucial.

    After a bit of tinkering I've changed the weapon firing mechanic to use abilities altered by catalogfieldset triggers instead of just applying a behavior, so using ability charges is looking more attractive for ammo. Heat is still an issue.

    Posted in: Data
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    posted a message on Ammo and Heat

    Thanks for your reply.

    I'm having a little trouble understanding you correctly, but I think you're suggesting I use switch effects to simulate increase/decrease regen. This would work I think if there were only a handful of buffs that affect the rates. Though I haven't decided how many situations will warrant the rate change, I don't want to cripple myself so early in production.

    Also, with the attribute behavior stacks, what is the stack maximum? This is important since units will use just one large ammo pool instead of number of magazines then rounds per magazine. I also read that having high stacks of behaviors can lag the game. I'd like to avoid that if possible, but I'm not sure if it applies to attributes behaviors but only buff behaviors.

    Posted in: Data
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    posted a message on Ammo and Heat

    Yo.

    In this map I have some units firing weapons that require ammunition. Weapon fire also generates heat. Ammunition will be generated by units over time, and heat will dissipate over time. Behaviors/effects must be able to influence the rate of ammo regeneration/heat dissipation, and max ammo/heat cap on respective units. Health, shields, and energy stats are all being used for other stats. Each player only needs one set of ammo and heat stats as they will only control one unit. Also, ammo is inter-changeable with different weapons, so every weapon will use the same ammo pool. I'm at a loss on how to implement these. I can think of 4 methods of doing these, all of which seem clumsy and run into different problems.

    First and most obvious is with attribute behavior stacks, with passive adding/removing stacks for heat and ammo. Problem here is I don't know a way to influence rate of increase/decrease with other behaviors without going into time scale, which affects more than just that.

    Second is with tech resources minerals and gas, but like the case with attributes, I don't know how to influence rate, or impose cap for that matter.

    Third is with a global ability that generates charges, and every weapon will use charges from this ability to fire. Rate isn't an issue here, but max charges can't be affected by other behaviors/effects as far as I'm aware. The max has to be able to change rapidly, so I can't use upgrades. Another issue is that due to the nature of game mechanics, weapons are fired via behaviors added by triggers. It's unorthodox but there's no way around this. I'm uncertain if behaviors can use charges from abilities, but I'm betting there's a way.

    Fourth is with triggers, and influencing behaviors/effects will trigger more triggers to change variables. This seems like the dumb way around and potentially disastrous due to script lag on a large-scale, in a map that is already trigger-heavy. Thus I would like to avoid this if possible.

    So, the question is if I used the attribute or tech resource methods, how do I have behaviors/effects influence the rates of increase/decrease? Or, is there a way to influence max charges on an ability? Or if any of that isn't possible, another method entirely for ammo and/or heat?

    Thanks for reading, and I appreciate the help.

    Posted in: Data
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    posted a message on Imported Model Texture Woes

    After some hours of tweaking with Max, I got Art Tools to work. The use mopac path is doing what you said it would, and your guide was very helpful. Thanks a lot.

    Posted in: Artist Tavern
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    posted a message on Imported Model Texture Woes

    What about using only Leruster's .m3 importer/exporter?

    Has everyone here practically switched over to Art Tools? The only reason why I haven't is because my 2011 version of Max is corrupted.

    Posted in: Artist Tavern
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    posted a message on Imported Model Texture Woes

    Gents.

    As far as I know exporting a .m3 model using Leruster's exporter from SC2Assets into 3ds Max for editing requires extracting textures too, but these textures are already in Assets. It's silly to have to waste valuable map space to have to import the same textures on edited models. Is there a way, without going into texture declarations in Data or Art Tools, to set up a model to be exported to use their existing textures in SC2Assets?

    I know this can be done with texture declarations, but in high volumes of models I'd like to know if there's a more expedient solution.

    Thanks for reading.

    Posted in: Artist Tavern
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    posted a message on "Built - on" build placement

    Hey. I have a building (A) set up that can only be built on a node building (B), like an assimilator over a vespene geyser. Unlike an assimilator though, during the placement phase the placement model for A appears ontop of B even after another A is already placed on top of it. While another A cannot be placed on B, this is a problem as I'm finding queued commands using shift+click means multiple As can be stacked ontop of B. This is obviously not possible with assimilators and geysers.

    I'm having trouble figuring out what's causing this, as A and B are set up exactly like assimilator and geyser as far as I can tell. Help is very much appreciated.

    Posted in: Data
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    posted a message on (Solved) Destroying Persistent effects when caster is destroyed

    Great. Worked. Thanks.

    Didn't know 'periodic validator' existed.

    Posted in: Data
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    posted a message on (Solved) Destroying Persistent effects when caster is destroyed

    That's a good idea. There is a "caster not dead" validator. I applied it, but didn't make any difference.

    Posted in: Data
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    posted a message on (Solved) Destroying Persistent effects when caster is destroyed

    A weapon using a long chain of effects starting with a Create Persistent will continue to fire after the caster unit is destroyed. Which is to say, the Create Persistent effect is not destroyed along with the unit. How do I set up the weapon or the effect that destroys the effect when the caster is destroyed?

    Posted in: Data
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    posted a message on (Solved) Hyperdrive ability - Effect trees

    Success. Thanks again.

    Posted in: Data
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    posted a message on (Solved) Hyperdrive ability - Effect trees

    I appreciate the reply.

    Quote from DrSuperEvil: Go

    ... and is used as a frame of reference for a Location Range validator to remove the behaviour when the unit is near.

    This is the part I'm having trouble with. I applied this location range validator to Behaviors: Validators (Remove) on the ability behavior. How do I set up the validator to return false when the unit reaches the range?

    Posted in: Data
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