First - you need experience with the Actors - i will not explain why to do things, or how to set specific datas. Just give you a quick Guide to do this.
To actually do OTF (On-the-fly or live) terrain deformations you need 2 things:
an actor
a hook - in terms of something to activate the actor, which is i.e. in the Tech-Demo the baneling explosion
So let's take these little cute banelings and make their explosion look really dangerous (well not really - lol)
Create a new map - whatever you like and size, i would advice you to edit the triggers so you see the whole map. (in techdemo i also have a 'place baneling on M4 click position' trigger)
Place a baneling on your map. That's all you need to do with the map so far with Units.
next go into your data editor (F7), and go to Actors
Create a new Actors Object and choose ActorType: 'Terrain Deforming' (simple huh) ...
First adjust some values like:
Blend Time - Time over which the deformation will be "animated"
Footprint - Shape of the Peak of your deformation (i prefer Creep Tumor as it is a circle)
height delta - the amount of height added/subtracted by the deformation
Influence range - Radius/size of deformation
next go into Events+ (Events Array) and add a new Event
choose as
Msg Type: Effect
SourceName: Baneling - Suicide (Unit Damage) - or just until left appears Effect.BanelingU - can also be anything else of the baneling attack set
Action/Message: Create
that's all - you are done - launch map - select baneling, let it explode
ah yea here another demo i just recorded yesterday (this is not the demo)
I just noticed that the 'CAbilLearn' bug from before GE(Galaxy Editor) is still there.
The Bug iam talking of is that the Ability-Types of CAbilLearn have somekind of id-pattern that prevents some id's just not work
example:
LearningUlk - does not work.
ASLearningUlk - does work
Sry if Im posting a stupid question here but I am totally new to modding and to using the blizzard editor. Is the spinecrawler just a weapon or is it a unit on its own attached to the ultralisk or is it a "normal" weapon? The reason why I'm asking is that I tried give a unit 2 weapons, it worked but it could only use one at a time, so is this the way to go to make it shoot both at the same time?
The spinecrawler is just a model.
It works like a parasite-host principe.
Parasite lodges oneself in the host - if the Host now do something the parasite is reacting or not - depending on the action.
To use multiple weapons at the same time make sure you've disabled Linked Cooldowns and reduced the Backswing to something near 0 or 0
If you actually use a token (let's call it "tokenname") in a generic data with
##tokenname##
and it has no value asigned - you end up with an 'empty' field showed in the editor instead of
##tokenname##
in short: the editor does not handle empty '(None)' asigned tokens - you have to define a default "value"
Note:
both issues might be connected 'by the wizard' as there is actually no type="CAbilLink" showing up in the AbilData.xml if you use Link for Tokens to link to a specific ability
edit:
to show correctly the problem:
i just looked into the AbilData.xml of my map, and saw this
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@Nothing5: Go
it's called destroy - and you have to set an "Event" for it ie. 5sec after deformation another effect appeared etc.
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yup by destroying the actor
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or http://starcraft.wikia.com/wiki/Xel%27Naga and everything else on that :) dunno if it is yet fully updated for SC2 History but should
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iirc point height never changed just "ground" height
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Are you sure both units have the Behavior for attribute change?
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@Bibendus: Go
nope, there's currently no way to do otf cliff creation
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@mrm3fan: Go
it is the "same" as the baneling does - i just created an effect at the point where i clicked with an ability instead of at the caster point
@heysparky: Go
Yea if you use RawData ... which isn't really necessary to be on at 100% of the time
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Are in. ctrl+alt+shift+p or Preferences Documents
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There is a "missing" feature for SC2Mod files to add the typical author-related things like you can on SC2Map files (GUI issue only) like:
Name
Author
Description (Basic)
Description (Extended)
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First - you need experience with the Actors - i will not explain why to do things, or how to set specific datas. Just give you a quick Guide to do this.
To actually do OTF (On-the-fly or live) terrain deformations you need 2 things:
So let's take these little cute banelings and make their explosion look really dangerous (well not really - lol) Create a new map - whatever you like and size, i would advice you to edit the triggers so you see the whole map. (in techdemo i also have a 'place baneling on M4 click position' trigger) Place a baneling on your map. That's all you need to do with the map so far with Units. next go into your data editor (F7), and go to Actors Create a new Actors Object and choose ActorType: 'Terrain Deforming' (simple huh) ... First adjust some values like:
next go into Events+ (Events Array) and add a new Event choose as
that's all - you are done - launch map - select baneling, let it explode
ah yea here another demo i just recorded yesterday (this is not the demo)
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It's a validator issue, blink has a HasVision validator (in the effect)
0
I just noticed that the 'CAbilLearn' bug from before GE(Galaxy Editor) is still there.
The Bug iam talking of is that the Ability-Types of CAbilLearn have somekind of id-pattern that prevents some id's just not work
example:
LearningUlk - does not work.
ASLearningUlk - does work
i only changed the id - and it simply worked
again i have to say ... 'the wizard did'
0
The spinecrawler is just a model. It works like a parasite-host principe. Parasite lodges oneself in the host - if the Host now do something the parasite is reacting or not - depending on the action.
To use multiple weapons at the same time make sure you've disabled Linked Cooldowns and reduced the Backswing to something near 0 or 0
0
Mover Data maximum speed
0
Another bug with tokens:
If you actually use a token (let's call it "tokenname") in a generic data with
and it has no value asigned - you end up with an 'empty' field showed in the editor instead of
in short: the editor does not handle empty '(None)' asigned tokens - you have to define a default "value"
Note: both issues might be connected 'by the wizard' as there is actually no type="CAbilLink" showing up in the AbilData.xml if you use Link for Tokens to link to a specific ability
edit: to show correctly the problem: i just looked into the AbilData.xml of my map, and saw this
so seems like correctly no value is asigned, but also no type which should be CAbilLink as seen here: