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    posted a message on [Request] More Arena Mod Sounds

    Hey all, just a humble request that if someone has some extra time, some more arena mod sounds would be amazing!

    By arena mod sounds I mean the announcer sounds, things like "double kill", "ownage!", and "begin!".
    Mainly I'm looking for Capture the Flag additions to this, like "Flag Taken" and "Kill their carrier".
    Anything really would be great. I'm sure it would help more than just my map.

    Posted in: Audio Development
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    posted a message on Trying to attach an actor and destroy it.

    @Kueken531: Go

    Here's the xml for the actor being attached:
    <CActorUnit id="SpeedBoost" parent="GenericUnitStandard" unitName="DefensiveWall45GateLargeEastLowered">
    <EditorCategories value=""/>
    <On Terms="Behavior.SpeedBoost.Off" Send="Destroy"/>
    <On Terms="Item.SpeedBoost" Send="Create"/>
    <Model value="SpeedBoost"/>
    <Scale value="0.100000"/>
    <BuildModel value="RedFlag"/>
    <DeathArray index="Normal" ModelLink="RedFlag"/>
    <PlacementModel value="RedFlag"/>
    <HighlightTooltip value="Unit/Name/Bogus"/>
    <ModelFlags index="AllowHitTest" value="0"/>
    </CActorUnit>

    and here's the xml for the actor it is being attached to:

    <CActorUnit id="xGhost" parent="GenericUnitStandard" unitName="xReaper">
    <Macros value="UnloadDropAnim"/>
    <EditorCategories value=""/>
    <On index="45" Terms="Abil.TacNukeStrike.SourceCastStart" Send="AnimPlay SpellA Spell,A"/>
    <On index="46" Terms="Abil.TacNukeStrike.SourceCastStop" Send="AnimClear SpellA"/>
    <On index="47" Terms="Abil.TacNukeStrike.SourceChannelStart" Send="AnimPlay SpellB Spell,B PlayForever"/>
    <On index="48" Terms="Abil.TacNukeStrike.SourceChannelStop" Send="AnimClear SpellB"/>
    <On index="49" Terms="Abil.TacNukeStrike.SourceFinishStart" Send="AnimPlay SpellC Spell,C"/>
    <On Terms="Abil.TacNukeStrike.SourceFinishStop" Send="AnimClear SpellC"/>
    <On Terms="Abil.Snipe.SourceCastStart" Send="AnimBaselineStop"/>
    <On Terms="Abil.Snipe.SourceCastStart" Send="AnimPlay SpellA Spell,A"/>
    <On Terms="Abil.Snipe.SourceCastStop" Send="AnimClear SpellA"/>
    <On Terms="Abil.Snipe.SourceCastStop" Send="AnimBaselineStart"/>
    <On Terms="Abil.Snipe.SourceChannelStart" Send="AnimPlay SpellB Spell,B PlayForever"/>
    <On Terms="Abil.Snipe.SourceChannelStop" Send="AnimClear SpellB"/>
    <On Terms="Abil.Snipe.SourceFinishStart" Send="AnimPlay SpellC Spell,C"/>
    <On Terms="UnitMovementUpdate.*.Walk; AnimPlaying SpellC" Send="AnimBracketStop Desecrate Instant"/>
    <On Terms="Abil.EMP.SourceCastStart" Send="AnimPlay SpellC Spell,C 0 0.000000 0.300000"/>
    <On Terms="Abil.attack.ReadyStart" Send="AnimGroupApply Ready"/>
    <On Terms="Behavior.GhostHoldFireB.On" Send="AnimGroupApply Cover"/>
    <On Terms="Behavior.GhostHoldFireB.On" Send="AnimPlay MorphStart Cover,Start"/>
    <On Terms="Behavior.GhostHoldFireB.On" Send="AnimClear MorphEnd"/>
    <On Terms="Behavior.GhostHoldFireB.Off" Send="AnimPlay MorphEnd Cover,End"/>
    <On Terms="Behavior.GhostHoldFireB.Off" Send="AnimClear MorphStart"/>
    <On Terms="Behavior.GhostHoldFireB.Off" Send="AnimGroupRemove Cover"/>
    <On Terms="WeaponStart.*.AttackStart; WeaponTargetElevation GE 20.000000" Send="AnimBracketStart Attack Attack,Superior"/>
    <On Terms="WeaponStart.*.AttackStart; WeaponTargetElevation LE -20.000000" Send="AnimBracketStart Attack Attack,Inferior"/>
    <On Terms="WeaponStart.*.AttackStart" Send="AnimBracketStart Attack Attack {} {} 0 -0.100000"/>
    <On Terms="WeaponStop.*.AttackStop" Send="AnimBracketStop Attack"/>
    <On Terms="Abil.attack.ReadyStop" Send="AnimGroupRemove Ready"/>
    <On Terms="Abil.EchoRifle.SourceCastStart" Send="AnimBracketStart Desecrate Attack {} Stand ContentNonLooping,ContentPlayOnce 0.450000 AsDuration"/>
    <On Terms="Abil.PulseRifle.SourceCastStart" Send="AnimBracketStart Desecrate Attack {} Stand ContentNonLooping,ContentPlayOnce 0.450000 AsDuration"/>
    <On Terms="Abil.StormStriker.SourceCastStart" Send="AnimBracketStart Desecrate Attack {} Stand ContentNonLooping,ContentPlayOnce 0.450000 AsDuration"/>
    <On Terms="Behavior.VoidChanneling.On" Send="AnimBracketStart ae {} Attack {} OpeningPlayForever"/>
    <On Terms="Abil.VoidRayChannel.SourceChannelStart" Send="AnimPlay ae Spell,B PlayForever"/>
    <On Terms="Abil.VoidRayChannel.SourceChannelStop" Send="AnimClear Beam1"/>
    <On Terms="Behavior.VoidChanneling.Off" Send="AnimClear Beam1"/>
    <On Terms="Effect.CreateUnitSlivanCreep" Send="AnimClear Beam1"/>
    <On Terms="Behavior.VoidChanneling.Off" Send="AnimBracketStop ae"/>
    <Scale value="1.450000,1.450000,1.630000"/>
    <AnimBlendTime value="-0.800000"/>
    <EventDataFootprint index="0" Actor="" Model=""/>
    <EventDataSound index="0" Actor=""/>
    <DeathArray index="Normal" ModelLink="GhostDeath" SoundLink="Ghost_Explode"/>
    <DeathArray index="Blast" ModelLink="GhostDeathBlast"/>
    <DeathArray index="Disintegrate" ModelLink="GhostDeathAcid" SoundLink="Uni_DeathFXAcid"/>
    <DeathArray index="Eviscerate" ModelLink="GhostDeathEviscerate" SoundLink="Uni_DeathFXEviscerate"/>
    <DeathArray index="Fire" ModelLink="GhostDeathFire" SoundLink="Uni_DeathFXFire"/>
    <DeathCustoms index="0" ModelLink="" Name=""/>
    <DeathCustoms index="1" ModelLink="" Name=""/>
    <DeathCustoms index="2" ModelLink="" Name=""/>
    <DeathCustoms index="3" ModelLink="" Name=""/>
    <PortraitModel value="GhostPortrait"/>
    <WalkAnimMoveSpeed value="2.25"/>
    <AbilSoundArray AbilCmd="GhostCloak,On" Sound="Ghost_CloakOnVO"/>
    <AbilSoundArray AbilCmd="EMP,Execute" Sound="Ghost_EmpVO"/>
    <AbilSoundArray AbilCmd="TacNukeStrike,Execute" Sound="Ghost_NuclearStrikeVO"/>
    <BarHeight value="1"/>
    <BarOffset value="50"/>
    <BarWidth value="42"/>
    <GroupIcon>
    <Image value="Assets\Textures\Wireframe-Terran-Ghost.dds"/>
    </GroupIcon>
    <HeroIcon value="Assets\Textures\btn-unit-terran-ghost.dds"/>
    <HighlightTooltip value="Unit/Name/xGhost"/>
    <LifeArmorIcon value="Assets\Textures\btn-upgrade-terran-infantryarmorlevel0.dds"/>
    <SelectAbilCmd value="EMP,Execute"/>
    <UnitIcon value="Assets\Textures\btn-unit-terran-ghost.dds"/>
    <Wireframe>
    <Image value="Assets\Textures\Wireframe-Terran-Ghost.dds"/>
    </Wireframe>
    <Model value="Ghost2"/>
    <BuildModel value="Ghost2"/>
    <PlacementModel value="Ghost2"/>
    <SoundArray index="Ready" value="Ghost_Ready"/>
    <SoundArray index="Help" value="Ghost_Help"/>
    <SoundArray index="What" value="Ghost_What"/>
    <SoundArray index="Yes" value="Ghost_Yes"/>
    <SoundArray index="Attack" value="Ghost_Attack"/>
    <SoundArray index="Pissed" value="Ghost_Pissed"/>
    <ModelFlags index="AllowHitTest" value="0"/>
    </CActorUnit>

    Posted in: Data
  • 0

    posted a message on Trying to attach an actor and destroy it.

    @RedeyesFrenzyDragon: Go

    This didn't seem to work :/
    Do I disable that on the original actor or the actor being added?

    Posted in: Data
  • 0

    posted a message on Trying to attach an actor and destroy it.

    @Kueken531: Go

    How do I post the XML data of the actor?

    Posted in: Data
  • 0

    posted a message on Trying to attach an actor and destroy it.

    Hey all, I'm kinda stuck on this problem...

    So I have a unit picking up an item, which gives it a behavior. I'm trying to creating a cool looking aura type thing for this behavior.

    What I'm trying to do: Have some kind of special actor get attached to a unit and then remove it when the behavior ends.
    What I have:

    Aura Actor Events:
    Behavior AURA on
    >Create
    Behavior AURA off
    >Destroy

    This creates my Aura actor on the unit, but as soon as it is destroyed I can't click back on original unit, it becomes unselectable?

    I think my method of attaching actors is wrong and how to destroy them.
    What is the common method for this?

    Posted in: Data
  • 0

    posted a message on MSG From Blizzard.

    Blizzard's already heard this a million times but I'm sure hearing it again won't hurt.

    More than 3 playable cliff levels! Seriously, three is so limiting.

    Posted in: General Chat
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    posted a message on Physics

    @AmidaZ: Go

    If you send me the map I can take a look at it. It looks like you've got some issues with your variables.

    And you don't need it to select all at once, one by one will work. I have a physics engine in my map and that's how it works.

    Posted in: Triggers
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    posted a message on Physics

    @AmidaZ: Go

    It might not be necessary especially if you're not adding or removing zerglings to/from this group.

    @PillowFort: Go

    You could try putting a Pick Every Unit in Unit Group action, then replacing every reference of zergling with the Picked Unit.
    I'm not sure what you're trying with the marine in this?

    Posted in: Triggers
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    posted a message on Hiding all unit information on the bottom?

    Hey all,

    I was looking to hide all unit information, health, shield, energy, wireframe, name, attack, defense, and behaviors. What do I need to add to hide these?

    Posted in: UI Development
  • 0

    posted a message on Physics

    @AmidaZ: Go

    No you wouldn't.
    There's quite a few ways you could do this, but a unit group may be the easiest.

    Add all of your physics units into a global unit group.
    Make your global variables into arrays with a decent size. The max amount of possible zerglings plus a few is a good number.

    Then you need to create a way to organize your zerglings so that each zergling is appropriately marked to a specific number.
    This number will be the number that corresponds to its position in the variable arrays you just made.
    I suggest using the unit's custom values. Make each one's custom value for 0, into this unique specific number.
    You can do this by using the Action - Set Unit Custom Value.

    Now you need to rewrite that previous trigger so that it cycles through the unit group. Unit Group - Pick every unit in unit group and do actions.
    Just replace any reference to that original zergling with a "Picked Unit" reference.

    You'll also need a system for catalogueing the new zerglings if you plan to remove/add zerglings throughout the game.

    This was a little vague, but I hope it helped.

    Posted in: Triggers
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    posted a message on Custom Wall Terrain Object

    @DrSuperEvil: Go

    Well. That was probably the smartest idea ever lol.

    But now I'm running into this bug where I've got my modified terrain object, and it won't let me delete it. I have to go into the data editor and delete it there, then reload the map.

    Posted in: Miscellaneous Development
  • 0

    posted a message on What Wc3 classics are available in Sc2?

    Wc3 -> Sc2

    • Dark Deeds 6 -> Dark Deeds
    • Eras Zombie Invasion -> Eras Zombie Invasion
    • Warlocks -> Magecraft
    • Hungry Hungry Felhound -> Angry Angry Templar and there's another that showed up on the main feed awhile ago.
    • Uther Party -> Raynor Party (I think?)
    Posted in: General Chat
  • 0

    posted a message on Custom Wall Terrain Object

    This was awesome. I got one Wall terrain object to go above the 3rd terrain cliff, but it's really not what I was looking for.

    I guess this is more of a request to see if someone could design a simple wall terrain object that could be placed into maps?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Custom Wall Terrain Object

    @DrSuperEvil: Go

    I've created a system where things like grenades, etc., can bounce off walls and such. Creating a footprint won't provide the right collision for this.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Request] Custom Wall Terrain Object

    Hmm, I'm not sure if doodads can create terrain obstructions though? I'm looking to just make an extra level terrain barrier.
    I've seen this done with giant custom mesh maps where the entire map seems to be made of a terrain object.

    Posted in: Terrain
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