Edit: I see what you did... kind of "faked" it to look passive. I guess this is the last route I want to do, since I'd have to make 10 requirements for this and 10 buttons...
You don't have to make 10 buttons if you use non-passive button (dummy ability). I just liked passive buttons (non-clickable visual) and only had 3 levels. You would still have to make requirements for them. There is no current way of leveling passive behavior using Ability-learn.
Add a custom/copy of a siege attack to your unit.
Create a dummy unit.
Create/copy a custom ability with an AoE cursor (like EMP).
Make a trigger similar to this :
AttackGround
Events
Unit - CustomUnit is issued an order to Ghost - EMP Round - EMP Round is used here because my custom ability would based on EMP and would have the command EMP Round to be used.
Local Variables
Conditions
Actions - The Dummy is a unit that can't be seen/selected in game and doesn't have any model or sounds.
Unit - Create 1 Dummy for player 0 at (Target point for (Triggering order)) facing (Position of (Triggering unit)) (Ignore Placement) - The dummy should be created at the center of where your ability has been ordered ("casted").
Unit - Add 1 Infestor - Infested Terran Timed Life to (Last created unit) from 1 - This trigger add a timed life to the dummy unit, this way you won't have multiple dummy unit standing around.
Unit - Order CustomUnit to ( Attack (Last created unit)) (Replace Existing Orders) - This order the unit to attack the invisible dummy creating a smiliar effect to shooting the ground.
I used something similar once and worked perfectly.
NB: Using multiple weapons might get weird results.
Why not just add an ability (Effect Target) with target location; Damage Effect = Unit's damage effect? I'm confused... Make the weapon share cooldown
Alternatively remove the weapon altogether. Put UI - Weapon as your own weapon, give your ability autocast. O_O
so if it has a 'marker' from the unit that shot the shock wave, then other units applying effects / markers on it would not interfere with the first shockwave / marker? correct? so it is kind of a 'local' behavior validation thingy? by local i mean like a local variable compared to a global
and how do the markers exactly work??
The id marker, the one you will use most often, will stop an unit getting hit by the same effect twice (oppose to same type of effect).
This is really easy. You were close too.
Go to behaviors change height to whatever
Now Change the height time start to .5 sec stop 2 sec or something like that.
Now interceptors will pop out of the vessel and fly towards the sky in 2 seconds.
Add a "show" requirement. It's in requirement.
Use: Grey-ed out
Show: No Button
You are probably saying... Oh I tried that. I added in requirement on the buttons.
Wrong. You did try it but "show" only works on requirement within the triggering data
You have to put the requirement in
Behavior - Requirement
OR
Ability - Commands - Requirement
Classic. Keep up the good work! More than anything I feel like this will be useful to people, not so much because they will want a Tauren Chieftain in their Starcraft 2 map (although that will probably happen once the art is there for it), but because they will say, "Hey, wouldn't it be cool to have a sci-fi ability that does the same thing as <<n>> from Warcraft," and this will provide it for them. :)
yeah that was my idea. A lot of mappers here have world editor background. I think this library will be a good transition for old wc3 mappers, also I just want people to be familiar with the data editor.
It's a lazy man's way of making an ability that stops damaging the same unit twice. http://forums.sc2mapster.com/development/project-workplace/3347-wc3-hero-unit-library/#p1
I made a shockwave there. Shockwave deals damage periodically, but I didn't want it to damage the same unit again, so you just put a marker id. Then use validator "No Marker". It's easier than giving everything a temp buff.
The video quality is not good, download the map and play with fire ;) Only Data Editor used for spell creation, You can control Pyro and throw a Flamestrike in any direction
Hiya.
I'm starting library of abilities and units from wc3 so people can import them using dependencies.
Here's an example map showing you guys whats to come.
Map contains:
Hero:
Tauren Chieftain
Shockwave: Not using persistent effect, using actual missile like shockwave
War Stomp: Basic stun ability using data editor
Endurance Aura: Basic aura ability using data editor
Reincarnation: Using the damage response
I'll release my library few days or so. Probably contain, Cryptlord, Lich and Demon Hunter.
It's quite simple. Markers mark units until the effect ends.
For example if I have a persistent effect with markers (to their id) then the marker value (like a temporary stamp) is stuck on the unit until the effect ends. You can reference markers using validators. Default "No Marker" validator is used for colossus attacks and pretty much any line attacks.
However... Some people might have trouble with markers just because they think they can make behavior with periodic effect work with them. Oh hell no. Everytime "new" effect happens marker is reset (i.e. using "periodic effect" in behavior is not same as using persistent effect, periodic effect in behavior is behavior just looping, persistent effect is looping the effects). So it's better not mixing markers with effects from behavior.
Well I also believe it's possible to create a separate button for each level of the ability and stack them all on the units command card with proper show requirements, but that just seems wholly unnecessary.
Why doesn't someone ask on the map development forums on the beta minisite? I bet someone from Blizzard would be willing to answer.
I figured it out. Hahaha so funny how simple it is.
Set UI Tooltip Priority - 1
Any bone suggestions for the import would be great. At the moment I have quite a few models doing bizzare things (Immortal.m3 is a great example) and I'm not quite sure how to fix it just yet. Another problem is I'm using the Euler_XYZ rotation controller for the bones which means they experience gimbal lock during some animations. I've attempted to use the TCB_Rotation controller instead but the animations then adopt strange interpolations which screws them up pretty good. Any input is appreciated.
Animation support is now live!
Animations should work perfectly well. I've exported M2's, which you can see here, and they animate entirely correctly. I've also exported MD5's from Doom3 (an Imp model) which required an adjustment of the FPS, but it also has correct animations. I'm sure there will still be problems though, animations have been difficult to get working properly. Make sure you make start frame and end frame animations for your bones you're going to animate, or else you'll get weird animations.
If anyone knows of an MDX/MDL (those are Warcraft3 models) importer that WORKS for a recent version of 3ds max, please let me know. I'd like to export some wc3 models into sc2 because there's been alot of demand for it, and because it'll be fun. Even though the quality of the models will be horrendous compared to the sc2 ones :D.
At some point when I'm not so busy I'd like to do up some tutorials on how to work the tools so people aren't so lost using them. I've done my best to make them as intuitive as possible. Cheers all and enjoy ^.^
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You don't have to make 10 buttons if you use non-passive button (dummy ability). I just liked passive buttons (non-clickable visual) and only had 3 levels. You would still have to make requirements for them. There is no current way of leveling passive behavior using Ability-learn.
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Why not just add an ability (Effect Target) with target location; Damage Effect = Unit's damage effect? I'm confused... Make the weapon share cooldown
Alternatively remove the weapon altogether. Put UI - Weapon as your own weapon, give your ability autocast. O_O
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http://forums.sc2mapster.com/development/map-development/1993-way-to-make-creep-black/
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The id marker, the one you will use most often, will stop an unit getting hit by the same effect twice (oppose to same type of effect).
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http://forums.sc2mapster.com/development/project-workplace/3347-wc3-hero-unit-library/#p1
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This is really easy. You were close too.
Go to behaviors change height to whatever
Now Change the height time start to .5 sec stop 2 sec or something like that.
Now interceptors will pop out of the vessel and fly towards the sky in 2 seconds.
EDIT: Also add the behavior to the interceptor :D
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Add a "show" requirement. It's in requirement.
Use: Grey-ed out
Show: No Button
You are probably saying... Oh I tried that. I added in requirement on the buttons.
Wrong. You did try it but "show" only works on requirement within the triggering data
You have to put the requirement in
Behavior - Requirement
OR
Ability - Commands - Requirement
http://forums.sc2mapster.com/development/project-workplace/3347-wc3-hero-unit-library/#p1
I used "show" requirement for behaviors since you have to stack buttons for leveling behaviors (hopefully blizzard will fix this)
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yeah that was my idea. A lot of mappers here have world editor background. I think this library will be a good transition for old wc3 mappers, also I just want people to be familiar with the data editor.
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@ezbeats: Go
It's a lazy man's way of making an ability that stops damaging the same unit twice.
http://forums.sc2mapster.com/development/project-workplace/3347-wc3-hero-unit-library/#p1
I made a shockwave there. Shockwave deals damage periodically, but I didn't want it to damage the same unit again, so you just put a marker id. Then use validator "No Marker". It's easier than giving everything a temp buff.
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But isn't that this: http://rileystarcraft.blogspot.com/2010/05/tutorial-how-to-create-shockwave.html
Except with different animation? O_O
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http://forums.sc2mapster.com/development/tutorials/1250-triggers-catalog-field-value-get-set/
http://forums.sc2mapster.com/development/map-development/2971-need-help-with-catalog-set-value-for-behaviors/
http://forums.sc2mapster.com/development/map-development/2447-error-catalog-field-not-written-when-trying-to-set/
http://forums.sc2mapster.com/development/map-development/3164-issue-with-setting-catalog-field-value-in-array/
http://forums.sc2mapster.com/development/map-development/3046-changing-data-entries-on-the-fly/
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Hiya.
I'm starting library of abilities and units from wc3 so people can import them using dependencies.
Here's an example map showing you guys whats to come.
Map contains:
Hero:
Tauren Chieftain
Shockwave: Not using persistent effect, using actual missile like shockwave
War Stomp: Basic stun ability using data editor
Endurance Aura: Basic aura ability using data editor
Reincarnation: Using the damage response
I'll release my library few days or so. Probably contain, Cryptlord, Lich and Demon Hunter.
0
It's quite simple. Markers mark units until the effect ends.
For example if I have a persistent effect with markers (to their id) then the marker value (like a temporary stamp) is stuck on the unit until the effect ends. You can reference markers using validators. Default "No Marker" validator is used for colossus attacks and pretty much any line attacks.
However... Some people might have trouble with markers just because they think they can make behavior with periodic effect work with them. Oh hell no. Everytime "new" effect happens marker is reset (i.e. using "periodic effect" in behavior is not same as using persistent effect, periodic effect in behavior is behavior just looping, persistent effect is looping the effects). So it's better not mixing markers with effects from behavior.
They are actually quite simple to use.
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I figured it out. Hahaha so funny how simple it is.
Set UI Tooltip Priority - 1
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SEX!