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    posted a message on [Solved] Unit's Supply Produced Added when Upgrade Starts

    Supply probably is considered a "cost" type value rather than a unit stat, upgrading to a higher supply cost is processed when you try to give the order after all. If you've tried all morph and cost settings, just give the additional supplies via a hidden buff (see Terran Supply Drop) and apply that as a morph end effect.

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    posted a message on (Solved) Custom barracks "flys" during the build animation

    Are you sure it's the flying animation and not some dust/spark effect from the obscured build model?

    There are some actors linked to the build ability, search for "Build" or "Construction". One controls the scaffolding model and one acts as an Event Macro to time the "pop-up" animations of the building itself (it's a hardcoded "auto-key" feature called a Progress actor, not an outright Event Macro).

    I believe one of them, a Model type iirc, has a list of "unit contruction start" events as the main initialisation, you have to add any custom buildings you create to the appropriate list. There's 3 separate setups for different build sizes. Terran structures also had a UnitConstruction->Create "StructureName"Build, each referencing a unique actor (i.e. BarracksBuild in your case), I don't remember what exactly they do but they might link into that construction setup too.

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    posted a message on don't show attackers

    Sadly this option is set on the Damage effect of each individual attack. By default, air units and the Colossus are fully revealed while anything else shows the "snapshot", so be careful what you copy from.

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    posted a message on Making peasants harvest from gold mine? (Warcraft 3 data mod)

    In terms of gameplay they work just like SC2 resources though, except for Scourge gold mines.

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    posted a message on PLEASE HELP!!! Cant Attack/move while using ability!

    There's probably a "Channel" flag somewhere in there, which automatically cancels the ability as soon as the unit is given a different order by default (and units can't continue moving without having a Move order, so yeah...)

    The WoL beta Planet Cracker should be fairly simple to make from scratch, except for 1 of the visuals which isn't available. As for Power Up/Down, that ability doesn't actually have any effects by default (assuming you mean the one on the Save Haven Purifier), it's only there to spawn the visual effect of the mothership "charging up".

    If you want any help with the actual implementation, you'll have to give details on what you're trying to achieve. The existing Planet Cracker isn't very usable even for a hero ability since the beam it uses has a MASSIVE glow effect.

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    posted a message on ZERG building problem

    Construction animations are a bit complicated, the main components are some Model actors (not all of which have an actual 3D model assigned...) and a Progress actor which automatically generates "stages" from the build ability data (i.e. build time).

    I haven't looked into the Zerg version, but Terran and Protoss have two distinct trees (for each of the three "sizes"). One tree is for the build animation (scaffolding/warp rift), the other I believe handles animation controls on the unit model itself: Terran buildings rise out of the ground about 2/3 into construction, Protoss ones phase in during the last few seconds, Zerg buildings "pop up" at the end. If your model has valid construction animations (which the spinecrawler does), it should be enough to copy that second tree of actors and link it up to your build ability.

    As for your morph, stop that "fixed facing" issue, not sure where to set it but your "egg" always faces south?, and the unit tries to face south before initiating the morph. Then, just add some eye candy: A dust cloud/transfuse/Razor Swarm to mask the sudden appearance of the egg, and a gooey explosion + the egg death animation at the end. For the egg death, make sure that actor is stationary and doesn't turn/move if the unit is ordered to do so immediately after morphing.

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    posted a message on Bristleback

    Those kinds of attacks will probably require editing of the weapon effects themselves, or triggers.

    You can test if basic scope selection works (Source Point and Target Point specifically), but ultimately there's nothing that uniquely identifies fancy AoE patterns or odd missile trajectories. Also some attacks, like Lurker spines, acid puddles, Psi Storm etc. don't really have a "direction" you can represent ingame.

    Now, if you code each attack individually, you can make it read out the missile position/AoE epicenter fairly easily since it has access to the full scope of its effect chain, but that's a lot of work and you have to stay on top of it with all future additions.

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    posted a message on (Solved) Facing while moving
    Quote from Teldrius: Go

    @Photoloss: Go

    I am aware, I have previously removed the footprint as well. I created dummy actors to similiate the line search, and upon removing the footprint and giving it the turn able flag, the line would fire in random directions determined at the spawning of the turret (I dont use the set facing flag on the create effect so it randomizes facing) this facing wasn't changed when the turret fired the weapon.

    I fixed the problem by making the turret a small period rather than a persistent which will cause the line to reset upon every activation instead of holding the initial angle, but the solution is not ideal as it prevents there from being a proper weapon cooldown.

    The goal was to create a persist that fired 3 times a second applying the damage to all units in a line from the caster, with a 1s cooldown after each attack.

    I initially accomplished this, but if the target moves during the 3 times, the line does not update to the new target position, but the turret does, causing a strange "I'm targetting you but you're not taking damage" effect

    (from other topic)

    Why exactly does the turret face the unit in the first place? If you can make it target the ability cast location just keep it firing on that point via a channeled attack or, worst case, a hidden dummy weapon that doesn't have any actual combat effects but can target Point-type scopes.

    And I'm a bit confused at what you're trying to achieve now, are there 2 separate abilities you're working on? Is it a stationary missile turret that's supposed to fire in a fixed direction, or if it's a mobile unit how exactly should it behave while using the ability? (Heroes) Tychus seems to target a unit and keep firing at it, a simple turret weapon will do that (Voidray channel setup to keep it attacking while moving). Lucian ult you could essentially freeze the initial facing and be done with it. Being able to swivel or adjust the firing direction independently of movement of caster and target is rather complicated.

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    posted a message on (Solved) Autocast Buff causing unit to freeze

    Try digging around in the "priority" lists, I know there's one for right-click actions ("Smart Priority"), maybe there's one for do-when-idle actions too?

    In the worst case, use an Enumerate Area validator to disable autocast (or even block the entire ability) if there are no unbuffed units in range. Enumerate Are basically is a regular Search filter, and like the effect it can query a validator in the filter targets to count buff stacks.

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    posted a message on Line Persistent From Turret?

    To add to your other failure, units with Footprints are locked in place iirc and can't turn even with that flag enabled.

    Regarding your original question, I don't know of any way to get the facing of the turret itself, but whatever is controlling the turret should be causing Effects, which you can track.

    Just in case you run into a similar problem again later.

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    posted a message on (Solved) Facing while moving
    Quote from Teldrius: Go

    like Tychus' Q in HotS.

    Careful with that acronym...

    Anyway, a Unit always faces in its current movement direction and there's nothing you can do about it, air units can "glide" but only as a transition between different facing angles. What can be done is making the main unit model something like the Phoenix, which has a turret attachment to rotate the entire model, make it invisible and use an attached model for the "real" appearance. Something similar can probably be achieved using SiteOps instead of a weapon+turret, the latter requires a specific point as a focus for the "visual" facing.

    Since I don't play Heroes of the Storm I don't know how you select the facing for that ability, but with the above it should be easy to keep the "unit" facing a specifc target point or unit.

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    posted a message on (Solved) Facing while moving

    Again, what is your existing setup? Turrets? SiteOps?

    You should be able to grab the Caster Point and Target Point references on ability cast, and if you can't save that specific direction maintain Persistent effects at both points and draw the facing between those. For turrets there are options for the behavior when moving and/or not firing.

    And just to be sure, the behavior you want is similar to Lucian's ultimate in League of Legends, where you face one direction, move into another, and maintain the facing regardless of where you move, correct?

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    posted a message on (Solved) Facing while moving

    How do you even make the unit turn towards the target point while moving in a different direction? If you already have some actor trickery in place that should be easy to modify.

    As for your actual question, I believe you an use SiteOperation actors to "save" a specific facing temporarily, Zeratul and Maar had this in WoL campaign for the cloudy trails on their Blink abilities. Might require you to host the model on an attachment if you aren't doing so already.

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    posted a message on Want units to decay into resources (minerals) when they die

    Consumption most likely applies the "heal" portion to the Source or Caster unit, both of which would the the wreckage if you followed my directions. It also restores energy, not life, in case you forgot to change that.

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    posted a message on Unable to move but can turn?

    First of all try all possible configurations of setting linear movement parameters to 0 and angular ones to high values, if speed doesn't work try acceleration. There's also a "turn before moving" flag, as well as a "moveable" one which I've never fiddled with.

    Rather than change ownership of the unit, which interferes with score and kill credit amongst other things, try rendering the unit "uncommandable" instead. This will block all direct user input (make sure to clear queued orders too!), but won't stop the unit from actually taking any actions if it receives a valid prompt to do so (autocast, triggers, weapon scan...)

    You could also try copying/editing the base Move ability. Since Move and Turn are distinct ability commands it should be possible to attach Requirements. Just make sure you check for a unique dummy buff and/or unit type so you don't accidentally paralyse everyone.

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