Damn, I'm trying to make an ability very similar to this where the closest unit to the caster gets teleported along with the caster to the target location. Had high hopes when I saw BorgDragon's shiny, clear cut explanation but it didn't work for this guy.
Time Zone: Central Pacific Time (or whatever time zone Hawaii is in)
Hours Available: Evening around 7pm
Method of Contact: Please send me a personal message on this forum or message me on Battle.net. Add me (EntityEnigma #436) or hang out in our community channel at starcraft://group/1/5522. I also try to hang out in the IRC when I am working.
What I am Currently doing for this project:
I have some terrain I've made and I am currently trying to design some rather complicated abilities for hero classes.
Current Issues: This is taking a ridiculous amount of time because of my lack of familiarity with data editing. I have had success with some of the abilities I have created and gotten most of the actors to work the way I want them.
Edit: I should also add that I don't yet own Heart of the Swarm but I have every intention of getting it next time it goes on sale.
Help Needed: Any help from people who are familiar with the editor and map making would be so very, very much appreciated but mostly right now I would LOVE to have someone comfortable with the data editor to aid and teach me in creating some quality abilities.
At the moment I'm not sure how much time I will be able to put into the map per week since I just started an intensive summer course. I have a lot of ideas though and I think if I just knew more about how to make things work I'd be able to get a lot more done in a shorter amount of time. I'd say right now I can probably put around 10 hrs a week into this project. (Before my class I was doing around 30)
Also, at the moment I have one other member from our community working with some of the trigger aspects but his expertise is limited. Were kind of just trying to do what we can when we can at the moment.
About the map: This map is a sequel to a map made by Fahquel and Malkavianvision called Night of the Dead Spec Ops.
Buff with periodic search effect (each 5 seconds maybe)
search effect -> persistant effect (periodic phase duration set to 1 second)
persistant effect (Init effect: add buff counter, final effect: remove buff counter) -> Set effect
Set effect -> Modify unit (caster -1 hp and target +1 hp)
the persistant effect has a periodic validator (target healed or caster low life, which will cancel the whole thing).
the count buff is not needed, only if there is a maximum of target units (also need a validator on the search effect to not target the same unit again)
I tried this but no healing happens in the target area. Anyone have any guesses why that might be? I haven't set up any validators yet either.
Does this mean add a value for Effect: Period Durratoins + that = 1 second under the 'Create Persistent' effect? There's no field named "periodic phase duration".
Would anyone be able to tell me how I might set up a unit so that it transfers a certain amount of health from its self to allies within a certain radius each search period? I'm trying to have it lose health proportional to the amount of health replaced so the more damaged friendlies within the radius the faster my unit will run out of health (one point of damage healed means one point of health lost for this unit).
My current setup just has a behavior that applies a regeneration buff each period to friendly units within the search area.
Aw bummer the bullet shells come out black though.
Oh wait, do the other Tychus models not have bullet shell animations?
Is there a way to give the MarineTychus_.m3 model the same bullet shell textures as the auto turret via texture declarations of this model? Which of the materials is responsible for the bullet shell textures?
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I tried these suggestions without any luck. I'm not sure what field is responsible for outer comparison in the search effect.
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The teleport works but only the caster gets teleported.
Ability Type: Effect - Target
Transporter (Set)
Teleport
Transporter (Search Area)
Transporter
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Damn, I'm trying to make an ability very similar to this where the closest unit to the caster gets teleported along with the caster to the target location. Had high hopes when I saw BorgDragon's shiny, clear cut explanation but it didn't work for this guy.
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Thanks! I spent like months on it lol.
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Thanks! Yeah we intend to rework the inventory system and the command cards a bit.
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Region: North America
Time Zone: Central Pacific Time (or whatever time zone Hawaii is in)
Hours Available: Evening around 7pm
Method of Contact: Please send me a personal message on this forum or message me on Battle.net. Add me (EntityEnigma #436) or hang out in our community channel at starcraft://group/1/5522. I also try to hang out in the IRC when I am working.
What I am Currently doing for this project: I have some terrain I've made and I am currently trying to design some rather complicated abilities for hero classes.
Current Issues: This is taking a ridiculous amount of time because of my lack of familiarity with data editing. I have had success with some of the abilities I have created and gotten most of the actors to work the way I want them.
Edit: I should also add that I don't yet own Heart of the Swarm but I have every intention of getting it next time it goes on sale.
Help Needed: Any help from people who are familiar with the editor and map making would be so very, very much appreciated but mostly right now I would LOVE to have someone comfortable with the data editor to aid and teach me in creating some quality abilities.
At the moment I'm not sure how much time I will be able to put into the map per week since I just started an intensive summer course. I have a lot of ideas though and I think if I just knew more about how to make things work I'd be able to get a lot more done in a shorter amount of time. I'd say right now I can probably put around 10 hrs a week into this project. (Before my class I was doing around 30)
Also, at the moment I have one other member from our community working with some of the trigger aspects but his expertise is limited. Were kind of just trying to do what we can when we can at the moment.
About the map: This map is a sequel to a map made by Fahquel and Malkavianvision called Night of the Dead Spec Ops.
Genre: Tactical Horror Coop Survival.
Some pictures of my terrain:
Some of my retexture work:
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Thx very much guys. I think I got it from here!
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@Markus_13: Go
That map has HotS assets and I unfortunately can't run it.
I also have absolutely no understanding of triggers. Is there anyone who can explain:
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I tried this but no healing happens in the target area. Anyone have any guesses why that might be? I haven't set up any validators yet either.
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@FunkyUserName: Go
Thanks for the reply! Just wanted to double check a few things:
Does this mean add a value for Effect: Period Durratoins + that = 1 second under the 'Create Persistent' effect? There's no field named "periodic phase duration".
Also This:
What is a buff counter?
For
What field do i add the -1 and +1 values to? Cost? Vitals?
What validator type do I use for the "periodic validator"? How would I set it up? I'm still very unfamiliar with validators.
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Would anyone be able to tell me how I might set up a unit so that it transfers a certain amount of health from its self to allies within a certain radius each search period? I'm trying to have it lose health proportional to the amount of health replaced so the more damaged friendlies within the radius the faster my unit will run out of health (one point of damage healed means one point of health lost for this unit).
My current setup just has a behavior that applies a regeneration buff each period to friendly units within the search area.
I followed OneTwoSC's Healing Fountain Tutorial https:www.youtube.com/watch?v=rafqhgvaOEs to the setup I have so far:
Behaviors:
Effects
Unit
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Holy shit zolden, I love you.
Aw bummer the bullet shells come out black though.
Oh wait, do the other Tychus models not have bullet shell animations?
Is there a way to give the MarineTychus_.m3 model the same bullet shell textures as the auto turret via texture declarations of this model? Which of the materials is responsible for the bullet shell textures?
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@DrSuperEvil: Go
There are more recent tutorials for this? Where are they?
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I found something fairly simple that seems to work:
In the Marine Unit Actor find the event that looks like:
Change the Validate Player term value from 'No Marine Shield' to 'Has Marine Shield Upgrade' and the shield animation should appear on the unit model.
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Huh? What this guy is saying and what I see in the marine actor's events are not adding up. Is there anyone who can explain this a bit more clearly?
I'm trying to get a model of a marine with a shield. What's the best way to get it to show up?