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    posted a message on Capture/Transfer pathing and execute?

    The path would have to be determined instantaneously, or near instantaneously, hence the idea of a fast unit to grab the pathing from. Though I suppose if it's just the pathing we need to grab, the unit's speed wouldn't matter. It would just have to be a ground unit and you would have to be able to transfer its path to the flying unit somehow.

    But if the game doesn't have a way to transfer a pathing, then it would have to be a fast ground unit. Maybe if there's some way to give it a behavior that detects when it turns, it can queue shift-move orders to the unit that it's guiding whenever it turns.

    The reason the pathing would have to be determined instantly, is because it's important for the flier/missile to continue along the same path once that path is determined. I can't have it deviate if the terrain changes, so the path has to be determined right away.

    Posted in: Data
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    posted a message on Capture/Transfer pathing and execute?

    Heya. Here's the scenario I'm looking to accomplish. Not now necessarily, but someday I think I'll need it, so I'll just ask now.

    Let's say I have a maze of pathable terrain. But the maze can change. (Maybe there's depots that open and close or something. It doesn't matter too much.)

    I want to have a flying unit (or a missile or something). When it starts, I want it to immediately have a path determined for it according to what path is open in the terrain at ground-level. But if the terrain changes while the unit is moving, I want that unit to continue to travel the path that was pre-determined for it upon its launch.

    So basically, I want the game to determine the best path from start point to end point, and then the unit or missile to start traveling along that path in the air, and for it to stay true to the path it started on no matter what changes happen to the terrain below it while it is moving.

    Is that possible? If so, how? This is for a map idea I haven't started on yet, so any ideas are appreciated. A data way is preferred, but I'm open to any and all ideas.

    The idea I'm currently tossing around in my head is to have an extremely fast invisible ground unit path across the maze right before the flying unit or missile launches. If the game can transfer a path from one unit to another, I'd then do that. But if not, then I could come up with some convoluted way for the super-fast ground unit to register nodes on the ground to make a hacky missile path or something.

    Posted in: Data
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    posted a message on [Solved][Workaround]Load neutral units with load all

    I found a workaround for it. I created an instant effect ability, that runs a search area effect, that applies an issue order effect. The order issued is to use the Transport ability I created (with the index for the single-target load command).

    The issue order effect issues the order to the source unit (in my case, the barracks), and targets the target unit. So for every unit found by the search effect, the source unit is ordered to Load that unit.

    This replicates something like the Command Center's Load All ability, but works on neutral units. (The Load All command for a transport ability seems to only work on units you control, while the Load command can be used on neutral units.)

    My barracks only takes one unit, so I only search for one. But, theoretically, this should let you search for whatever number you want and have them all walk over and load in.

    The only thing left to do is to make it so the command can't be issued to target additional units while the ones found are walking over. But that should be easy enough.

    Posted in: Data
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    posted a message on Look at my Data Count

    I know this is silly, but I was working on the data for my mod/map and I noticed this at the bottom. In the effects tab.

    Data Count: 1337

    Posted in: Off-Topic
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    posted a message on [Solved][Workaround]Load neutral units with load all

    Heya. I'm sorry, I have to get to work asap. I have just enough time to post this thread, and not enough time to search for other threads that may have the answer.

    Does anyone know how to get a transport ability to load nearby neutral units like the command center does to your SCVs? I need a barracks to pick one neutral civilian nearby and load him into it when I press the load all button, but it doesn't seem to want to do so. If I do the manual load that targets a unit, the civilian walks to it and loads in. But when I load all, it doesn't do anything. Any ideas?

    Thank you in advance. I'll check this when I get home!

    Posted in: Data
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    posted a message on [Solved] Larva Morph - "Sequential Looping Anims Detected"

    Thank you for your help! I've never even heard of Progress actors. I decided to find LarvaTrain and remove all of its progress animations. No more errors.

    I even got the larva to freeze when its morph starts. I was searching and I found this thread. I had been trying the right things, but I had no idea that the Target box actually made a difference. Rather than targeting ::Host like that thread says, I targeted ::Self, and now the larva pauses when it starts morphing.

    I placed an event in the larva's actor, Abil.LarvaTrain.Start, and put the message AnimSetPausedAll, targeting ::Self. Now it seems to work perfectly.

    Posted in: Data
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    posted a message on Manipulate Mini-Map?

    Mostly correct. I was hoping for a way to stitch the rooms together so they could all be looked over, but that's a no go. But yeah, it will be a couple of players controlling multiple units and the rest of the players each controlling one unit. I'm thinking the players with one unit will just have the camera jump when they go through, and the macro players will get a UI they can use to look into rooms.

    Posted in: Miscellaneous Development
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    posted a message on [Solved] Larva Morph - "Sequential Looping Anims Detected"

    Heya. I'm trying to get a larva to morph into another unit without using the egg as the unit it changes to during morph. But when I change the morph unit to none, or to a duplicate of the larva, or to even the baneling cocoon, I get warnings in-game about sequential looping anims detected during the morph. Changing the morph unit back to egg fixes the warnings.

    I've spent the last few hours messing around with the events in the larva and even in the duplicate larva I tried to use, but nothing has any effect whatsoever. The morph occurs just fine, but a few warnings are generated during the morph and I would rather fix this problem than just hide it. If possible, I would even like to freeze the larva's animations altogether while morphing, as if it had become its own cocoon or something.

    What's causing this and how can I fix it?

    I simply modified the Larva's train ability so it could morph into the units I wanted and modified the morph unit to none or to a duplicate of the Larva.

    I've uploaded a screenshot of the warnings.

    Posted in: Data
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    posted a message on Structure cannot construct add-ons

    Your solution should work if your building isn't going to be lifting off or anything, and if the only way to get it is to build the dummy building first. The reason it can't build addons is because their footprint is stopping them from being placed on the thing that is required to put your main building on. (That's what I suspect.)

    The editor is hard to understand. I just learned a lot of this today. But every footprint has three layers. Pathing, Placement Check, and Placement Apply. I've just taken these at face value and it seems to work. Pathing is how units can and can't move onto that space while the unit/building is there. Placement check checks requirements in order to place it. And I think Placement Apply applies properties to the space that the squares are set to in that layer.

    Placement Apply and Placement Check have the ability to let you define "sets". And you can't place any blocks unless you have a set selected. This tells me that when you have a set selected, you are placing blocks from that set. This also tells me that when you define rules for a set in a Placement Apply, you are placing blocks that apply those rules where the thing is built. There is a different set of rules for defining sets in a Placement Check. So that tells me that the squares you place for those sets are checking conditions.

    The editor lets you choose three footprints for a unit. The placement footprint, the footprint for the unit, and a footprint for when it dies. So whatever footprint is in the placement footprint, the editor probably only looks at the placement check layer for that. The footprint in the unit's footprint slot probably just uses the placement apply and pathing layers. And I'm guessing that the death slot uses the footprint's placement apply layer, but I haven't tried it yet.

    This knowledge should help you out in the future if you have to mess with this kind of thing again.

    Also, I've never heard of the term incubation. :P I think of it as integration. Making connections between different areas of your knowledge. Learning new things and connecting them to things you already know. Etc.

    Posted in: Data
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    posted a message on Structure cannot construct add-ons

    So if I understand you correctly, then you basically have two or three options.

    1. Make a placement footprint for every addon that includes your central structure's footprint plus the footprint for where it goes in relation to the central structure. Make sure the center of the central structure part is the center of this whole footprint. (You may need to add gray space to do this.) Then require every structure to be built on the same thing your addon is built on. I'm certain this should work, because I require my barracks and my tech labs to be built on the same thing, and this is how it works. Downside: Every addon will bring up a placement grid even though you can build it there.
    2. Change the placement footprint for every addon to be what I described above, but not including the footprint of the central structure. So just a big gray square with your addon's offset where it goes, with the center of this footprint being where the center of this central building would be. I haven't tested this yet, so it might not work.
    3. Do 1. But don't require your addons to be built on anything. Instead use two different Sets in the Placement Check layer. Make the grid for your central building be Set 1, and the grid for your addon be Set 2. Define Set 1 to not have "No Build" as invalid. Define Set 2 to have "No Build" as invalid. I haven't tested this, so it might not work.

    I would say #3 is ideal. Theoretically, it should allow you to require your central building to be placed on something. It should allow you to place addons without requiring them to be placed on the same thing, without anything failing their placement check. And it should also prevent the addon from being built if something is in the way of the addon itself.

    Feel free to experiment yourself and figure out which way is best for you.

    Posted in: Data
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    posted a message on Structure cannot construct add-ons

    Not sure what you're trying to say. Are you saying it can place the first addon and then it can't place any more? Or are you saying if you require the central structure to be built on something, that it can't build addons anymore?

    The only guess I have that might help you if the addons are blocking each other, is that you can adjust the offset of the addon. In the unit that's being used as an addon, it has an X and Y offset you can change. For example, a tech lab's offset is x: 2.5, y: 0.5. This setting is in the behaviors tab.

    If you need your main structure to be required to be built on something, then require your addons to be built on the same thing. Terran addons use a placement footprint that is the same size as the 3x3 with the 2x2 next to it, with the center of that footprint being the center of the 3x3 part. This includes checking to make sure the building can be placed. So if your building was built on something, and your addons aren't required to be built on that thing, then they can't be built because the placement check fails. You'll have to make sure that the center of your placement footprint is the same spot as the center of the building's footprint.

    ...This actually made me realize that I can easily fix a problem I've been having with this for months. I have barracks that are required to be placed on an invisible thing I made. I properly required the tech lab to be placed on it too, but pressing the tech lab button gives me the ability to place it, even though the barracks is already landed. I think the reason for this, is the way the tech lab uses the full 3x3+2x2 footprint to perform its check. While the barracks is sitting on the ground, it's taking the place of the unit it's built on. Maybe it requires me to place because it's determining where it could be go if it were lifted, and if it's lifted, the unit that the addon requires would be available again. I wonder if I changed the 3x3+2x2 placement footprint to just a 2x2 footprint for addons, this behavior would disappear.

    So I think I've basically helped you and helped my self by answering this topic. Thanks!

    Posted in: Data
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    posted a message on Queen turns while placing Creep Tumor

    (I am using WoL data.)

    I actually figured out that I was making a mistake this whole time. It turns out that the queen really does turn around both when you make creep tumors and when you build other buildings.

    I had messed around with checkboxes and ranges and such while putting in the ability to build evo chambers from the queen. In the end, the culprit was the "Worker Maintained" checkbox.

    This doesn't explain in the slightest what makes the queen turn around. But I know now that she turns around no matter what for what she builds. And she can be made to not turn around by messing around with the range of her build ability or setting her build ability to being an addon and such. I think changing her build mover to something other than (None) can also make her not turn around when she builds.

    I was thinking if I could figure out what makes the queen turn around, I can use it to position the queen in a certain spot upon starting the evo chamber. But I'll just have to figure something else out for that.

    Posted in: Data
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    posted a message on Queen turns while placing Creep Tumor

    I've been wanting to know this myself. I've searched for hours in the data editor and found absolutely nothing.

    For the map I'm making, I removed the Creep Tumor from the Queen's Build ability, and replaced it with Evolution Chamber. But there's nothing in the ability itself or in the edit window to put the unit in that specifies any behaviors or effects or rotations or anything. The actor for the creep tumor has nothing. The model for the tumor placement has nothing.

    There's nothing anywhere that indicates why the Queen turns around to build a tumor but doesn't turn around to build buildings.

    Posted in: Data
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    posted a message on Manipulate Mini-Map?

    Yeah, I figured it wasn't possible. I'll just have to change the mini map and mess with camera bounds. I think I'll just give the macro player a UI that lets him view rooms independently of where his units are at, and have the single unit players play like other maps do. And make it so those rooms are never revealed on the mini map when anyone goes into them.

    Posted in: Miscellaneous Development
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    posted a message on Manipulate Mini-Map?

    Heya. I have a map that has a bunch of rooms in it. The doors to the rooms are doodads that are lined up nice and neat on the terrain. Each "door" has a region that triggers a teleport to an "interior" when a unit walks into it.

    The problem is, I ran out of room on my map to elegantly place the interiors in the terrain. I managed to fit them all in, but they're in random places behind the cliffs and such.

    This is fine as far as the camera goes. But the way this looks on the mini map is a problem. If everyone were just controlling one unit, I could just manipulate the boundaries of the mini map, like many maps already do. But there is a macro player who will be controlling multiple units, so I can't be doing that. Everyone will see lit up rooms on the mini map in random places at the edges and bottom of the map. And worse, the macro player may need to control multiple units in possibly multiple rooms at a time. It can be done just fine, but it would look weird and break immersion to see bedrooms behind cliff walls and such.

    Is there some way to manipulate the mini map so that you can show regions appearing in a different place than they actually are? Like could I make some kind of custom mini map where the room interiors appear in a neat row and clicking/dragging on the mini map correctly navigates the camera over these areas?

    It doesn't sound possible. But if it is, I figure someone here will know.

    Posted in: Miscellaneous Development
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