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    posted a message on [Solved] Artillery Turret: Making a Turret Face Ability Target

    Man, I am so lost. I've been trying to set up the dummy objects the way Kueken has his set up in his Turret_Ability map but the turret isn't rotating to fire.

    I also tried to apply the missile launch effect I want the turret to use in an initial persistent effect with the dummy. It's not working though and I don't know how to set up the effects the right way.

    I don't understand how kueken gets his siege tank turret to fire with no dummy weapon attached to any of the effects hes made in his map. I have no idea what's wrong.

    Posted in: Data
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    posted a message on [Solved] Artillery Turret: Making a Turret Face Ability Target

    Thanks for pointing me in the right direction. I found this: http:www.sc2mapster.com/forums/development/data/53564-solved-rotate-turret-with-ability/#p16 and it has a map that Kueken made that has a dummy ability.

    Posted in: Data
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    posted a message on [Solved] Artillery Turret: Making a Turret Face Ability Target

    Hello, I'm trying to:

    1. get a turret to face the direction of its target when it uses an ability (functions like a cannon).
    2. have the turret play its attack animation when the ability is used.

    The current setup for the unit actor is:

    • Abil.(abil name).SourceCastStart

    AnimPlay Attack Attack

    • Abil.(abil name).SourceCastStop

    AnimClear Attack

    I have seen this message setup in other threads regarding attack animations for unit actors but for some reason it does not work in my map.

    The turret actor setup is:

    (Basic) Attachment: Turret Body + Subject: (Actor) (Turret Unit Actor Name)

    (Basic) Event: Events +

    • TurretEnable.(Turret Unit Actor Name)

    Create

    Right now the turret doesn't rotate at all. I'd like it to turn only when aiming to fire on a target.

    The turret object setup is:

    • (Basic) Basic: Yaw Arc 360
    • (Basic) Basic: Yaw Rate 360
    • Basic: Idle Hold

    If anyone can teach me what I'm doing wrong I'd greatly appreciate it. I'll attach the map file for reference but it does contain HotS dependencies. Thank you.

    Posted in: Data
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    posted a message on [ALMOST Solved] Decoy Drone: Getting a Spawned Unit to Move in Target Direction

    I'd like to revive this discussion in case there is anyone out there that can see what is wrong with Spool's method (starting from post #7 I think with example map in post #13) of getting the drone to keep moving. I've begun working on my project again after 9 months and need help. At the moment I'm using Funky's single offset method (starting from post #5 and example map in post #8). I haven't tested the drone on a map with diverse terrain but I do expect the pathing of the drone to function unpredictably if it is moving towards a single offset point when there is non-traverseable terrain between the drone and its offset. This is quite a long post with lots of advanced data manipulation and I do appreciate your time taken to review it.

    Posted in: Data
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    posted a message on Found the Development Team Part 2

    I'm trying to think up game play mechanics for a marksman unit to give it as much of a high powered feel as possible while maintaining some balance and requiring some skill. It's hard to design an interesting marksman class in an RTS (compared to an FPS) because you don't have a whole lot of options for aiming mechanics which are what provide the conditional tradeoff for the amount of power those carefully placed shots provide. Clicking and killing like "One Shot One Kill" is a pretty boring play style and totally imba imo. One idea I had to simulate aiming mechanics was to have a short (aiming) period between the time the target location is selected and when the shot is fired to add a timing element for moving targets and to have the damage done at a point rather than on a unit. This way you get more of a sense that you have to be careful where you're shooting.

    This marksman unit will have two weapons:

    • The first will be the unit's default weapon the marksman spawns with (Item). It will have relatively low base damage and a small (10) magazine.
    • The second weapon will be found (item) and will have an even smaller (6) magazine but relatively higher base damage.

    Since magazine sizes for this unit's weapons will be so small I'd like to have a weapon that allows the player to select targets carefully. I'd like to avoid random target selection and wasting potential firepower and ammo on low hp / low priority targets. If possible, I'd like to see a weapon that allows the player to select each individual shot.

    I plan to have some scope mechanics that increase critical strike chance of shots landed within the radius revealed by the scope ability by a significant amount so that there is a large merit for finding targets and landing shots at a distance. I also plan to give the scope ability a minimum range to prevent it from being able to be used in close range and being a skill that is a solution to every situation. I'd give the default weapon a smaller minimum range and the stronger weapon a larger minimum range with scope.

    The thing I'd like to take a look at the most would be one of the weapons because I have absolutely no idea how to get a unit's attack to function as I mentioned above.

    I've also already posted some requests here and I don't want to completely dominate this thread. If you've got the time to work on it that's amazing but I understand helping as many people as possible is the ethical thing to do.

    (I may have to edit this post a few times for clarity's sake. The concepts make sense in my head but I feel like I'm having a hard time explaining things to a point where someone else can envision how they work together. Feel free to PM me with any questions or discussion.)

    Posted in: General Chat
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    posted a message on [ALMOST Solved] Decoy Drone: Getting a Spawned Unit to Move in Target Direction

    Here's what I changed. Drone not moving yet though. Would it have anything to do with the Create Unit's (Basic) Effect: Rally Unit + or (Basic) Target: Location + field?

    TMP-170A "Decoy" Drone Movement

    • (Basic) Effect: Effect - Periodic TMP-170A "Decoy" Drone Movement (Create Persistent)
    • (Basic) Stats: Period 1.0000
    • (Basic) Stats: Period Count -1
    • (Basic) Stats: Duration 0.0000

    TMP-170A "Decoy" Drone Movement (Create Persistent)

    • (Basic) Effect: Effect - Initial + TMP-170A "Decoy" Drone Movement (Issue Order)
    • (Basic) Target: Location + Effect: none, Value: Source Unit/Point
    • Effect: Periodic Offsets + Y: -2

    TMP-170A "Decoy" Drone Movment (Issue Order)

    • (Basic) Effect: Ability Move
    • (Basic) Target: Target + Effect: None, Value: Target Point
    Posted in: Data
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    posted a message on Found the Development Team Part 2

    Thank you for offering to contribute your valuable time for the sake of the community!

    If I may, I would like to request:

    • An ability that launches a subterranean missile into the ground and deals damage to burrowed units in an area at the impact location.
    • An item claymore mine that explodes in a 50 degree cone similar to or the same as the diagram below. (You can do all the different damage zones if you're really enthusiastic but it's not necessary. Seems like a lot of really tedious work so I won't be too attached to that part.) If possible I'd like the mine to face the same direction as the unit placing it at the time of placement. (The direction could also be determined from the mine its self.) The claymore will be detonated from the placed mine unit with a detonate ability and set off other claymores in the blast radius. It would also be cool to have a motion sensor/tripwire ability for the unit placing the mines so they can set it to self activate if the situation applies. Btw, these do not need to be pure data solutions and using HotS assets is okay ;)

    Oh also, if possible, a blast radius indicator for the cone.

    Posted in: General Chat
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    posted a message on Found the develop team ourselvers

    @Delphinium1987: Go

    Greetings! Thank you for offering to contribute your valuable time and such a high quality level of skill for the sake of the community!

    I'd like to request a mech walker style type unit (maybe like something from "Armored Core" but slightly bulkier). The default mech models designed by Blizzard are absolutely hoooorible (except for the standard assault viking and Thor which look decent) and have very few animations. If possible, some animations I'd like this unit to have include:

    • A turret (probably near the top of the mech, something that can target all directions as the unit is moving)
    • A rocket jump for quick relocation of a very slow, heavy unit (maybe something like the viking morph animation when it lifts off but not becoming airborne and not morphing into another unit)
    • An artillery morph that allows the Armored Support as I call it, to fire an artillery cannon from its posterior (back side) preferably in any direction.

    My original idea was to use the viking assault model and try to attach a turret on top, have one arm the default gatling gun, the other arm a thor arm cannon, and one of the thor back artillery cannons to the back of it. Something like this would be totally acceptable but I'll leave the creative license in your hands.

    This unit is going to be able to use a high caliber automatic weapon ability with one arm and a short range grenade launcher type cannon ability with the other. (If you want to combine weapons on one arm that would also work). In terms of size something larger than a normal ground unit but not as fat as a Thor would be cool.

    The concept for this unit is a heavy, slow moving, ground squad and personnel support, armor unit capable of sustaining some damage and providing long range artillery fire. Any inspirations you would like to add are absolutely welcome like Multiple Launch Rocket Systems or other weapons.

    I'm not sure how time consuming animations are and I've requested quite a few here. If this is an impossible task maybe just some simplified model would be okay. Really ANYTHING will be better than using a default assault viking so cheers! I apologize if I've made a ridiculous request here. I don't know the scope of whats possible and whats not because of my ignorance of model work.

    Please don't hesitate to PM me with any questions.

    Posted in: General Chat
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    posted a message on [ALMOST Solved] Decoy Drone: Getting a Spawned Unit to Move in Target Direction

    @Spoolofwhool: Go

    Okay, I've made a separate map in order to try the behavior method. The terrain for our original map has quite a few cliffs and ramps so this method may be very helpful. The Drone isn't moving atm and I'm looking for the problem. Were you also not able to open the map because of HotS assets spool? Hopefully this one won't cause issues.

    TMP-170A "Decoy" Drone (Effect Type: Effect - Target)

    • (Basic) Ability: Arc 360
    • (Basic) Effect: Effect + TMP-170A "Decoy" Drone Initial (Set)
    • (Basic) Stats: Flags + Abort On Alliance Change, Allow Movement, No Deceleration, Transient, Update Changes On Level Change, Wait To Spend
    • (Basic) Stats: Range + (18)

    TMP-170A "Decoy" Drone Initial (Set)

    • (Basic) Effect: Effects + TMP-170A "Decoy" Drone (Create Unit)
    • (Basic) Target: Location + Effect: none, Value: Target Unit/Point

    TMP-170A "Decoy" Drone (Create Unit)

    • (Basic) Effect: Creation Options + Birth, Drop Off, Ignore Blockers, Offset By Radius, Placement, Provide Complete Tech, Provides Food, Uses Food
    • (Basic) Effect: Effect - Spawn TMP-170A "Decoy" Drone Movement (Apply Behavior)
    • (Basic) Effect: Rally Unit + Effect: none, Value: Source
    • (Basic) Effect: Spawn Offset + Y: -0.75
    • (Basic) Effect: Spawn Range 1.5
    • (Basic) Effect: Spawn Unit TMP-170A "Decoy" Drone
    • (Basic) Target: Location + Effect: none, Value: Caster Point

    TMP-170A "Decoy" Drone Movement (Apply Behavior)

    • (Basic) Effect: Behavior TMP-170A "Decoy" Drone Movement

    TMP-170A "Decoy" Drone Movement

    • (Basic) Effect: Effect - Initial TMP-170A "Decoy" Drone Movement (Create Persistent)

    TMP-170A "Decoy" Drone Movement (Create Persistent)

    • (Basic) Effect: Period Count 65535
    • (Basic) Effect: Period Effects + TMP-170A "Decoy" Drone (Issue Order)
    • (Basic) Target: Location + Effect: none, Value: Source Unit/Point
    • Effect: Periodic Offsets + Y: -2

    TMP-170A "Decoy" Drone (Issue Order)

    • (Basic) Effect: Ability Move
    • (Basic) Target: Target + Effect: TMP-170A "Decoy" Drone Initial (Set), Value: Target Point
    Posted in: Data
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    posted a message on [ALMOST Solved] Decoy Drone: Getting a Spawned Unit to Move in Target Direction

    @FunkyUserName: Go

    Sorry, I used hots dependencies so I could look at how the swarm host spawn locust ability was set up.

    I'm curious why the Effect: Periodic Offsets + Y is set to -60 in TMP-170A "Decoy" Drone Initial (Create Persistent). Does this make the spawned unit move a distance of 60? What do each of the X, Y, and Z fields represent?

    Why is (Basic) Target: Location + set to Effect: none, Value: Source Unit/Point? (Trying to understand target locations better)

    Posted in: Data
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    posted a message on [ALMOST Solved] Decoy Drone: Getting a Spawned Unit to Move in Target Direction

    Right now the drone goes to the target point of the ability and stops to attack anything it encounters along the way (because the turret is not functioning properly). Once the drone reaches the point specified by the player it stops. If possible I'd like to get it to keep moving in the same trajectory until it gets destroyed.

    Here's my current setup and (very buggy) test map attached below. (The reason why the drone is shooting laser beams is because i was trying too get the laser drill targeting laser beam model to play on the target the turret of the drone was attacking so it looks like a laser targeting turret. It probably won't work unless I can figure out some way to add a persistent effect somewhere.)

    TMP-170A "Decoy" Drone (Effect Type: Effect - Target)

    • (Basic) Ability: Arc 360
    • (Basic) Effect: Effect + TMP-170A "Decoy" Drone Initial (Set)
    • (Basic) Stats: Flags + Abort On Alliance Change, Allow Movement, No Deceleration, Transient, Update Changes On Level Change, Wait To Spend
    • (Basic) Stats: Range + (18)

    TMP-170A "Decoy" Drone Initial (Set)

    • (Basic) Effect: Effects + TMP-170A "Decoy" Drone Initial (Create Persistent) (threw this in just in case I needed to use offsets as Funky said but no idea how to set it up)
    • (Basic) Target: Location + Effect: none, Value: Target Unit/Point

    TMP-170A "Decoy" Drone Initial (Create Persistent)

    • (Basic) Effect: Effect - Initial TMP-170A "Decoy" Drone (Create Unit)
    • (Basic) Target: Location + Effect: none, Value: Target Unit/Point

    TMP-170A "Decoy" Drone (Create Unit) (field values mostly copied from Spawn locust create unit effect)

    • (Basic) Effect: Creation Options + Birth, Drop Off, Ignore Blockers, Offset By Radius, Placement, Provide Complete Tech, Provides Food, Uses Food
    • (Basic) Effect: Effect - Spawn TMP-170A "Decoy" Drone (Issue Order)
    • (Basic) Effect: Rally Unit + Effect: none, Value: Source
    • (Basic) Effect: Spawn Offset + X: 0.4 Y: -0.2 (How would I set this up to get the unit to spawn behind the caster?)
    • (Basic) Effect: Spawn Range 1.5
    • (Basic) Effect: Spawn Unit TMP-170A "Decoy" Drone
    • (Basic) Target: Location + Effect: none, Value: Caster Point

    TMP-170A "Decoy" Drone (Issue Order)

    • (Basic) Effect: Ability Attack
    • (Basic) Target: Target + Effect: TMP-170A "Decoy" Drone Initial (Set), Value: Target Point
    Posted in: Data
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    posted a message on [ALMOST Solved] Decoy Drone: Getting a Spawned Unit to Move in Target Direction

    What field did you use to get the issue order effect applied on the drone?

    I noticed also from looking at the Swarm Host's Spawn Locust ability that the (Basic) Effect: Rally Unit + field of a Create Unit effect looks like it can be used to send the spawned unit to a target location.

    If I want the drone to just continue moving in the direction it was cast in with relation to the caster until it gets destroyed what should I do?

    Posted in: Data
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    posted a message on [ALMOST Solved] Decoy Drone: Getting a Spawned Unit to Move in Target Direction

    I'd like to create an ability that spawns a unit which moves in the direction of the targeted point, shoots at the closest enemy as it moves, and detonates upon destruction. Would anyone be able to give me some idea of the best way to build such an ability?

    What I'd like to accomplish with this ability is to have enemies that are chasing the player go after the drone for a few seconds to by some extra kiting time for the player and his allies. The enemies in the map that I'm working on target units that are attacking them kind of like an agro system.

    I'm thinking an effect target ability with a spawn unit effect that has a move order or something along those lines. I wanted to do a bit of consulting before I start doing a bunch of trial and error if possible.

    Posted in: Data
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    posted a message on Getting an AoE to fire at caster per # of hits taken

    IT FUCKING WORKS! HAHAHA! My targets were all fucked up. God bless you Spoolofwhool. I wouldn't have been able to achieve this without your aid.

    Posted in: Data
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    posted a message on Getting an AoE to fire at caster per # of hits taken

    Yes, I would love to see the test map. I tried setting it up but still can't get mine to work. Attach the map here or PM me with map or some sharing method please.

    Posted in: Data
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