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    posted a message on Is it Possible to accumulate Items?
    Quote from northwind16: Go

    @DrSuperEvil: Go

    I don't understan your comment. Do you means this thread isn't work? sorry, my bad english.

    He means theres a better way to do it with pure data, but he didn't explain how.

    Posted in: Data
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    posted a message on [Ability] Energy Absolution
    Quote from aczchef: Go

    tutorial?

    O u think it should be moved to tuts section? *Calls mod*

    Quote from sigmapl: Go

    tbh it does not look very effective when there are only few units around. Maybe instead create a blast wave that kills within its radius?

    That'd be OP, but could easily be done by editing the Flags of the Damage effect and checking the Kill box.
    This would kill every unit it hit.

    Or one could always increase the radius ;)

    Quote from AluCardvanHellsing: Go

    i like it

    good work

    ty ^_^

    Posted in: Tutorials
  • 0

    posted a message on Playing animations in reverse?

    So no.

    Posted in: Data
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    posted a message on Flying Siege Tank?

    Do this - - v - - for tank mode and siege mode.
    http://img842.imageshack.us/img842/1165/1111ed.png
    Full size image

    Posted in: Data
  • 0

    posted a message on Remove Tychus's chaingun?

    Well I was looking at the Tychus (chaingun) model in the previewer and it looked separate from the actual tychus model. I havn't really done much research, but it looked like either;

    A) You can remove the Chaingun from the model
    or
    B) You can make the chaingun invisible by changing the texture of it to a transparent one using Texture By ID.





    But again, I havn't tested either of these so they're theory.

    Posted in: Data
  • 0

    posted a message on [Guide / Compilation] - Custom Made Ais Using Triggers.

    It didn't look broken when I opened it up, it's more of a small framework than anything.

    Posted in: Tutorials
  • 0

    posted a message on Collision
    Quote from LosTacos: Go

    I don't know, how do you get it on there?

    http://img69.imageshack.us/img69/6552/1111is.png

    But I just added it 4 u ; )

    Posted in: Triggers
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    posted a message on [Ability] Energy Absolution

    We will be giving a Stone Zealot the ability, Energy Absolution. This ability will take you through the basics of terrain deformation, show you how to freeze an animation, teach you to link actors (model & sound) to effects and abilities, and finally create an AoE effect that decreases its effect radially outward (Units more near the center will be damaged more).




    _-+*^*+-_-+*^*+-_-+*^*+-_ Effects Tab _-+*^*+-_-+*^*+-_-+*^*+-_

    Open the data editor (F7) & create a new Effect (Ctrl+ +) in the effects tab.
    Name: Energy Absolution (Dmg)
    ID: *press suggest*
    Effect Type: Damage
    ¤ This is where the damage comes from.
     Right side panel modifications:
    AI Notify Flags: Hurt Enemy
    ¤ Tells the that its hurting an enemy.
    Amount: 20
    Flags: Notification
    ¤ Let's the enemy unit know it's being attacked.

    Create a new effect (Ctrl+ +)
    Name: Energy Absolution (SA)
    ID: *press suggest*
    Effect Type: Search Area
    ¤ This is what decides which units should be hit by our damage.
     Right side panel modifications:
    Double click Areas. Now click on the green X so we can add a new value.
    For the Effect, put Energy Absolution (Dmg)
    Radius: 2
    Radius Bonus 1
    ¤ Radius is the distance outward from the center that the damage effect will look for units to hit. Radius bonus adds onto the radius for every successive time this Search Area is used. Our next effect will use this Search Area 5 times, so the radius goes from 2 to 7. This creates our ripple effect.
    Modify the Search Filters to read: Required: Ground; Excluded: Self, Player, Ally, Stasis, Dead

    Create a new effect (Ctrl+ +)
    Name: Energy Absolution (Ripple CP)
    ID: *press suggest*
    Effect Type: Create Persistent
    ¤ This will make our Search Area happen 5 times with a small delay between each Search.
     Right side panel modifications:
    Initial Delay: .8
    ¤ Tells our persistent effect to wait .8 seconds before doing ANYTHING else.
    Period Count: 5
    ¤ Repeat our Search Area effect 5 times.
    Periodic Effects: Energy Absolution (SA)
    ¤ Effect that will be repeated.
    Periodic Offsets: 0,-.3,0
    ¤ Move our Search Area 3 units in front of our creature (Later we will use Stone Zealot).

    _-+*^*+-_-+*^*+-_-+*^*+-_ Buttons Tab _-+*^*+-_-+*^*+-_-+*^*+-_

    Open the buttons tab and create a new button (Ctrl+ +)
    Name: Energy Absolution
    ID: *press suggest*
     Right side panel modifications:
    Alert Icon: Assets\Textures\btn-tips-terran-energynova.dds
    Alert Tooltip: Send a large burst of energy flowing deep into the Earth begging to find an escape.
    Hotkey: E
    Icon: Assets\Textures\btn-tips-terran-energynova.dds
    Tooltip: Send a large burst of energy flowing deep into the Earth begging to find an escape.

    _-+*^*+-_-+*^*+-_-+*^*+-_ Abilities Tab _-+*^*+-_-+*^*+-_-+*^*+-_

    Open the abilities tab and create a new ability (Ctrl+ +)
    Name: Energy Absolution
    ID: *press suggest*
    Effect Type: Effect - Instant
     Right side panel modifications:
    Open Commands + and click on the very top row that says execute.
    Make sure Show In Glossary is checked.
    Scroll to the bottom and for Default Button use Energy Absolution
    ¤ This sets which button our ability is linked to by default.
    Cost +: Click the green X to create a new value.
    Under Cooldown for Time Use put 5
    ¤ Must wait 5 seconds between each use of Energy Absolution.
    Under Vitals, click Energy and in the very bottom box put 50
    ¤ Makes our ability cost 50 energy.
    AI Notift Effect: Energy Absolution (Ripple CP)
    Effect: Energy Absolution (Ripple CP)
    Finish Time: .6
    ¤ Approach, Prepare, Cast, Finish are the Stages of any ability. We are setting the Finish time to .6 seconds.
    Prepare Time: .6
    ¤ See above.

    _-+*^*+-_-+*^*+-_-+*^*+-_ Models Tab _-+*^*+-_-+*^*+-_-+*^*+-_

    Open the models tab and create a new model (Ctrl+ +)
    Name: Energy Absolution (Explode)
    ID: *press suggest*
    Model Type: Generic
    ¤ This will be the model of our energy explosion effect.
     Right side panel modifications:
    Model: Assets\Effects\Protoss\EnergyTransferLaunch\EnergyTransferLaunch.m3

    Create a new model (Ctrl+ +)
    Name: Energy Absolution (Fist E)
    ID: *press suggest*
    Model Type: Generic
    ¤ This will be the model of our enery accumulation at our unit's fist.
     Right side panel modifications:
    Model: Assets\Effects\Protoss\EnergyTransferImpact\EnergyTransferImpact.m3

    _-+*^*+-_-+*^*+-_-+*^*+-_ Actors Tab _-+*^*+-_-+*^*+-_-+*^*+-_

    Open the actors tab and create a new actor (Ctrl+ +)
    Name: Energy Absolution (Terrain)
    ID: *press suggest*
    Actor Type: Terrain Deformer
    ¤ This actor will create a small mountain where energy shoots up from.
     Right side panel modifications:
    Blend Time: .2
    ¤ Take .2 seconds to change the land to our height.
    Flags: Scale to Host
    Footprint: Creep Tumor
    ¤ The shape the peak of our mountain will be (Creep tumors are round and small, PERFECT!).
    Height Delta: 1
    ¤ Height of terrain deformation (You can also use negative numbers for valleys).
    Influence Range: 1
    ¤ Distance from center that will be affected.
    Events +:
    {
     New Event (Right click -> Add Event):
    ~Msg Type: Effect
    ~Source Name: Energy Absolution (Dmg)
    ~Sub Name: Start
    Click the movie icon (Action) and put Create
    ¤ This makes it so that this actor is created when the enemy unit gets damaged by our effect.
     New Event:
    ~Actor Creation
     Action: Timer Set; Duration: .2, Name: Timer
     New Event:
    ~Timer Expired
    ~Right click our newly made action and click Add Term
    Term type: TimerName; Enter Timer into the box
     Action: Destroy
    ¤ This destroys our actor after .2 seconds, which is the time it will take to deform the terrain into a small mountain.
    }

    New Actor (Ctrl+ +)
    Name: SOp3Fwd
    ID: *press suggest*
    Actor Type: Site Operation (Local Offset)
    ¤ This moves our actor model (Energy Absolution (Fist E)) 3 units forward so it matches our Stone Zealot better.
     Right side panel modifications:
    Local Offset: 0,-3,0
    ¤ -3 for the y value means "Three units in front of."

    New Actor (Ctrl+ +)
    Name: Energy Absolution Fist E
    ID: *press suggest*
    Actor Type: Model
    ¤ This creates the visible energy on our Stone Zealots fist.
     Right side panel modifications:
    Events +:
    {
     New Event:
    ~Msg Type: Effect
    ~Source Name: Energy Absolution (Ripple CP)
    ~Sub Name: Start
     Action: Create
     New Event:
    ~Actor Creation
     Action: Animation Play; Name: BSD, Animation Properties: Stand
    }
    Host +: Under Subject, click Alias then in the box use _Unit
    ¤ This makes any offsets we set for this actor to be with reference to a unit (creature), not the map itself.
    Host Site Operations +: Click the green X to add a new value and in the box beneath use SOp3Fwd
    ¤ Now this actor will be created 3 units in front of our Stone Zealot.

    New Actor (Ctrl+ +)
    Name: Energy Absolution (Explode)
    ID: *press suggest*
    Actor Type: Model
    ¤ This actor will create the visible energy that explodes out of the ground.
     Right side panel modifications:
    Events +:
    {
     New Event:
    ~Msg Type: Effect
    ~Source Name: Energy Absolution (Dmg)
    ~Sub Name: Start
     Action: Create
     New Event:
    ~Actor Creation
     Action: Animation Play; Name: BSD; Animation Properties: Stand
     New Event:
    ~Animation Done
    ~Right click our newly made action and click Add Term
    Term Type: AnimName; Name: BSD
     Action: Destroy
    }

    New Actor (Ctrl+ +)
    Name: Energy Absolution (Explode S)
    ID: *press suggest*
    Actor Type: Sound
    ¤ This will be our energy explosion sound.
     Right side panel modifications:
    Events +:
    {
     New Event:
    ~Msg Type: Effect
    ~Source Name: Energy Absolution (Dmg)
    ~Sub Name: Start
     Action: Create
     New Event:
    ~Sound Done
     Action: Destroy
    ¤ Create our sound/play it when the damage is done & destroy it after the sound finishes.
    }
    Sound: Protoss_ExplosionLarge

    New Actor (Ctrl+ +)
    Name: Energy Absolution (Fist ES)
    ID: *press suggest*
    Actor Type: Sound
    ¤ This will be our fist energy absorb sound.
     Right side panel modifications:
    Events +:
    {
     New Event:
    ~Msg Type: Ability
    ~Source Name: Energy Absolution
    ~Sub Name: Source Finish Start
     Action: Create
     New Event:
    ~Sound Done
     Action: Destroy
    ¤ Create our sound/play it when the Stone Zealot's fist hits the ground (At the beginning of the Ability Finish Time) and destroy after the sound plays once.
    }
    Sound: Protoss_BuildingWarpFinish

    Find the Stone Zealot Actor
     Right side panel modifications:
    Events +:
    {
     New Event:
    ~Msg Type: Ability
    ~Source Name: Energy Absolution
    ~Sub Name: Source Approach Start
     Action: Animation Play; Name: Spell (Add Spell by going to customize, typing Spell and pressing the green X); Animation properties: Spell
    ¤ This will play the Stone Zealot's Spell animation at the beginning of our ability.
     New Event:
    ~Msg Type: Ability
    ~Source Name: Energy Absolution
    ~Sub Name: Source Finish Start
     Action: Animation Set Paused; Name: Spell; Paused: Enabled
    ¤ This freezes the Spell animation right when the Stone Zealot's fist hits the Earth (Exactly what we want).  New Event:
    ~Msg Type: Ability
    ~Source Name: Energy Absolution
    ~Sub Name: Source Finish Stop
     Action: Animation Set Paused; Name: Spell; Paused: Disabled

     New Event:
    ~Actor Creation
     Action: Animation Play; Name: BSD; Animation Properties: Stand
     New Event:
    ~Animation Done
    ~Right click our newly made action and click Add Term
    Term Type: AnimName; Name: BSD
     Action: Destroy
    }

    _-+*^*+-_-+*^*+-_-+*^*+-_ Units Tab _-+*^*+-_-+*^*+-_-+*^*+-_

    Don't create new this time :) just find the Stone Zealot unit
     Right side panel modifications:
    Abilities +: Click the green X and in the box use Energy Absolution
    Command Card +: Click the bottom left most grey box. Now click the green X and put:
    Command Type: Ability Command
    Ability: Energy Absolution



    (>^.^)> <DonE> <(^.^<)

    Posted in: Tutorials
  • 0

    posted a message on [SOLVED]What happened to the texture set contents?

    press ctrl+d

    Posted in: Data
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    posted a message on Action-Kill Unit 1 if Unit1 is dead kill Unit 2

    global variable: zomgdead

    trigger:
    event: w/e
    action:
    if
    - zomgdead=0
    then
    - kill SC2Mapster
    - modify variable, zomgdead + 1
    else
    - if
    - - zomgdead = 1
    then
    - - kill Staredit
    - - modify variable, zomgdead + 1
    else
    - - - if
    - - - zomgdead = 2
    then
    - - - kill BNet
    - - - modify variable, zomgdead + 1
    else
    - - - - if
    etc. etc. etc.

    Posted in: Triggers
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    posted a message on Check Player in Player group

    http://img846.imageshack.us/img846/9613/1111z.png

    Posted in: Triggers
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    posted a message on line of sight trigger help

    You can do it like this through data. Triggers, I'm not sure.

    Posted in: Triggers
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    posted a message on Few questions on trigger AI
    Quote:

    unit acquires a target

    trigger event does exist if that's what you're asking. & You can always turn chunks of units into unit groups and order them like that instead of all acting individually.

    2nd Q, yes.

    Example AI here.

    Posted in: Triggers
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