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    posted a message on [Solved] Braxis Alpha Asteroids

    @Mozared: Go

    Ah they were doodads. I was trying to get rid of 'em by changing the terrain type's background model but that wasn't working. Never would have thought they were doodads though!

    Posted in: Terrain
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    posted a message on [Solved] Braxis Alpha Asteroids

    How can I get rid of these asteroids? I've tried for awhile and I can't get them to go away.

    Braxis Alpha Asteroids

    (This is a screenshot in the editor)

    Posted in: Terrain
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    posted a message on [Solved] Missile Mover Help

    @rutegar: Go

    Thank you! Got it working exactly as I want it (even got the spread going)! :D

    And the long journey of making a space map begins...

    Posted in: Data
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    posted a message on How to make a neutral unit train units for players?

    @Scythe1250: Go

    You could do it in triggers where you have separate buildings for each player off of the map and when a player clicks the neutral unit have a trigger that will select the building for that player. The structures off the map would have the buttons on the command card to spawn heroes and will be stored in an array called something like HeroSpawnStructure. Could go like this:

    Event - Player (PlayerNumber) selects Unit (Neutral Unit [xx,yy])

    Action - Select Unit (HeroSpawnStructure[PlayerNumber]) for Player (PlayerNumber)

    The structures would need to be deselected and removed after the player trains a hero so people don't put it into a control group and train all the heroes. Also, whether the ability trains the hero or the ability runs a trigger that spawns the hero is up to you.

    Edit: If you want players to not have the same heroes you could have the abilities have charges and when a hero is trained take the charges away from the training structures for the corresponding hero, making that hero unable to be picked by anyone else

    Posted in: Triggers
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    posted a message on How does armor work?

    @Sendlirn: Go

    I've noticed that each damage effect cannot go under .5 damage, so if a marine with damage 5 attacks an enemy with armor 10 then the marine will deal .5 damage to the unit per attack. The armor is applied to the damage effects from the weapon so if it has several damage effects it will do .5 damage per effect (Thor AA attack, which has 4 damage effects, will do at least 2 damage per weapon fire)

    Posted in: Data
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    posted a message on [Solved] Missile Mover Help

    @FunkyUserName: Go

    I figured out what to do with Funky's help and this thread:

    http://www.sc2mapster.com/forums/development/data/56118-missile-that-will-fly-to-the-edge-of-the-map/

    I tried what you suggested first FunkyUserName but the missiles wouldn't launch from the unit when I set the impact location to the persistent and I decided to try something else. I changed the mover to have 2 motion phases. The first motion phase uses guidance to move the missile in the direction of the offset point (the timeout of this phase is .0625 ). The second motion phase uses throw and makes the missile continue in the direction that was set by the guidance phase. I also set the throw vector's Y property to -1 (not sure if this is important or not)

    Thanks for the help FunkyUserName! :)

    Edit: I just had it working and I broke it somehow :( Trying to fix...

    Can't seem to fix it. Closest I got to it working was putting another phase after guidance that had no driver but the missiles had a tendency to change directions and speed

    Edit #2: What's causing the missiles to explode on the point of offset has to be from the guidance motion phase. With only the throw phase the missile works fine but it fires where the unit is facing and not towards the target.

    Posted in: Data
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    posted a message on [Solved] Missile Mover Help

    I want the missile to be able to go PAST the unit that is being targeted for the weapon. Something like this:

    SC2 Missile Mover Explanation

    One game that uses the same idea in SC2 is mission frontier. All of the non-homing weapons shoot at the target's position and travel past the target if they miss.

    Posted in: Data
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    posted a message on [Solved] Missile Mover Help

    Hi all!

    I need help with getting collidable missiles to travel PAST my target. I followed the fireball spell (but changed it into a weapon) in this tutorial:

    http://www.sc2mapster.com/forums/resources/tutorials/17154-data-colliding-projectiles/

    The colliding missile is working fine. It collides with units on its way to the target, damages them, destroys the missile, and creates an impact effect. However, I want the missile to keep travelling past the target and be able to collide with units past the target too. It's more a matter of getting the mover to keep the missile moving. Right now I have the weapon firing 9 missiles at a random offset near the targeted unit's location with the Thor AA mover, which has only one motion phase. Its driver is guidance and works fine getting to the offset near the target and some shots are supposed to miss. However, when it reaches the targeted point without colliding with any unit the missile just sits there and spins erratically until a timeout behavior I put on the ammo unit kills it. While the missile is spinning enemy units can move into the missile and collide with it and take damage.

    I'm thinking that I would need to add a motion phase with driver throw after the guidance phase is done that keeps it moving or change the first motion phase's driver to throw, but I have no clue as to how the throw driver works in movers. I have already tried changing the mover's driver to throw but it always fires south towards the bottom of the map, probably because I have no idea how it works.

    Any help/advice/knowledge about this would be greatly appreciated!

    Posted in: Data
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    posted a message on League Of Legends Style Armor

    As far as I know with the way the SC2 armor system works, you can't have percentage damage reduction coming straight from the armor. I remember awhile ago that somebody "disabled" the SC2 armor system by making all damage effects go through armor and used triggers to apply damage reduction behaviors to units based upon their armor (if I remember correctly). However, the armor system really bogged down the game when the armor got over 100-ish.

    So to get a system that works like WC3 or LoL you have to do a workaround or somehow change how the armor system works. Or maybe play with the armor formulas in the data manager. Only way I would think about doing it would be with behaviors but that would not work well with high amounts of armor due to the amount of damage reduction behaviors being applied.

    Posted in: Data
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