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    posted a message on Custom Teleportation Ability Targets

    I tried these suggestions without any luck. I'm not sure what field is responsible for outer comparison in the search effect.

    Posted in: Data
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    posted a message on Custom Teleportation Ability Targets

    The teleport works but only the caster gets teleported.

    Ability Type: Effect - Target

    • Ability: Arc 360
    • Effect: Effect + Transporter Set
    • Stats: Effect + Abort On Alliance Change, Wait to spend, Update Charges On Level Change
    • Stats: Range + (500)

    Transporter (Set)

    • Effect: Effects + Teleport, Transporter (Search Area)
    • Target: Target Location Type Point
    • Effect: Maximum Count 1

    Teleport

    • Effect: Unit + (None):Caster
    • Target: Placement Around + (None):Caster Unit
    • Target: Placement Range 11
    • Target: Range 11
    • Target: Target + (None):Target Point

    Transporter (Search Area)

    • Search: Areas + Arc: 360, Effect: Transporter, Max Count: -1, Radius: 2
    • Search: Search Filters Excluded: Enemy, Neutral
    • Target: Impact Location + (None):Caster Unit
    • Search: Max Count 1
    • Search: Search Flags + Extend By Unit Radius, Offset Area By Angle, Same Cliff Level
    • Target: Target Sorts + (TSDistance):0:0

    Transporter

    • Effect: Source + (Transporter (Search Area)):Caster Point
    • Target: Placement Around + (Transporter (Search Area)):Target Point
    • Target: Placement Range 11
    • Target: Range 11
    • Target: Target + (Transporter (Set)):Target Point
    Posted in: Data
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    posted a message on Custom Teleportation Ability Targets

    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.

    Posted in: Data
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    posted a message on Horror Survival
    Quote from wargirlwargirl: Go

    that is some sick terrain P.

    Thanks! I spent like months on it lol.

    Posted in: Team Recruitment
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    posted a message on Horror Survival
    Quote from FunkyUserName: Go

    nice to see you and wes working on it again. hopefully working on a 6 + x slots always open inventory too :d.

    Thanks! Yeah we intend to rework the inventory system and the command cards a bit.

    Posted in: Team Recruitment
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    posted a message on Horror Survival

    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: West Bunker Entrance (Morning) Research and Engineering (Night) Reactor Waste Containment Area (Night) Shipping Facility (Morning) Apartments (Evening) Hospital (Day)

    Some of my retexture work:

    Posted in: Team Recruitment
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    posted a message on Health Transfer Healing

    Thx very much guys. I think I got it from here!

    Posted in: Data
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    posted a message on Health Transfer Healing

    @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:

    Quote from FunkyUserName: Go

    @EntityEnigma: Go

    create a trigger with Effect - event and check which effects are executed (also display caster and target of the effect)

    Posted in: Data
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    posted a message on Health Transfer Healing
    Quote from FunkyUserName: Go

    i would do it different.

    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.

    Posted in: Data
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    posted a message on Health Transfer Healing

    @FunkyUserName: Go

    Thanks for the reply! Just wanted to double check a few things:

    Quote from FunkyUserName: Go

    (periodic phase duration set to 1 second)

    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:

    Quote from FunkyUserName: Go

    (Init effect: add buff counter, final effect: remove buff counter)

    What is a buff counter?

    For

    Quote from FunkyUserName: Go

    Modify unit (caster -1 hp and target +1 hp)

    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.

    Posted in: Data
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    posted a message on Health Transfer Healing

    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:

    • Vapor AoE (Buff, CBehaviorBuff)
    • Behavior: Alignment -> Positive
    • Behavior: Modification + -> Modification>Unit>Vital Regeneration Bonus>Life>6
    • Stats: Duration ->0.5000
    • Stats: Period -> 1.0000
    • Vapor Bomb (Buff, CBehaviorBuff)
    • Behavior: Alignment -> Positive
    • Effect: Effect - Periodic -> Vapor Bomb Search
    • Stats: Flags -> Hidden
    • Stats: Period -> 0.7500

    Effects

    • Vapor Bomb Apply (Apply Behavior, CEffectApplyBehavior)
    • Effect: Behavior -> Vapor AoE
    • Create Vapor Bomb (Create Unit, CEffectCreateUnit)
    • Effect: Spawn Unit -> Vapor Bomb
    • Target: Location + -> Effect: None, Value: Target Point
    • Vapor Bomb Caster (Modify Unit, CEffectModifyUnit) (cant remember what this is for exactly)
    • Cost: Cost + -> Vitals>Energy> -1
    • Vapor Bomb Target (Modify Unit, CEffectModifyUnit) (this either)
    • Cost: Cost + -> Vitals: Life = 1, Player: Effect = None, Value = Player Origin
    • Effect: Transfer Unit + -> Effect: None, Value: Target
    • Vapor Bomb Search (Search Area, CEffectEnumArea)
    • Search: Areas + -> Arc: 360.0 Effect: Vapor Bomb Apply Maximum Count: -1 Radius: 2.25
    • Search: Exclude + -> Effect: None, Value: Caster
    • Search: Include + -> Effect: Vapor Bomb Target, Value: Target
    • Search: Search Filters -> Excluded: Enemy
    • Vapor Bomb Set (Set, CEffectSet)
    • Effects: Effects + -> Value: Vapor Bomb Caster, Vapor Bomb Search

    Unit

    • Vapor Bomb (Generic, Unit)
    • Behaviors: Behaviors + -> Vapor Bomb
    Posted in: Data
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    posted a message on Tychus/Swann without flashlights.
    Quote from Zolden: Go

    here are your tycus and swann

    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?

    Posted in: Requests
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    posted a message on Creating cutom faction decals?

    @DrSuperEvil: Go

    There are more recent tutorials for this? Where are they?

    Posted in: Artist Tavern
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    posted a message on [solved ] Cloning marine with shield, leaving original marine without.

    I found something fairly simple that seems to work:

    In the Marine Unit Actor find the event that looks like:

    • Actor Creation
    • Validate Player No Marine Shield
    • AnimPlay Cover Cover PlayForever 0.000000

    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.

    Posted in: Data
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    posted a message on [solved ] Cloning marine with shield, leaving original marine without.

    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?

    Posted in: Data
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