• 0

    posted a message on (Solved) How to make Coliding projectiles?

    Right, to avoid picking a target, just an instant ability linked to a Launch Missile with a throw-type mover that shoots straight towards 0,-1,0 with a never arrival type would work.

    Posted in: Data
  • 0

    posted a message on (Solved) How to make Coliding projectiles?

    Search in the forums, I'm pretty sure detailed solutions have been laid out for colliding projectiles. Feel free to ask specific questions if you run into any issue.

    Kueken531's solution is very unusual... I would rather recommend an ability with an arc of 0 (or an Instant ability if you don't want to click a target point), a Launch Missile effect, a missile unit with a custom Throw-type mover that never reaches its destination (Arrival type:Never), and a behavior on the missile unit with a periodic effect that searches the area for anything to impact with.

    Posted in: Data
  • 0

    posted a message on Always Autocast

    An unit won't auto-cast anything if it has other explicit orders (such as move or attack).

    If it's supposed to be cast all the time no matter what, in a transient ability-like way, you may be better off using a behavior with a periodic effect...

    Posted in: Data
  • 0

    posted a message on (Solved) Changing the "required for placement" sound

    A quick search revealed e_cmdCantBuildOnThat also uses the same "Vespene geyser required for placement", tried modifying that one?

    Posted in: Data
  • 0

    posted a message on Help generate attention to 256x256 map limit

    I'm pretty sure their code is well designed to accommodate a change such as bigger maps "easily".

    A bigger issue for them may be the player hardware requirements. A 512x512 map implies 4 times the memory usage and probably a lot more processing to track everything going on. For such maps to be playable on most machines, they may need to further improve the engine or raise the SC2 minimum hardware specifications. So I think these limitations are probably much more political than technical.

    Edit: Also, 256x256 seems plenty big enough to me. It's huge even for 8 player games. And if you are trying to design a RPG within SC2, the map will just never be big enough. That would require an engine able to load terrain in chunks rather than all of  it, and the SC2 engine wasn't designed for that.

    Posted in: General Chat
  • 0

    posted a message on APC load / unload animations

    Open data editor, select model, actor or unit and hit ctrl+P. This will open the model previewer where you'll be able to inspect the model's animations and their names, attachments points, etc.

    Posted in: Data
  • 0

    posted a message on any way of getting and setting "learn" ability points?

    What about a big behavior stack, which tracks the count of points, one behavior per point? Then you can easily create requirements based on the behavior count.

    Posted in: Triggers
  • 0

    posted a message on APC load / unload animations

    Easiest way may be to apply a behavior that allows you to load/unload (otherwise, ability commands are disabled by a requirement).

    Then, in the unit's actor, you respond to Behavior.MyBehavior.on and Behavior.MyBehavior.off by playing the desired animation.

    Posted in: Data
  • 0

    posted a message on (Solved) Buttons won't show up

    Make sure the button is properly linked to something. If it's an ability, make sure the fields for the ability and ability command have something.

    Posted in: Data
  • 0

    posted a message on Ability to nullify damage and cause taunt.

    The part about being "forced to attack" is a tricky one.

    You can issue an order to all these units (Issue Order effect), but the player would be able to cancel the order and do something else. You could also apply a behavior that makes the unit uncommendable and so on, but that only work for human players. Computer AIs seem to ignore that flag entirely and will issue new orders to the units anyway (you could get around that trigger-side by Enabling/Disabling script control when the behavior is enabled).

    Posted in: Data
  • 0

    posted a message on Ability to nullify damage and cause taunt.

    Have the ability execute an Apply Behavior effect, link the effect to a behavior with Damage Response Chance set to 1, Damage Response Modify Fraction set to 0.

    I'm not too sure what an AOE taunt is supposed to be...

    Posted in: Data
  • 0

    posted a message on Trigger questions

    Don't use the dialog's title, create a "label" dialog item and set the priority of your dialog items so they render in the order desired.

    Create unit group for all units of player X, loop through it (for each unit MyUnit in unit group MyUnitGroup), and kill/remove each unit.

    Use unit groups to keep track of all of a player's units. If you need to store extra per-unit information, use "unit custom values" (extra custom data you can assign to units in triggers code).

    Posted in: Triggers
  • 0

    posted a message on Create a copy of the target unit?

    That is interesting, actually. A "Spawn Unit" field set to None instead spawns an unit of the same type as the Target:Origin unit?

    It's very unexpected, but certainly nice.

    Posted in: Data
  • 0

    posted a message on Problem with space terrain and fog of war

    I haven't tried this, but in theory...

    Edit the Terrain Cliff Meshes for your terrain tileset. There's a list of heights typically set to -8.0, 0.0, 2.0, 4.0. Try moving everything up by 8.0?

    Let us know if that works!

    Posted in: Terrain
  • 0

    posted a message on Create a copy of the target unit?

    The data-only solution would be to create a huge Switch effect, with a long list of validators to check again each unit type to call a specific effect creating that unit type. It's not very elegant but it works...

    Posted in: Data
  • To post a comment, please or register a new account.