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    posted a message on Mobile Neural Parasite

    ah, thanks! the Location Range validator does the trick. as for the actor, i saw in the WDE #2 someone gave the overseer a tentacle weapon and simply made the missile unit actor have the tentacle model rather than an invis model with the tentacle as a separate actor that gets called upon. I'll try that to try and get around the nit-picky parts of the tentacle actor.

    Posted in: Data
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    posted a message on Mobile Neural Parasite

    So I'm essentially trying to allow a unit to move while using the neural parasite ability on an enemy. I know that removing the "channeled" flag will do just that and it works fine, but my issue is I want the control effect to terminate if the unit gets to far from the caster of neural parasite.

    I've been trying to use the Enumerate Area validator as the periodic validator for the persistant effect (which is run continuously on the targeted 'victim') to check and see if the 'victim' is too far from the caster. I was using a Unit Filters validator inside the Enumerate Area with the Validator: Unit+ set to Effect -> launch neural parasite missile (which is what directly creates the persist effect on impact) Value -> Source. The Enumerate Area searches in a radius of 11 using the compare value "Equal To" , the Search: Count is set to 1, and the Validator: Compare is set to "Greater Than Or Equal To"

    I vaguely recall the infestor at one point being able to use the ability, move around while doing so, and have a max "controlling" range, but that might have been SC1 as I can't seem to find the ability anywhere in the editor.

    Posted in: Data
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    posted a message on Learning 2 Abilities Simultaneously

    i think you can still do the switch effect method and have the area cursor show up for just the sieged mode. try making a unit type validator with the Validator: Unit+ set to Caster and the Validator: Value set to the sieged unit. then when you make the cursor splat, set it up as you normally would, but add in the term "Validate Unit Type" and use your validator there.

    not sure if this will work exactly, i've had trouble dealing with validators in actor events, but i believe it should work.

    Posted in: Data
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    posted a message on (Solved) Missile Pods Shoot Too High

    go to the actors tab and find both the "Battlecruiser Hurricane Left Attack" and the "Battlecruiser Hurricane Right Attack". Look at the Combat: Impact Point Site Operations+. You should see a Site OP called "Battlecruiser Hurricane Site OP Offset". If you remove that actor then the missiles should impact the ground.

    Posted in: Data
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    posted a message on Is it possible to make a Unit Type bigger ingame?

    @DudkiSC2: Go

    I think he wants to be able to change the sizes in-game.

    not sure how to change the radius, but you can set up an random buff that can be applied (either through triggers or data depending on how/when you want the model to change in size) then just go to the Actors tab and create and Event Macro. In the actor add the event-> Behavior.your buff.On Action-> set unit scale. Then just add the Event Macro to the Event Macro+ for the unit actors that you want to be affected.

    Or, if you want to do it manually on a unit by unit individual basis, you can just go directly into the unit actors and add the above mentioned event there to tweak how individual units are affected by the dummy buff.

    Posted in: Triggers
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    posted a message on Weekly Terraining Exercise #160: Textraordinary

    heh. If anyone wants to try it, here's an idea for anyone familiar with texture select by ID. try applying those textures to the units and making a landscape from the units or incorporating the units into the landscape.

    Posted in: Terrain
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    posted a message on Override Ability cost on Unit

    you can still do the switch effect method and have different costs show on the buttons. you're just gonna need to make a button for every different cost and then manually input the cost in each button's info. i don't remember what you type exactly, but you can put in a 'link' to the image of the energy/life/ or shields icon in the button. i think its something like <d ref=image..../> or something like that...

    Edit: ok, so the call for an image is <IMG path="place the image path here" height="any number you want" width="any number you want"/>

    so, for example, <IMG path="Assets\Textures\icon-gas-zerg.dds" height="28" width="28" would create a 28x28 icon image for vespene gas used by the zerg race. you would just need to use the above image call for your buttons and type in the number associated with the cost to make it look like the price/cost normally does.

    here are the image paths for various costs:

    - "icon-energy-nobg.dds" {Energy}

    - "icon-health-nobg.dds" {Life}

    - "icon-gas-terran.dds" {Vespene Gas}

    there are more variations for these icons, these are just the basic ones.

    Posted in: Data
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    posted a message on Data Driven Hex Grid Highlighting System

    very impressive stuff!

    Posted in: Miscellaneous Development
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    posted a message on Multiple Weapons Targeting Different Units

    All right, I managed to get it working again using the unit order queue, but what's interesting is that it only works some of the time. occasionally, one of the cannons simply refuses to fire for some time then starts working fine after that. I've checked the "continuous scan" box for both weapons and that seems to have decreased the chances of one of the cannons refusing to fire.

    Posted in: Data
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    posted a message on Multiple Weapons Targeting Different Units

    oh right the "only fire at attack target" flag. I thought he was referring to something similar to "Caster Outer Point" that you would see in Effect: Unit+ on apply behavior effects and the like for some reason.

    Edit: hrmm... still having problems. worse yet, something got tripped somewhere and now only one of the turrets will fire unless i remove all validators from it. trying to debug it, but everything seems to be in order. not sure what the problem is.

    Posted in: Data
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    posted a message on Multiple Weapons Targeting Different Units

    ah! Didn't think of Unit Order Queue I'll try that out then. What specific flags are you referring to? On the weapon or the weapon's effect?

    Posted in: Data
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    posted a message on Event Help - Unit from Unit Group Dies

    Add a condition to your trigger. ((triggering unit is in unit group) = True The "1" index refers to the unit that is considered the first unit added to the unit group. "2" would then be the second unit added to the group. If you then remove the unit at index "1" from that unit group, the unit at index "2" would move up the list and be considered "1".

    I would suggest just going with ANY UNIT dies rather than unit from unit group. Then just use conditions to define which unit you are specifically looking for.

    Also, remember to remove the dying unit from the unit group so that your triggers don't believe that its still there afterward (just as a precaution).

    Posted in: Triggers
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    posted a message on Multiple Weapons Targeting Different Units

    What I have decided to do is to split the two cannons into separate weapons (Cannon 1 and Cannon 2) and rather than have the cannons apply the same invis buff have them apply there own specific buff. Cannon 1 will apply "Cannon 1 attack target" and Cannon 2 will apply "Cannon 2 attack target." Then I will just use validators to prevent Cannon 1 from attacking the unit with "Cannon 2 attack target" and vice-versa. This way at least the two cannons will be unable to attack the same target simultaneously while still allowing Cannon 1 on the TANK unit controlled by Player B to attack the same target as Player A's TANK unit. This just means that Cannon 1 on Player B's Tank unit will not be able to attack the same target as Cannon 1 from Player A's TANK unit, but hopefully that wont really matter.

    Posted in: Data
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    posted a message on Multiple Weapons Targeting Different Units

    So, I have a unit with 2 weapons that can attack simultaneously. What I want to know is if anyone has any ideas on how I can have those weapons NOT attack the same unit at the same time. Right now I have it set up so that the weapons apply an invis buff with their normal attacks. I have a validator that checks before the weapon fires to see if the weapon's target has said invis buff and prevents the weapon from attacking that unit if it does. So this is great, I have what I want, EXCEPT that this method means that the same unit (controlled by a different player) cannot attack the unit while the first player is attacking it.

    Not sure if I made it clear enough so I'll try explaining like so: Player A has the unit TANK. The unit TANK has 2 cannons. I want those 2 cannons to be unable to attack the target Q at the same time, but I still want a different unit TANK (controlled by Player B) to be able to attack target Q with one of its cannons.

    At this point I'm thinking that Target Sorts is the closest I can get to this. I'm also looking through various validators and the markors on the effects to try and check the difference between the two TANK units and their controlling Player, but not quite sure how to do this.

    Posted in: Data
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    posted a message on 7v7: How to reach population critical mass

    there are already a few threads asking similar things as this one that you could look through for additional thoughts/ideas.

    for large maps i remember seeing advice that was something along the lines of:

    enter the game lobby of a popular map with a similar genre to your map (tower defense/ RPG/ 3rd or 1st person shooter, etc.), set everyone in that lobby as your friend, leave the lobby, rinse and repeat until you have a very sizable "friend" list. Then send each person a message asking if they want to try a new kind of (insert genre of your map here) game. If they reply with a yes, invite them to your game. If no, then just keep running down that "friend" list messaging people.

    to me, it sounds rather tedious, but it's probably very effective.

    Posted in: General Chat
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