I'm curious about something here. My custom map uses abilities that can be upgraded to a max level of three. Currently, I have it setup so I have 3 abilities setup for one type of ability (ie. Ability 1 - Rank 1.....Ability 1 - Rank 2.....Ability 1 - Rank 3). This method is working great, but I feel like there may be another method that condenses the amount of data modification required? Any insight on the matter would be greatly appreciated
The missile is launched when an ability is used. There's no weapon so it just launches from the base of the unit (which I fixed with the actor's events). As for the effect, it was originally set to "Target Unit"
I have a missile setup and working in the sense that it's launching from the source unit and impacting the target unit. However, no matter what I set the height to in the missile's actor's events, the missile will always impact the target unit's feet. Any ideas?
Well, as usual, I always seem to figure out what's stumping after I've tried everything and got it to work lol.
For those curious how I fixed it. I simply reset the actor's ability to its parent value (ie. getting rid of the "Ability -> ability -> SourceCastStart) and it appears my model was invalid, so I used the "Yamato Weapon" model
As the subject states, I've tried everything and I just can't get my missile to work appropriately. I've looked at forum after forum and tutorial after tutorial to no avail. Currently, however, I do have the missile animating but the model is absent as well as I can't click on the source unit anymore after using the ability. Which I also would like to make clear, this is an ability that shoots a missile, not a standard attack.
I have done the following in the data editor thus far:
Abilities
Added "Launch Effect" to ability's effect field (on top of the damage effect)
Effects
I created a "Launch Effect" (of type 'Launch Missile') effect that utilizes the unit I create in the "Ammo Unit" field
Units
I created a new unit (of type "Projectile") for the ammo unit field in the effect listed directly above. I set the mover to "Missile Default"
Actors
I created a new actor (of type "Missile" -> Based on "GenericAttackMissile")
I linked the Projectile unit I created to this actor
In the events field, I added "Ability -> ability -> Source Cast Start"
Linked a model to this actor that is explained directly below
Models
I created a new model (of type "MissleFX") and used the "PhaseCannonMissile.m3" file for the model
The end result of what I have is a missile firing when the ability is used, however it is a blank model. Also, I can no longer select on the source unit after I use the ability. Please look at the screenshot below,
Hmm, I'm not sure if my setup is correct, but it doesn't seem to be working:
Actor -> Type: Model -> Based On: ModelAnimationStyleOneShot (also tried ModelAdditon)
Actor Creation
- AnimPlay
- - Name: Stun
- - Animation Properties: Stand (do I have to add a number after the "Stand" dropbox?
- - Flags: <Default>
- - Blend In: <Default>
- - Blend Out: <Default>
- - Time Variant: 1
- - Time Type: Duation
Sorry if I was too vague in my initial explanation :S
To elaborate, I have Unit #1 with a "Stun" ability. When Unit #1 uses the ability on Unit #2, I want Unit #2 to display an animation to simulate that it's stunned.
One way you can achieve this is via the "Upgrade" tab. The only downside is you'll have to create a new "Effects +" for each ability (be sure to set each unit in the "Affected Unit Array" also. The upside to this however, is this no longer requires to create an ability, it becomes passive.
Now, if you want to achieve this by a user clicking the ability and the ability only lasting for a certain time frame, then I suggest looking at the Protoss' "Chrono Boost" Ability/Behavior/Effect
Use Tier 1
Use
- Count Upgrade <Upgrade Tier 1> Completed
Show
- And
- - Not
- - - Count Upgrade <Upgrade Tier 2> Completed
- - Not
- - - Count Upgrade <Upgrade Tier 3> Completed
Tier 2
Use
- Count Upgrade <Upgrade Tier 2> Completed
Show
- And
- - Count Upgrade <Upgrade Tier 2> Completed
- - Not
- - - Count Upgrade <Upgrade Tier 3> Completed
Tier 3
Use
- Count Upgrade <Upgrade Tier 3> Completed
Show
- Count Upgrade <Upgrade Tier 3> Completed
4. [Suffix] - Setup your abilities / behaviors / effects (In your case, I don't copy the original ability, I add a new object in ability, behavior and effect and just duplicate all the field values. I find copying creates a lot of unnecessary copies throughout the editor)
5. We need to determine what kind of Actor Events we need to add by figuring out what you want your actors to do when the ability is used
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Scratch that, I found "Effects" in the Upgrades part of the editor :P
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Hi all,
I'm curious about something here. My custom map uses abilities that can be upgraded to a max level of three. Currently, I have it setup so I have 3 abilities setup for one type of ability (ie. Ability 1 - Rank 1.....Ability 1 - Rank 2.....Ability 1 - Rank 3). This method is working great, but I feel like there may be another method that condenses the amount of data modification required? Any insight on the matter would be greatly appreciated
Zurom
0
The missile is launched when an ability is used. There's no weapon so it just launches from the base of the unit (which I fixed with the actor's events). As for the effect, it was originally set to "Target Unit"
0
I have a missile setup and working in the sense that it's launching from the source unit and impacting the target unit. However, no matter what I set the height to in the missile's actor's events, the missile will always impact the target unit's feet. Any ideas?
0
Well, as usual, I always seem to figure out what's stumping after I've tried everything and got it to work lol.
For those curious how I fixed it. I simply reset the actor's ability to its parent value (ie. getting rid of the "Ability -> ability -> SourceCastStart) and it appears my model was invalid, so I used the "Yamato Weapon" model
0
Hey all,
As the subject states, I've tried everything and I just can't get my missile to work appropriately. I've looked at forum after forum and tutorial after tutorial to no avail. Currently, however, I do have the missile animating but the model is absent as well as I can't click on the source unit anymore after using the ability. Which I also would like to make clear, this is an ability that shoots a missile, not a standard attack.
I have done the following in the data editor thus far:
Abilities
Effects
Units
Actors
Models
The end result of what I have is a missile firing when the ability is used, however it is a blank model. Also, I can no longer select on the source unit after I use the ability. Please look at the screenshot below,
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So after a 5 month hiatus, it seems I'm finally back and will continue development on this map :P
0
@SouLCarveRR: Go
Thanks man, that did the trick! :)
Also thanks a bunch for your input on the matter Nahotnoj :)
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Hmm, I'm not sure if my setup is correct, but it doesn't seem to be working:
Actor -> Type: Model -> Based On: ModelAnimationStyleOneShot (also tried ModelAdditon)
Actor Creation
- AnimPlay
- - Name: Stun
- - Animation Properties: Stand (do I have to add a number after the "Stand" dropbox?
- - Flags: <Default>
- - Blend In: <Default>
- - Blend Out: <Default>
- - Time Variant: 1
- - Time Type: Duation
0
Sorry if I was too vague in my initial explanation :S
To elaborate, I have Unit #1 with a "Stun" ability. When Unit #1 uses the ability on Unit #2, I want Unit #2 to display an animation to simulate that it's stunned.
I hope that helps :)
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This is the one I used :)
http://forums.sc2mapster.com/resources/tutorials/9277-applying-an-aura-to-a-unit-easy-difficulty/
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One way you can achieve this is via the "Upgrade" tab. The only downside is you'll have to create a new "Effects +" for each ability (be sure to set each unit in the "Affected Unit Array" also. The upside to this however, is this no longer requires to create an ability, it becomes passive.
Now, if you want to achieve this by a user clicking the ability and the ability only lasting for a certain time frame, then I suggest looking at the Protoss' "Chrono Boost" Ability/Behavior/Effect
0
Try looking in the "Actor -> Xel'Naga Tower Small" tab and look at Evemt +
0
Can you set as "[Solved]" please? :)
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I've done this plenty on my current map.
This is the process I do:
NOTE: "[Suffix]" = Add a suffix that has the tier number. Example: "(Tier 3)"
1. [Suffix] Create 3 custom buttons with their icons (if applicable)
2. Setup 3 separate upgrades. (Type = Spell Research)
3. Setup 3 Requirements for "Learn" and "Use"
Learn
Tier 1
Use
Show
- Equals
- - Count Upgrade <Upgrade Tier 1> Queued or Better
- - Constant = 0
Tier 2
Use
- Equals (Tooltip = "<Ability Name> Tier 1")
- - Count Upgrade <Upgrade Tier 1> Completed
- - Constant = 1
Show
- Equals
- - Count Upgrade <Upgrade Tier 2> Queued or Better
- - Constant = 0
Tier 3
Use
- Equals (Tooltip = "<Ability Name> Tier 2")
- - Count Upgrade <Upgrade Tier 2> Completed
- - Constant = 1
Show
- Equals
- - Count Upgrade <Upgrade Tier 3> Queued or Better
- - Constant = 0
Use
Tier 1
Use
- Count Upgrade <Upgrade Tier 1> Completed
Show
- And
- - Not
- - - Count Upgrade <Upgrade Tier 2> Completed
- - Not
- - - Count Upgrade <Upgrade Tier 3> Completed
Tier 2
Use
- Count Upgrade <Upgrade Tier 2> Completed
Show
- And
- - Count Upgrade <Upgrade Tier 2> Completed
- - Not
- - - Count Upgrade <Upgrade Tier 3> Completed
Tier 3
Use
- Count Upgrade <Upgrade Tier 3> Completed
Show
- Count Upgrade <Upgrade Tier 3> Completed
4. [Suffix] - Setup your abilities / behaviors / effects (In your case, I don't copy the original ability, I add a new object in ability, behavior and effect and just duplicate all the field values. I find copying creates a lot of unnecessary copies throughout the editor)
5. We need to determine what kind of Actor Events we need to add by figuring out what you want your actors to do when the ability is used