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    posted a message on Unit Actor Variation
    Quote from DrSuperEvil: Go

    If it is every unit that would get tough.

    Yeah I see that, that kind of defeats the purpose of even using the default system for me personally. I think I'm going to just use behaviors that apply a variation and then validate the unit to determine which model to swap out for. It sounds like the same amount of work and I get the added benefit of being able to determine which variation I'm using through a validator.

    Thanks for all of your help though, I learned a lot!

    Posted in: Data
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    posted a message on Unit Actor Variation

    @DrSuperEvil: Go

    Quote from DrSuperEvil: Go

    Sorry, one above that.

    When the unit dies the actor automatically orphans and destroys itself.

    Ahh I see, that's what I figured. Although, that's kind of lame, I wish that wasn't the case.

    Quote from DrSuperEvil: Go

    Use a global reference and a reference set event action to set the hosting to the unit again on revive.

    I've never used a global reference before, but I'll give it a shot. Although that would pose a problem: wouldn't I need a global reference for each unit that I want to keep the same model variation? If so, then I'm not sure this will be practical enough to work.

    Thanks again for the help!

    Posted in: Data
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    posted a message on Unit Actor Variation
    Quote from DrSuperEvil: Go

    Check the events for Orphan and Unit Death that uses a Destroy event action.

    The events top 5 (No. 4) the Unit Revive event.

    Thanks a lot for helping! However, I'm still a bit confused. I'm going to ask a lot of questions, so I'll take this opportunity to apologize in advance. :D

    I looked for events with Orphan and Unit Death, however I did not find any inside the unit events+, or should I be looking in a different actor? I see the Unit Revive event, it is setting the Reference System: "Host Turret Body" to the Alias "_Selectable". That makes sense, but I don't see how the unit is being destroyed upon death? Did you mean I need to look for this "Host Turret Body" actor and find the event that is destroying it? I can't seem to find the actor it is referencing there.

    Quote from DrSuperEvil: Go

    Seems Unit actor destruction is now linked to the unit, was not like that in the past. Use a Model type actor as an avatar that is not destroyed buy just hidden on death.

    What do you mean by: "linked to the unit?", does that mean the actor is destroyed internally without requiring an event to do so? So I would need to use a model type actor that is not destroyed but just hidden on death, interesting. If that's true then it shouldn't be too hard to fix this problem.

    Hmm, upon making that actor how do you propose I should link it to the unit actor? I would imagine just creating the model actor when the unit is created and setting up a reference for it would suffice. However, I'm not sure that it would be the best way to do it.

    Again, thanks so much for all your help!

    Posted in: Data
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    posted a message on Unit Actor Variation

    @DrSuperEvil: Go

    Right, I understand that. But perhaps you understand it better than I, do you know of any way I can prevent that? All I really see is a default unit event which sets a new reference for the actor when the unit is revived. However, I don't actually see where the unit is created (or destroyed, upon death, for that matter) when a unit is revived. Maybe I'm just overlooking it, but it feels like I'm missing something since it makes no sense to me.

    Any hints? :D

    Thanks for the response!

    Posted in: Data
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    posted a message on Unit Actor Variation

    Is there any way for a variation to be selected only ONCE, without having to create my own variation system. For example: every time my actor unit is revived he/she gets a new model. Well to me, this looks really lame since you might have died as a female and were revived as male.

    Posted in: Data
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    posted a message on Catalog Field Values

    @mnadeau1992: Go

    Seems like someone beat me to the explanation. I think you got the hang of it, you're most welcome.

    Posted in: General Chat
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    posted a message on Catalog Field Values

    @mnadeau1992: Go

    Use the catalog "Effect" type. You have to reference the effect that handles the damage for a weapon ("Amount", field). For the period, you have to reference the weapon itself.

    If you're confused and need specific instructions, I'll follow up shortly.

    Posted in: General Chat
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    posted a message on Catalog Triggers with abilities

    @onslaughtbear: Go

    Ahh, you're right. I didn't actually try it out myself, until now, I just knew that the format was correct. However, after actually trying it myself I see that everything works fine- you can perform the test yourself by printing the contents of that field in a message to show it's validity.

    Then, I just looked at the link you provided and found this: "I'm sure you can only change what you can change through upgrades.". So basically, you can't change the ability list in this way during run time. This method would only be good for changing contents in some fields, while allowing you access to check the contents of other fields.

    You're going to need a different method for this work, adding the blink ability and simply adding a requirement would be a good method. It kind of makes sense, I mean if you were able change this during the mid-cast of an ability you would totally screw the game.

    Posted in: Triggers
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    posted a message on Catalog Triggers with abilities

    @onslaughtbear: Go

    "ErrorCatalogFieldNotWritten" simply means that the field path is not correct. Since the field path of ""AbilArray[4].Link" is actually correct the problem can only be due to one reason: the catalog function is meant to change an existing value. So, if the Dark Templar doesn't have a 5th ([4] = the 5th ability) there is nothing to change, right?

    Try placing a dummy ability for the unit in that position, then the dummy ability would be turned into the "Blink" ability when your trigger worked.

    Good luck!

    Posted in: Triggers
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    posted a message on Penetrator Round cursor enemys in line tracer.?

    @TwoDie: Go

    Yes, but it's super complicated and in my mind- not worth the effort.

    Here is a link: http://www.sc2mapster.com/forums/development/map-development/6738-bug-with-raynor-penetrator-round/

    However try searching the forum before asking, because there is like 9,123,402,934,023,948 topics about this subject.

    Posted in: Data
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    posted a message on Expanding on AI Melee

    @Nardival: Go

    Hmm.. I searched, but didn't find anything that stuck out at me. I'll keep trying at a later time.

    @zeldarules28: Go

    Thanks for the suggestion, but I was thinking more along the lines of messing with the actual AI that the melee game uses. Using triggers wouldn't help since I can't "inject" code. For example: I wouldn't be able to change the build order of SCV's.

    I think I'm onto something, but I'll need to investigate further. If anyone else has any ideas/suggestions feel free to share them. My idea for this thread was to have it be a "collective information center" for AI (re)building that would benefit everyone.

    Posted in: Miscellaneous Development
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    posted a message on Returning units to built spot - like squadron td

    @Stexen: Go

    Simple really. You need two sets of units, one is non-movable and the other moves. The non-movable one is hidden during the round start, the other one is created in that location. Then you simply unhide the original unit.

    You can hide the unit by giving it a behavior that has the flags "suppress collision" and "no draw" checked, under modification+.

    Posted in: Triggers
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    posted a message on Expanding on AI Melee

    @CSMakoInfused: Go

    Alright, well it seems that no one knows the answer to my question. Lol, it's almost like a secret- I would be shocked to think that no one has tried to do anything with it thus far. So, let's try a different approach.

    What, if anything, does ANYONE know about creating AI for a map?

    Posted in: Miscellaneous Development
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    posted a message on 3 questions

    @pinzu: Go

    Since all the others were adequately answered, I'll tackle number 3.

    For number 3, if I understood your example correctly, you just need to create an upgrade. The upgrade level can be increased/decreased by a trigger. You can use a requirement to check to see what level the upgrade is currently. Simple as that :).

    Posted in: Data
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    posted a message on Unit Animations per Weapon?

    @Thunder_Eye: Go

    Well honestly. I tried referencing certain animations before as well. I'm not 100% sure why, but sometimes even if you reference the correct animation- with the correct name...it still doesn't work. It might have to do with some information in the model/animation itself.

    You can try this test for yourself, since I remember the circumstances:

    I used the Abberration model, I had an event that played the unit's "Burrow" animation when an ability was used, and it worked just fine the animation played and everything. THEN, I changed the animation to use "Stand Cover" (making sure to select "Stand" then "Cover" seperately) and the animation would not play.

    In conclusion, I think there is something unseen that prevents some animations from playing at all, if you can identify that you might be able to solve your problem.

    Posted in: Data
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