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    posted a message on WDE #25 - Showcase and Beta Keys... what?

    Here's my entry, the companion to the QoB, the Zerg King. His main point is that he becomes more powerful when special swarm units are inside of him, raising several stats as well as granting the use of abilities. He has 3 abilities, Soul Drain, Ling Blast and Zerg World.

    Soul Drain: The ZK begins absorbing life from a target biological unit, absorbing 1 life per second. Also, up to 3 units can be drained from at once and while draining, the ZK cannot attack. You can target a unit that is being drained with Stop Soul Drain in order to stop the drain. The ZK requires 1 swarm unit inside him in order to drain a target, requiring 3 to drain 3 targets and the ability automatically drops targets if swarm units leave.

    Ling Blast: The ZK fires an egg full of zerglings at a target, which spawns 2-6 zerglings on impact as well as doing splash damage to surrounding enemy units. The ZK requires 4 swarm units inside him.

    Zerg World: The ZK begins a channel that causes nearby biological units to join his side, with zerg units switching immeadiatly and all other bio units having a chance to resist. After 10 secondes, creep begins to spread around the ZK and also zerglings begin to spawn. Swarm units that venture near to the ZK can carry the Zerg World effect, mind-controlling and spawning zerglings as well. The ZK requires 5 swarm units inside him and Zerg World is cancelled if the amount of swarm units drop to less than 5.

    The Zerg King also has a powerful Acid Cannon attack, which deals splash damage on impact, knocking away enemy units and also melting their armor and blinds them.

    The map includes a set of neutral marines, hydralisks and medivacs in the bottom right corner, and a group of enemy zerglings and hydralisks in the top right corner.

    Thanks to ZeldaRules28 for the video, although I would still suggest checking out the map.


    We've recorded a video for Spoolofwhool's deadly Zerg King. Check it out below if you're not up to downloading the map yourself!

    Posted in: Data
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    posted a message on How do I make an action that has a certain % chance of triggering?
    Quote from BasharTeg: Go

    @Projekton: Go

    For a 2% chance, you could do the condition "If Integer <= 1"

    Or instead of that, you could make the variable be from 0 to 50, that and make it only work if the variable is 1, it would still be a 2% chance.

    Posted in: Triggers
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    posted a message on Color beam if caster has buff

    Isn't it possible to validate the caster with a term to see if it has the buff and if so model swap?

    Posted in: Data
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    posted a message on (Solved)Need Help With Attaching Units to Units

    Have you made a custom weapon for the Medic hero?

    Posted in: Data
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    posted a message on (Solved)Need Help With Attaching Units to Units

    Make a Site actor and set the Hosting - Host + field to your science vessel actor. Then an Actor Creation event to Events - Events + and under it add the Create action.

    For the weapon effect to fire from the Site actor, add it to the Target - Launch Site of your weapon's Action actor and enable the Launch Force Site Flag under Actor - Action Flags.

    Posted in: Data
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    posted a message on (Solved)Need Help With Attaching Units to Units

    You could give the medic hero a turret under Combat - Turrets and then you can attach a Model Attachement actor using a science vessel model and then connect the turret to the science vessel using a Turret actor. This way, the science vessel will rotate with the turret. The only problem with this method is that the science vessel will not face the target and will simply continue turning, but there is another, more lenghty way of making that work.

    To make the science vessel rotate and face like a turret, you would have to give the medic hero turret along with its weapon, and have the turret have low arc. Then you would have to add a hidden actor that has a Turret Z attachement point, and then attach the science vessel to it. A Turret actor would have to be attached to the hidden actor to make it rotate.

    No matter what method you use, in order for the medic's weapon to fire from the science vessel, you need to add a Site actor to the science vessel that will then be used in the Action actor of the medic's weapon.

    Posted in: Data
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    posted a message on HELP - Exchanging Unit Texture

    @admielke: Go

    Have you tried doing the retexturing without the emissive texture to see if it would work? Also, is it possible that you could post the map? It would make it much easier to figure out the problem.

    Posted in: Data
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    posted a message on HELP - Exchanging Unit Texture

    I've noticed 2 problems you have.

    1. You put main in the target slot for the actor event. Don't. That box is used to send the actor events to another actor in the same actor event. Leave it blank so that the Texture Select By Id will target the actor it's placed in.

    2. You've made the slot for everything in both the Texture Declaration and the actual textures main. Since they are all the same, the editor is probably mixing everything up. I would suggest changing the slots to be main.diffuse, main.emissive, main.specular and main.normal, putting main.diffuse in the slot for the diffuse part of the texture declaration and the diffuse texture and linking the other texture accordingly.

    Posted in: Data
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    posted a message on HELP - Exchanging Unit Texture

    Simply making a texture and using the texture select by id is not enough, you have to add information to the Texture Declarations field of the model the unit is using. For information on doing this, check out this post: http:www.sc2mapster.com/forums/resources/tutorials/20772-data-actor-events-message-texture-select-by-id/

    Posted in: Data
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    posted a message on How to show multiple weapons?

    Just add the weapons to the Combat - Weapons and they should automatically add themselves to the ui.

    Posted in: Data
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    posted a message on Additional (not vissible) shield that absorbs X damage.

    Try setting the Combat - Damage Response - Modify Fraction to 0 and the Combat - Damage Response - Modify Limit to 100. I know something like this is possible as I've created an ability that reduces all damage done to a unit by 50% until 60 damage has been negated.

    Posted in: Data
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    posted a message on Missile coming straight down from the sky, firing a damage effect upon impact with ground?

    So, for the Target - Launch Location use target point and for Target - Impact Location use target point with Target - Impact Location - Effect set to the persistent effect.

    So, I'm not sure that the Action actor for the missile will work if you don't have a site actor for the launch and impact points, but it might. The reason I mentioned the hellion Site actor is because it is created at the location of an effect using SOp Target Point. Copying off of it, you can make a pair of Site actors that are created at the launch and impact points of the Launch Missile effect, that can then be used to control the actor although as I stated, I'm not sure if the site actors are necessary.

    Posted in: Data
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    posted a message on Missile coming straight down from the sky, firing a damage effect upon impact with ground?

    I'm guessing you mean you want a missile to appear to just fall straight from the sky like a nuke? You'll just need to make a Create Persistent that creates the Launch Missile effect at an offset that is high up and make the launch missile launch from its target point to the target point of the persistent effect. You might also need to make it so that a pair of Site actors are created at the launch and impact points for the actor to properly function. For that check out how the site actor for the hellion attack is created.

    Posted in: Data
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    posted a message on Air unit height problem

    SOp = Site Operation.

    It is a type of actor that modifies other actors when placed in their Hosting - Host Site Operations - Operations field. The order that the SOps are in matters when applying them to the actor.

    Posted in: Data
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    posted a message on Question About "Leashing" Units

    For the making the 2 units stay close together I would suggest something along the lines of each unit having a behavior that checks to see if the other unit isn't within a certain range of the other unit and isn't using the move command and orders it to move closer to the other unit until it is within the desired range and which point the behavior stops and orders the unit to stop. You can do this using a Location Range validator. You would need a way to prevent the behavior from activating when the payer orders it to move so perhaps instead of using an issued order Move ability it might be wiser to use an Apply Force effect and use a combine validator to check if the other unit is too far away and the unit isn't using the move command.

    I can provide more details if you require it.

    Posted in: General Chat
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