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    posted a message on [Solved][Effects/Missiles] Firing missiles eternally forward and in a spread

    @Pecula: Go

    Hey, Pecula!

    It's been a while since I made this ability, and I've forgotten a lot of what I did since then, but I still have the original copy and can brush back up on missile movers if necessary.

    As some quick advice, make sure that your missile's Impact Offset is to something more reasonable like (0,-20,0), not (0,-250,0). If your missile is moving in exactly the same direction every time, though, that field's probably not the issue. Check your Launch Missile effect and your missile's Mover.

    In general, if you have an ability that's not working, the easiest way to debug it is to look at a campaign ability similar to what you want to do and see how that ability works. I'd also highly recommend that you check out the Diablo Fireball Spell Tutorial that I mentioned earlier. (;

    If you just can't figure it out on your own, you can post a map of your nonfunctional missile and ask for general help, but I myself probably won't be able to devote the time to finding your particular error for another 9 days or so, when I'll finally get some free time to pursue my own interests. (like this Map Editor!)

    Posted in: Data
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    posted a message on Prevent units from shooting over each other? (picture)

    @Kabelkorven: Go

    Just increase the Range - minimum value on the weapon that the unit is using. That's how Siege Tanks do it!

    Posted in: Data
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    posted a message on [Solved][Actors/Textures&Data] Models Tinting Black & Ability Cooldown not working

    I actually have two questions, but I'm putting them in the same thread to avoid spamming.

    The first is that the models that I've been creating through actor events in an attempt to imitate the high templar's afterimages are invariably tinted pitch black whenever I tint them at all. I assume that this is a texture problem, but don't have a clue as to what to do about it. Has anyone else encountered this problem?

    The second is that, for reasons beyond my comprehension, the cooldown of a shield ability that I created is not taking effect at all.

    The ability is a simple 5-level apply behavior ability directly modeled off of Stimpack, so the value of 30 in time use should be taking effect no problem, right? Except that it's not, and is instead acting as if it had a time use value of 0 when I test it. Anyone see my error?

    <CAbilEffectInstant id="GuardianShieldEX">

    <OrderArray index="0" Model="Assets\UI\Cursors\WayPointConfirmSwarm\WayPointConfirmSwarm.m3"/>

    <AbilSetId value="GuardianShield"/>

    <EditorCategories value="AbilityorEffectType:Units"/>

    <InfoTooltipPriority value="1"/>

    <Effect index="0" value="GuardianShieldApplyBuff0"/>

    <Effect value="GuardianShieldApplyBuff1"/>

    <Effect value="GuardianShieldApplyBuff2"/>

    <Effect value="GuardianShieldApplyBuff3"/>

    <Effect value="GuardianShieldApplyBuff4"/>

    <Flags index="Transient" value="1"/>

    <Cost>

    <Vital index="Energy" value="25"/>

    <Charge Link="Abil/GuardianShield"/>

    <Cooldown Link="Abil/GuardianShield" TimeUse="70"/>

    </Cost>

    <Cost>

    <Vital index="Energy" value="25"/>

    <Charge Link="Abil/GuardianShield"/>

    <Cooldown Link="Abil/GuardianShield" TimeUse="60"/>

    </Cost>

    <Cost>

    <Vital index="Energy" value="25"/>

    <Charge Link=""/>

    <Cooldown Link="" TimeUse="50"/>

    </Cost>

    <Cost>

    <Vital index="Energy" value="25"/>

    <Charge Link=""/>

    <Cooldown Link="" TimeUse="40"/>

    </Cost>

    <Cost>

    <Vital index="Energy" value="25"/>

    <Charge Link=""/>

    <Cooldown Link="" TimeUse="30"/>

    </Cost>

    <AINotifyEffect value="Stimpack"/>

    <CmdButtonArray index="Execute" DefaultButtonFace="GuardianShield">

    <Flags index="ToSelection" value="1"/>

    </CmdButtonArray>

    </CAbilEffectInstant>


    If you need more information to answer ether of my questions, just ask, and I'll answer. (=

    Thanks!

    EDIT: While I'm asking questions, I may as well add one more to the list. If you happen to know this, then please post something here. If not, then don't lose any sleep over it. Pretty sure I can figure this one out on my own, given enough time.

    How would you make the Infested Terrans ability spawn a unit other than the current Infested Marines? I found the reference to unit type in the Morph ability command issued to the Swarm Egg that the Infestor spawns and changed that, but I think that there are some actor messages that I'm missing out on as well.

    Posted in: Data
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    posted a message on [Launch & Persistent] Launching missles in front of caster while moving

    @Zer0skiller: Go

    I'm actually very curious to know the answer to this question as well! *Especially* if someone knows how to make this ability as type Effect - Instant instead of Effect - Target. Shooting hitscanning projectiles at and past a target point isn't too bad, but I've never figured out how to simply fire them forwards using the unit's facing, although I know it's possible.

    If you don't get an answer, though, you can always BS things a little bit and attach a beam model to your hero while having the damage be dealt by a largely unrelated search area effect a la Railgun Snipe (only repeated multiple times, probably by a behavior on your hero). It's not quite what you want, but it's not too far off, either.

    And this is a total shot in the dark, but the Gax3 mod apparently has a way to reference the exact state of other actors (position, orientation, animation frame, etc). I haven't downloaded the mod, but it's worth looking into if you're desperate. =p

    Link to that mod: http://www.sc2mapster.com/assets/gax3-starcraft-ii-editor-enchant/

    Posted in: Data
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    posted a message on [Resolved (probably)][Actors/Regions] Creating a colored region in game via trigger?

    @FunkyUserName: Go

    Unfortunately am probably not going to have time to get back to the Editor this weekend, but thanks a ton for the advice! I shouldn't have a problem creating my solid rectangles with this knowledge. Setting this as resolved in the meantime.

    For added clarity, I'm also attaching a picture of the kinds of solid color squares I'd like to be able to make. (the map in question is using terrain instead of actors, so can't create colored tiles on demand as I want to do, but it still gives a good idea of what I'm hoping to be able to create) I'll attach a picture of the finished disco board once I get it working using your most excellent advice! (=

    Posted in: Triggers
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    posted a message on [Resolved (probably)][Actors/Regions] Creating a colored region in game via trigger?

    @FunkyUserName: Go

    I feel like a total nub for still not getting it, but...I'm a total nub with this aspect of the Editor.

    I still don't understand:

    1) How I'm getting a perfectly rectangular/square/whatever actor out of the splat actors in the editor. The closest to that that I've found is a "Ping Rectangular" (I forget the precise name), that has a rectangle, but also has another band running around it slightly higher and farther out than the rest of the rectangle...which totally ruins the appearance if I'm trying to make plain 2D plane of color. Is there some process by which I can change the 3D image to a simple 2D plane?

    2) I'm running a mac, so I don't have access to a .dds converter unless I pirate a windows OS. Is there a way around this?

    3) The rest I could possibly figure out on my own, but I've never done anything even similar to what you're talking about before. Retexturing models, importing and exporting them, etc. (I've worked with images before, but never models, and even then I was hampered by my lack of access to a .dds converter.), ALL of this is new to me. If you would be willing (don't feel obligated to) could you explain to me how to do this in detail as if I were the nub that I am? =3

    Many thanks. (=

    Posted in: Triggers
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    posted a message on [Resolved (probably)][Actors/Regions] Creating a colored region in game via trigger?

    @FunkyUserName: Go

    There actually already exists a conveniently colored dds for that: white32.dds (I know because I used it a few times while making dialogues)

    But I'm not at all familiar with splat actors. Is there already a splat actor that is rectangular in shape, or can I get the actor to be shaped like a rectangle through some other method?

    Posted in: Triggers
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    posted a message on [Resolved (probably)][Actors/Regions] Creating a colored region in game via trigger?

    Have you ever seen a disco floor? With all the colored squares on the ground flashing different colors? I'd like to be able to create those colored squares on demand in the middle of a game. I've spent a few hours puzzling over the problem and STILL haven't figured it out, so I thought I'd ask here. How would I accomplish this? Is there a convenient actor that is just a white 2D plane that I can create? If so, what's it called?

    Thanks in advance! (=

    Posted in: Triggers
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    posted a message on [Data][Pathing/Movement] Getting flying units to move like zerglings?

    @Photoloss: Go

    Hrmmm....

    Well! I've got no remaining ideas at the moment. I'll keep messing around with different possibilities on my own, but I'm probably going to be relying on you guys (who are actually familiar with the Editor) to find a solution. =3 In the interest of keeping this thread relatively short, I'm going to try stop replying to every suggestion now, except for the occasional status update, unless one of them actually works. I WILL try every suggestion, though.

    For reference, what I'm actually trying to do is:

    -create "hazards" that bounce off of "invisible" walls around the map. (I'll probably make the walls using regions & the Trigger editor, since I don't think it's doable through the Data editor). Because they need to be able to cross level 0 cliffs unhindered and actually look like they are bouncing when they hit walls, I was thinking that flying units moving like zerglings would be the best solution, but anything that can meet those same movement requirements is fine.

    Also for reference, the ideas that we've had so far are:

    -Give flying units the zergling pathing types and turn rates (I've thus far completely failed to accomplish this)

    -Give ground units (zergling, colossus, reaper, whatever) the ability to cross level 0 cliffs and move through the air plane while retaining their snappy turn rates (I've managed the latter of these two goals, but only while using the Ground mover)

    -Make some sort of missile that does the same thing (tricky, as I would prefer for the missile to still be possible to affect with physics (ex- pulled by gravitational anomalies))

    Posted in: Data
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    posted a message on [Data][Pathing/Movement] Getting flying units to move like zerglings?

    @Dabbu420: Go

    Their speedy little blighters, aren't they? =p

    Still don't turn instantly, though.

    Posted in: Data
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    posted a message on [Data][Pathing/Movement] Getting flying units to move like zerglings?

    @Photoloss: Go

    Hrmmm...That could cause problems if I want the unit to stay on one plane, but it just might work. I'll give it a shot.

    EDIT: Doesn't look like it. Colossus movement seems to be owed to their Scaler pathing (although I could be wrong about this), and I don't THINK that there's a way to edit a pathing type or create a new one.

    If I gave up on having air _units_, could I create objects that can move in the same way using linear missiles? If so, how would that be done? (I'd much rather have actual air units able to move like zerglings, though)

    Posted in: Data
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    posted a message on [Data][Pathing/Movement] Getting flying units to move like zerglings?

    @ArcaneDurandel: Go

    I've already set that field to the maximum value of 2344.9218. Unfortunately, even with these settings, units with a height map >0 and a Fly mover STILL turn in a small arc, rather than instantly. (normal ground units work fine)

    It is possible (And in fact, I hope this is the case!) that I'm missing something obvious, and the problem doesn't lie in some obscure facet of the Data editor that I am unaware of. If so, then PLEASE post a map here with a flying unit that can move like zerglings. I'd hugely appreciate it. =3

    Posted in: Data
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    posted a message on [Data][Pathing/Movement] Getting flying units to move like zerglings?

    @Photoloss: Go

    I'd already changed all the fields you suggested, except the 'turn before moving' flag, which doesn't appear to work. So I did more looking. And STILL couldn't find anything that works.

    Another way to accomplish this would be to actually take a zergling and give it the ability to move through the air plane, but I haven't figured out how to do that, either. I can testify that it's NOT the Collide, Plane Array, or Mover fields, though. Any ideas? I'm starting to feel rather dense. =3

    Posted in: Data
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    posted a message on [Data][Pathing/Movement] Getting flying units to move like zerglings?

    I've now been stuck on this problem for two days (as of 4/20) and have yet to find a solution. Any help (especially if you'd be willing to post a map with the problem addressed!) would be hugely appreciated.

    I would like to make flying units that move like zerglings, with instantaneous acceleration and turning. The problem is, even if I set "lateral acceleration" to 1000 on my flying units, they still turn in a small arc, rather than instantaneously like the zergling does.

    I tried every field in the unit editor that I could find, and even looked at some of the fields for the fliers' actors, and tried messing with the fliers' movers. No dice so far.

    Anyone have any ideas as to how to solve this problem?

    Thanks again! =3

    lllllllllllllllllllllllllllllllllllllllllllllll

    For reference, what I'm actually trying to accomplish is:

    -create "hazards" that bounce off of "invisible" walls around the map. (I'll probably make the walls using regions & the Trigger editor, since I don't think it's doable through the Data editor). Because they need to be able to cross level 0 cliffs unhindered and actually look like they are bouncing when they hit walls, I was thinking that flying units moving like zerglings would be the best solution, but anything that can meet those same movement requirements is fine.

    Also for reference, the ideas that we've had so far are (any of these may actually work, but I haven't been able to accomplish that yet):

    -Give flying units the zergling pathing types and turn rates (I've thus far completely failed to accomplish this)

    -Give ground units (zergling, colossus, reaper, whatever) the ability to cross level 0 cliffs and move through the air plane while retaining their snappy turn rates (I've managed the latter of these two goals, but only while using the Ground mover)

    -Make some sort of missile that does the same thing (tricky, as I would prefer for the missile to still be possible to affect with physics (ex- pulled by gravitational anomalies)

    EDIT: I have decided to use missiles instead of units, as sanctioned by photoloss in post #12. I'm fairly sure that this solution will work, but I'm having some trouble figuring out how exactly to accomplish it. I could likely figure it out if I sunk another 4 hours or so into the problem, but it's a relatively low-priority thing for me, as I have been using (*wince*) a trigger that temporarily designates my air units as immobile using Set Unit State whenever a new move command is given to them. (this cancels their inertia and allows for an instant turn) This is obviously horribly computationally inefficient, but it does solve the problem, so I can procrastinate on developing that better solution.

    If you guys happen to know exactly how to accomplish that better solution, I'd appreciate if you posted explaining it in more detail. If not, consider this question solved! (I'll update the status once/if I get the use-redirecting-missiles-instead-of-units plan working on my own)

    Posted in: Data
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    posted a message on [Solved][Data?][Pathing] Flying units unable to move over lowest level ground.

    I posted here because it seemed like some aspect of the Data editor was most likely my problem, but I could easily be dead wrong. (perhaps the Terrain editor would be a better home for this? I'm fairly sure it's not a Trigger issue, though) If I am, please redirect me to the relevant forum! =3

    For whatever reason, all of my units are treating lowest level ground as if it had a "No Pathing" region painted over it. Flying units can cross over it if a slow turn rate accidentally sends them over the edge of a cliff, but if I order them to fly over that ground, the command is overridden and replaced with a command to move to the point just shy of their target. Interestingly, if I queue up a list of shift commands , and then add a command to move over the lowest level terrain at the end of the queue, all previous commands are overridden and the unit moves straight to the point just shy of going over the lowest level terrain, based off of that last command in the queue.

    Very frustrating, as you can imagine, for someone trying to make a map including flying units. Does anyone know a way to fix this problem?

    Thanks in advance! (=

    EDIT: Never mind! It was a trigger editor problem. An order redirect trigger that I had applied to a few units within a certain unit group was apparently working on all units, not just those in that unit group. Strange.

    Posted in: Data
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