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Oct 10, 2015Posted in: Miscellaneous Development
i think i tried giving them a shield model like a sentry guardian shield but i couldnt figure out how to make it actually make the model around it. ive had it using strobe where it just pulses a line around the unit. but the glow on the unit doesnt stay lit up instead it glows on and off like its supposed to. with halos on the glow stays lit up. and with a bunch of units using stobe it causes the same issue except the box strobes across instead of just being a halo box.
new material effects from 3.0? i have no idea what that means sorry.
Oct 3, 2015Posted in: Miscellaneous Development
and as a side question, im trying to make Tychus Commando have a launch a missile effect so it would look like bullets but everything i set messes up his attack launch and impact models. ive messed around in actor datas but i cant get it to work right. the closest ive got to it working was i had the weapon effect to be Hydralisk Needle Spine Launch and had the impact set to Tychus Commando Damage and when he fires the effect does play but it plays around his feet on the ground and not at the end of the chaingun llike normal.
and also a way to remove the light around him? it doenst have it on low settings so is there a way to remove the light from him in the editor for higher settings?
Oct 2, 2015Posted in: Miscellaneous Development
its a little hard to explain so heres a video of the issue.
i have been working on a set of behaviors for the protoss to be based on their shields and when i found out about glow and halo i learned that they make the units kinda actually look like they have shields on. i spend a very very long boaring time applying the behaviors and the effects and the actor modifications (the most boaring part) and everything was going mostly well except a few hiccups.
ground units seem to work well around each other but air units tend to mess up. in a group of air units the halo just becomes a big box removing all the halos, it looks odd and it tends to flash making me dizzy a bit. sometimes they have the box around them and in some camera positions they dont. sometimes they fly togetherwith no problem but when they fly over a protoss base or over numbers of protoss ground units the halo box pops up and over a base makes the bases halos freak out.
large amount of ground units moving through a base also have this effect on the base but have no effect on each others halos that ive seen and buildings dont seem to have that effect on buildings if built close enough. i have seen a single air unit randomly have the box around it but it hasnt moved from its spot on the editor and it hasnt redone that in my last few tests.
the same thing happends when units have strobes instead of halos even
i dont see why ground units dont effect each other and why buildings dont effect each other but when 2 types of units get to close with to many halos they glitch out like in the video. is there a way to fix this or do is it impossible and i just need to move onto another way of giving shields a visual look?
Oct 2, 2015Posted in: Miscellaneous Development
i can try to give some advice for a few.
for number 2, im not sure about making a custom unit but you can give a unit the train ability and edit the command card to add in the related icons, set the command type to ability command, under that select the train ability u gave ur unit, and then under that select whatever unit it is. In a train ability, at the top of a units data is an icon part, that icon is what will need to be selected in the final part of setting up the command card. ive made a giant tank before that was used as a mobile barracks before and healed and repaired surrounding units.
for number 3 there is a custom resource but i do not know about editing their names or icons, but in triggers is where you set them to be avalibal. id use the regular starting Melee Initilization trigger for this. then you create a new action in it and in search type in resource and select show/hide resource. then you chose which resource you want to show. iirc the game can only have a max of 4 resources and i dont know how many resources you want to work with but thats how you go about unhiding the 2 extra resources custom and terrazine.
for number 4, im unsure about the last part... i figure there might be a way to tie that in somehow but i have no clue. but in the resource you want to edit, go to flags and uncheck invunurable and give them healthpoints. for making some attacks stronger agianst it go to attributes and give it an attribute you wont give to anything else in your map, for example, if you dont want any units dealing any special damage to psionic units then go through units that are psionic and remove psionic from their attribute and add psionic to the resource you want to have the attribute. then in your weapons effect add in a number on psionic. that will cause the unit to deal more damage agianst psionic targest and since only resources would be psionic then it would only be really good agianst them while just damaging others regular.
love the idea of number 5 and have messed around with a somewhat similer thing before. sorta similer anyway... im not sure about keeping it only harvestable by a certain side for a set time but for your units you could give them a death effect that spawns in the resource you want it to harvest. it wouldnt look to good without skills in modeling and animation and things like that but for example you could have your resource model be a dead marine doodad and create a create unit effect and set it to spawn in 1 of the resource. then in the regular marine on the page you start on when you click it, it has effects on its main page and in death effects add in the create unit effect that spawns the dead marine resource. then when the marine dies he will die in whatever animation it is and will also spawn in the dead marine resource. it will look kinda odd and without the skills or knowledge would have a ton of exact same marines everywhere and it wouldnt make sense for tanks or the like... but thats a basic idea on how one could do that.
for 6, i always have trouble getting capturing to work right. but and example to do what you are wanting sorta. take a pylon and for the example we will have it neutral since its idealy what you want and give it the capture tower ability from the xel tower but in target filters for the ability remove exlude structure and change that to allow, and give it a build ability. for example will give it protoss warp in ability and do the same as with the train ability i explained earlyer adding in the buildings in the command card. so now say on the map there is the neutral pylon, you walk a unit to the nutral pylon and it is captured and on ur side. now clicking on it with its build you can build whatever you have it set to build, since it cant move it can only really build at things touching so idk about the scale or footprints you would use but structures around it would keep it under your control until they where all destroyed at which point it would go back to neutral.
although actually i can think of one way you could do the pads and cables though that i can think of is copying the capture tower ability a couple of times changing ones filter to require something that only the tower would give off (say psionic) and requiring structure and the other copy to require something that only the cords would give off (say summond) and require structure and make a network of them out from the core. so say the pylon is just a supply depo raised with small supply depos that are lowered leading away from it ending in 6 bigger scaled lowered supply depos. the supply cords would use the first copy capture tower ability and the filter would instead have require psionic and would give out summond (examples) and the 6 larger pads would use the 2nd copy and instead filtered for summond. so you capture the depo core and it has the psionic attribute so that goes down the cords activating their summond attribute for the person who owns the core to the pads at the end. the 6 larger depos at the end that give off a powerfield like a pylon and have the build ability and ui changes needed. you would need to set what buildings you want there to be specifically build there. for example copy the barracks and on its page give it the behavior poweruser go to built on and select whatever your larger depo pad would be called and in the larger depo pads ui you would add the building same as with the pylon earlyer and the unit that trains units before that so that the pad could build structures ontop of itself.
Then when you capture the core depo its psionic attribute activates the cords and their summond attribute activates the pads at the end. the pads give off a power field and the buildings that they can make need a power field. so say the enemy comes in and kills off your core guards, the cords should lose the psionic they needed which should cause them to fall back into neutral and cause the pads at the end to become neutral w/o the summond attribute which should shut off the power field being owned by you causing your buildings on it to depower. im unsure about destroying the pads to lose the core however. if it was just one pad connected to the core then i could sorta work out a way where the buildings destruction resulted in lose of the core. but baring that there is likely a way to do that with triggers but i try not to go into "if not or if so and" or whatever it is.
for 7, create a search area and apply behavior effect and a behavior that is a buff. make the search area something that is the size of the pad, tbh thats alot of hit and miss trial and error. then set the effect of the search area to the apply behavior effect. and in the apply behavior effect select the behavior made to be applied. in the behavior made go to modifications and go to unit tab and at the bottom is a regen area and increase the number for energy and it will regen by an extra that amount.
ive done number 9 before but for some reason alot of the times it would fail on me. you give a unit 2 weapons, one is basic and one is the one u want it to use after the upgrade. set the one you want to use after as hidden and disabled in the flags. then create a new upgrade in the upgrade tab of the data editor (so much work im sorry) and in its effects you select weapon and select the basic weapon and go to flags and chose the flags hidden and disabled and set them to true, then select the weapon you want to upgrade to and do the same except change the flags to false. that should turn off the original weapon for the unit and turn on the upgraded weapon. but tbh i had a whole lot of problems with it. for some units it would work like a charm. my research would be done and my units would be using their new weapons while forgetting the old ones. but then for others they would just stay disabled and dispite everything looking the same as the other they would refuse to use the new weapons. alot of times i get hit or miss moments like that...
for 10, ive sorta done that. i have a carrier in my current map that fires multiple archon blasts and a mothership that fires at 2-3 targets at a time. i think. you give the unit the weapons you want it to use and in the options for them you uncheck linked cooldown. im not sure how it works exactly, when they where all the just copys of the original they all seemd to fire on the same target but i changed their range to be slightly different. one has a fairly large range while one has a fairly short range and a couple take up some spots in the middle. then when it flys over targets it fires on multiple targets at a time. atleast i think it does.
11 is interesting, for it you go to requirement tab and make a new requirement. it might be best to search mothership requirements to get an example of how to doit. say with Stargate as example you would go to requirements and in under Use you would add in And and under that Not under that Count Unit Robotics Facility, under that constant 0. and add another And under the original And and under the new And do Count Unit, Gateway, Constant 1. and after that right click and duplicate it and go back into the requirement area and change around stargate to robotic facility Then in the probes build ability you would select Stargate and Robotics Facility you would go to their requirements you would go to the requirements you made and select the one for the respective building. Now when you build the gateway it will unlock stargate and robotics facility but if you build a stargate you shouldnt be able to build a robotics facility and vice versa.
for number 12... ive had hell with this in my latest project... i never understand validators... i can tell you what i did... create lots of stuff. i did it for shields and i had a basic system of full shields, half shields, and depleted shields. i had to make the 3 behaviors since they apply the effects, and i had to make 2 abilities to reapply the behaviors after the unit ran out of shields. I had to make 3 apply behavior effects. in full shields behavior i set its expire effect to the apply half effect and for half i set it to apply depleted. i had make a number of validators for the behaviors and abilities. the abilities i had to copy off of zergling reconstittion becuase i couldnt get autocast to work right...
i would put the abilities and the full behavior on a unit such as a zealot. for full shield i gave it a remove validator of comparing vitals, greater than or equal to, fraction, .5, shield for half its the same except less than .5 and i gave it another validator thats compare vitals, greater than or equal to, current, 1, shield. although that could be outdated for depleted its the same as the outdated validator except its at less than one.
for the ability to reapply the behaviors the half ones validator is compare vitals, current, equal to, 1, shield, and for the apply full ability its compare vitals, equal to, fraction .5, shield. without them being listed as equal to they just stood around enemies unless they attacked them.
i gave the full behavior the modification of +1 shield armor, half had -2 shield armor, and depleted gives a +2 in all forms of damage.
as much hell as that is im going to do something similer with terran and zerg, zerg units at full will likely have slightly more armor again, then at halfway will have increased healing, then when... was going to say when depleted but that would be based off their life and depleted would mean dead so ill have to make it not depleted exactly lol. but when depleted they will have even less armor but will have a much increased attack and movement speed.
i havnt worked out what to do for terrans yet as terrans are all over the place. id really prefer just one type of buff for them but protoss have shields that engulf all of them while zerg have their regen, terran is just all over the place and dont really have anything that binds all their units together. ill come up with something, probably something similer to the zerg one due to auto stims and fight or flight reflexes humans have when about to die.
one thing i might recomend with a more tactical map, maybe maybe not. ive made tactcal maps before (none finished) but i would give my units a supply sorta. like tie weapon use to energy so that when they fire it cost a small bit of energy and give all units a pool of energy. terrans would need to be arround a barracks or a supply depo to restock on ammo or a supply truck, zerg would need to be on creep to regen or atleast regen faster and protoss would need to be around a pylon to recharge their weapons. idk you might like the idea so i thought id Protoss it out there.
im sorry for how long and rambly and horribly done this post is. im afraid my part about how to make the core cord pad thing might have been overly complicated written or at the least wasnt written straight enough and instead just generalized how to doit. on the upside you wanted to learn how to doit yourself somewhat so my basic ramblings should sorta somewhat get you atleast lookin in the right spots. sorry... best of lucks :D
Edit: ive spent forever typing this only to learn that this was asked about months ago... sorry...
Aug 26, 2015Posted in: Triggers
Disregard the fallowing msg
does the variable shuffle with each new if then else if?
im still getting blank duds where none of the results pop up, "great, ok, dud, bad, horrible". but sometimes i send it down and nothing appears at all.
i have the conditions as comparison random integers, but im not sure if thats the one to use or not or if i should be using the within bounds condition
Aug 26, 2015Posted in: Triggers
i didnt mean to sound impatiant. 8 hours is just a long time and considering how many people are online i really expected someone to have replied by the time i got up, sirry...
thanks ill try that. i worked out what the problem was with my system, since there are 5 triggers tied to one event with the separate conditions, then they all activate at the same time... sorta stupid for not relizing it sooner but i didnt really consider the possiblity that the random % function wouldnt cancel out others
im trying to make a nuke you drop into a volcano that gives good or bad things. it morphs to a copy of it that has timed life and it plays a timed life effect when its over and that starts up the triggers.
so i guess i need a trigger that picks up the timed life and gets a random number or % and then the 5 triggers to play off of whichever number it picks.
it looks like that might be just what i need, i just need to figure out how to lay it out and the like now. thank u
Aug 26, 2015Posted in: Triggers
Not sure if that is the proper title for my problem or not but there it is. ive spent the last few hours implementing a 4 way risk reward structure in my map. ive set up all except how to make the effect random.
I have a thing that is supposed to go underground and time out (which it does) then in triggers i have 5 set for when that time out effect plays then play 1 of 5 effects 4 of which trigger an event.
i cant figure out how to set it up though... for the best one ive tried setting it like
condition random percent >=97 not random percent <=96
that way there would be roughly a 3% chance of the best one triggering.
for the ok one i have it set for
Condition random percent >= 60 not random percent >=97
i have a horrible and a bad effect set up in the same manners except using 3 and 50
and ive had a dud condition set up like
Condition Random Percent >=51 not random percent >=60
and then in the game i test it out and the buildings work like normal but i get things i shouldnt get. sometimes it will show ok or bad. but alot of the time ill get doubles or even triples like "ok, dud" or "ok, bad" or "ok, dud, bad" and sometimes nothing shows up at all no ok dud bad great or horrible.
from what i can tell i have it set up to use a certain % amount between percentages while blocking off it being a % from the lower or upper side of a 0-100% line but i still get mixes of the results or no result at all.
what am i doing wrong? when i set the great number from 93 to 75 i started seeing it more which makes sense but it and horrible never trigger at all normally with there just 3% points. ive tested the building more than 250 times likely and chances are at 6% i should have seen horrible and great pop up from time to time.
i figure they might be the super duds that show no results but i dont see why they would show nothing, they have an event to play to show the results so theres no reason why it should show nothing.
i know someone can help, this is driving me crazy. math has never been my strong suite and its worse when things in the editor sound gibberish. im using "Not" but im not sure if i need to be using "And"s or "Or"s to get it to work.
Please and thank you for your help : )
Nov 1, 2013Posted in: Data
ik they are correct ones becuase when i use total of the ability is unlocked. ill try that tho. thx i spent alot of time with the map its my first not counting the doomed earth thing when i worked on adding the nukes back but this is my first skirmish map
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