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    posted a message on harvest events possible on resources?
    Quote from Selfcreation: Go

    @DragonGuard1989: Go

    add a ability type , effect instant , link a apply behaviour effect . with a BUFF behaviour , in the modification+ of the behaviour , if you check out the BEHAVIOUR section their should be a flag you can enable to alow it. , then add a time duration or validators if you wana turn it back to w/e

    Cant find it =/

    Posted in: Data
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    posted a message on harvest events possible on resources?

    @grenegg: Go

    yep, trigger editor is easy :) but i want to do it completely in the data editor if possible.

    another thing, is there a way to change a resource from Raw to harvestable using an effect/behavior/...?

    Maybe a bit of an extra info about my first question. What i want to do is make a resource (using a rock model) that gets smaller when resources get harvested from it, either by scale or by changing the height so it goes through the ground (not sure yet which one, depends on whats possible/works)

    Posted in: Data
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    posted a message on harvest events possible on resources?

    Hey guys,

    I'm kinda trying to learn some new things with the data editors events and there is something im currieus about.

    Is it possible to have events on units like a Mineral Field so that it does something when it gets havested/drops below a rate.

    Like change its tint or scale.

    I cant seem to be able to get anything to happen to it when it gets harvested

    Posted in: Data
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    posted a message on Bank Hacking, Cheating and Security

    @S3curious: Go

    i only know you can get it as galaxy script but you cant get it back as triggers right? unless you wanna remake them manually using the galaxy script file.

    or am i wrong now and do the triggers themselfs still exist? (in trigger editor form)

    Posted in: General Chat
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    posted a message on Bank Hacking, Cheating and Security

    but you can delete the triggers in your map file, see if anyone opens your map they only see an empty trigger editor

    Posted in: General Chat
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    posted a message on Start listing things that annoy you about the editor and I'll give to Blizzard

    Things i would like to see:

    - Text alignment in dialogs and what not. - The ability to actually use a units ability using triggers. And with that i really mean like when you would have clicked its ability icon, so including the nice mousesplat effects and changing mouse cursor that the ability would normally have

    Posted in: General Chat
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    posted a message on Actor events problem

    @SouLCarveRR: Go

    Well i cant find how to move an actors D: If u could make me an example i would rlly appreciate it on that one as i really cant find how to move an actor on its own.

    Posted in: Data
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    posted a message on Make unit follow mouse + more

    @dgh64: Go

    if you just want mouse movement use something like this:

    Mousetracking
        Events
            UI - Player Any Player moves mouse.
        Local Variables
            point = (Point((Mouse X position in the world), (Mouse Y position in the world), (Mouse Z position in the world))) <Point>
        Conditions
        Actions
                    Unit - Order (Unit 1 from unitgroup[(Triggering player)]) to ( Move targeting point) (Replace Existing Orders)
    

    the last one is just an "Issue Order" with an "Order targeting Point" (the unit group part is from what i used in my code, replace this to your own needs)

    if you want to have like a rightclick hold movement style (i dont know exactly how diablo moves) you need 2 aditional trigger (you can put it in 1 but i prefer to split it up, as then you can turn off the mouse movement tracking trigger off by default to save resources)

    rightclickon
        Events
            UI - Player Any Player clicks Right mouse button Down.
        Local Variables
        Conditions
        Actions
            Trigger - Turn Mousetracking On
    

    This will run when you click the right mouse button, it will then activate moustracking in the other trigger and your unit will start following your mouse as long as you keep it pressed down. If you let the right mouse button go it will activate the trigger below, turning tracking off.

    rightclickoff
        Events
            UI - Player Any Player clicks Right mouse button Up.
        Local Variables
        Conditions
        Actions
            Trigger - Turn Mousetracking Off
    
    Posted in: Triggers
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    posted a message on Actor events problem

    @SouLCarveRR: Go

    well my opjective was trigger related but what i asked as about the actor event.

    Anyway, i kinda solved it in a not to bad way by making an spawning a unit with the cursor effect model i wanted to use with max possible speed settings. Flag him as both Cloaked and Burrowed (if only cloaked the model gets messed up by the cloakblur, setting burrowing on top of this overwrites the cloak blur but still hides your unit) and having move to my cursor location using the mouse moved event.

    The mousemoved trigger turns itself of again once a mouse clicked triggers gets activated, and that one turns of once its done running once. Both of those triggers get activated by a dialog so they dont impact the performance (and if they do for a bit its only for a few seconds).

    Also made him fly instead of walk so you can hover outside of the ground limit (spacemap) without the unit freaking out at the edge.

    The result is quite nice for such a work around imo. It does lag a bit behind the mouse because of the unit actually having a delay before it moves (with fast mouse movement) but overall im quite happy with the result. I also tried spawning a new unit at the mouse location and killing the old one once it moved but because of the time the "corps"/ animation fades you get trailing again.

    If anyone is interested in my work around i could post an example map. It could be nice for someone wanting an indicator to run from a dialog like i wanted.

    Posted in: Data
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    posted a message on Actor events problem

    @DrSuperEvil: Go

    could you perhaps make an example of this? my knowledge of actor events is still quite limited atm so i dont really understand what you mean so i would rlly appreciate and example.

    it does sound more or less like what i wanted to do with the actor following the mouse.

    Posted in: Data
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    posted a message on Actor events problem

    @BorgDragon: Go

    hmm yeah, guess i could do that, see if they know anything more about it.

    Looked myself but couldn't really find anything directly useful to move an already existing actor. Tried this first actually, then i tried coming up with a way to delete the old one and have it spawn a new one in its place at the new location. But again couldn't really find anything useful, perhaps with an kill actor scope but cant find anywhere how to use it.

    So i though of trying to manipulate the animation to reduce the time the animation loops. I actually got this to work now, as long as i use the birth animation of the AoE animations i wanna use, they aren't animated and will let me control how long they live.

    Anyway, thanks for the reply, not at least i know that way wont work the way i want it. Wished blizz could give us some more controls over some stuff like unit abilities, command cards, per player unit visibility and cursors.

    Posted in: Data
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    posted a message on Kill Ability Actor if unit cancels

    @PsychoMC: Go

    i think you can do this by adding 2 new events with a destroy attached to it.

    Unit Death and Unit Movement Update

    Posted in: Data
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    posted a message on Actor events problem

    no one? =/

    any information about actor events that explains that stuff in there is welcome.

    Posted in: Data
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    posted a message on Actor events problem

    hi guys, Im currently running into a bit of a problem with a map im trying to make.

    Im trying to make a cursor effect you would get if you use an unit ability manually (for example the Nuke indicator from the ghost) but by firing the ability from an dialog button/trigger. I know this has already been tried lots of time without to much success in the past judging from the searches i did.

    However i nearly got it the way i want it, or at least as close as i can get. However there are a few problems that im battling with.

    1 of them is that i cant manage to limit the time an animation runs. Basicly im having a mouse move trigger with some other triggers hooked up to it that spawn a splat actor at the mouse location. However at the moment the animation for the splat or whatever animation i use runs its full cycle and will give of a trail like display (see pic)

    http://img821.imageshack.us/img821/255/trail.png

    So now my question, could anyone maybe explain how to set up an actor event for this? currently the effect is being spawned by this line: (all the rest is pretty much just a mouse move rigged up to a timer)

    Actor - Create actor Ghost Nuke Indicator Copy at point mouseposition[0]

    but i cant find anything on running actor events from trigger events. Ive also tried all the stuff i found on the forums, changing the time settings, using timers, trying the different triggers (in the action event editor) with different settings but nothing got it to work.

    It either doesn't run at all, stays on forever leaving a permanent trail of the image or just fades slowly giving a laggish trail fade behind my cursor.

    Or has blizzard perhaps provided another way to execute unit abilities (from a selected unit) that does include the mouse cursor effect like you would get if clicking the button?

    I would greatly appreciate it if anyone could help me find the solution, or even point me in the right direction.

    Posted in: Data
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    posted a message on [Data] Creating a powerup item that activates when touched

    While i was still working on my old map i needed to have some powerups that activeded or got picked up when my character touched them. while searching the forum however i found that there wasn't really any solid example of how it could be done easily.

    so, as my first post on this forum I've decided to share what I've found out with anyone else that might need this.

    Note: you don't have to click a powerup item like u would with lootdrops, touching it with your selected unit will automatically make it "pickup" the powerup for a permanent boost in whatever stat you want. (you could use this for timed buffs as well but i wont be covering that in this tutorial)

    In this tutorial ill make a powerup that increases the units speed, you can easily change this to do whatever you want.

    Step 1: Creating the behavoir that will apply our stats bonus

    Firs create a new behavoir with the following settings:

    • Name: MovementSpeed Increase
    • ID: (just hit suggest)
    • Behavoir Type: Buff
    • Based On: Default Behavoir (CBehavoirBuff)

    Now set the following items like this:

    • Behavoir - Buff flags: Uncheck Countdown
    • Behavoir Modification: Go into the Movement tab and find "Movement Speed bonus", here change to whatever value you want, i used 0.5, click OK
    • Stats - Flags: Check Hidden
    • Stats - Maximum stack Count: 10 (or whatever you want to be the maximum number of times a single unit can gain this boost)

    Step 2: Creating the needed effects

    Now we will have to create 3 different effects, 1 to run our ability, 1 to remove the "powerup item" so it disapears as soon as it gets pickedup/touched and 1 set to bundle these 2 effects together.

    Lets start by creating the effect that will apply the boost: Create a new object and give it the following settings:

    • Name: MovementPowerup
    • ID: (hit suggest)
    • Effect Type: Apply Behavoir
    • Based On: Default Effect (CEffectApplyBehavoir)

    in its settings set it to the following: Behavoir - Behavoir: Select our above created behavoir, in our case "MovementSpeed Increase".

    Now create another effect, this time we will make the effect that removes the powerup item:

    • Name: RemovePickup
    • ID: (click suggest)
    • Effect Type: Damage
    • Based On: CEffectDamage

    Under its settings:

    • Effect - Death: Remove
    • Effect - Flags: Kill, No Kill credit
    • Target - Impact Location: Source Unit
    • Target - launch Location: Source Unit

    Now that thats done lets create our last effect, the one that keeps these 2 together. Again create a new effect:

    • Name: MovementPowerupSet
    • ID: (click suggest)
    • Effect Type: Set
    • Based On: Default Effect (CEffectSet)

    and under its settings:

    • Effect - Effects: first pick our "MovementPowerup" and second the "RemovePickup" (don't think it matters much but just to be on the safe side make sure you run the powerup first before killing it)

    Step 3: Creating the Ability that we can give to the pickupitem

    In the abilities tab create a new ability with the following settings: Name: MovementPowerup

    • ID: (again just click suggest)
    • Ability Type: Effect - Target
    • Based On: Deffault Ability (CAbilEffectTarget)

    With the settings:

    • Ability - Arc: 360
    • Ability - Auto Cast Filter: Check Player and Neutral and uncheck the rest and make it require Ground and exclude structures. (if you leave the others checked any enemy that touches the powerup will get the bonus instead of you)
    • Ability - Auto Cast Range: 0.1 (increase to make the unit pick it up from further away, with 0.1 he has to walk over it)
    • Effect - Effect: MovementPowerupSet
    • Stats - Flags: Check Autocast, autocast on and Re-Executable, leave the default ones on as well
    • Stats - Range: 0.1 (make this the same value as autocast)

    Step 4: Creating the unit that will be our powerup item

    Now all thats left is to make our unit that will represent out powerup item. go into the Unit tab and create a new unit: Name: MovementPowerup ID: (suggest) Based On: Default settings (Item) Object Family: Melee Race: Neutral Object Type: Item

    Now the only thing you will have to change here is: Ability - Ability: MovementPowerup

    Now all thats left is to link a Actor to our unit, i just used a copy of Crate for that but you can pick whatever you want.

    Bonus

    If you want the item to drop after you killed a unit or anything else just do the following:

    Go to Loot and make a new loot object and set it Loot Type to Unit and press OK. Now under Unit in the Loots settings select our MovementPowerup. IMPORTANT: If your working with hostile units, set Spawn Owner to Target, this will make the spawned loot friendly for you, else if there are more enemy units attacking you they will pick up the item instead)

    Next go to you unit that you want this item to drop and in its settings find "Unit - Loot". Here select our freshly created Loot item and your ready to go!

    Posted in: Tutorials
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