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    posted a message on I can't get my projectiles to fire out of the gun.

    I had the same problem for a beam weapon I was working on. I managed to fix it by.. (opens editor)...

    Finding the Attack actor that launches the weapon, looking for a field labeled: LaunchAttachmentQuery - Methods and changing the value to AMFilterWeapon

    I know missiles aren't the same as beams but maybe you could use that method to set a weapon hard point for point of origin on a missile?

    Posted in: Miscellaneous Development
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    posted a message on New Unit Concepts

    Actually I think you can do that by copying the doodad and setting it to destructible, and defining some death actors for it. Not sure how pathing and being able to walk on it would work though. If someone got that working it'd be interesting, like have a long bridge with repair shacks at either end that could rebuild it when you left an SCV inside for long enough.

    I haven't seen anything that indicates destructible bridges would be possible, but I'm sure someone will prove me wrong eventually.

    Posted in: Project Workplace
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    posted a message on Need help Creating Locust Swarm like ability

    There should be an Arm Magazine setting that lets you flag the ammo as External, just be sure to turn collision on the ammo off so they don't make the unit move on its own. Keeping them near the caster should work by setting the Leash value to a low number.

    Source: http://forums.sc2mapster.com/development/tutorials/674-data-data-editor-fields/#p11

    Posted in: Miscellaneous Development
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    posted a message on Hellion AoE hit once..

    Have you tried adding a debuff behavior to the ability that stays on the target only as long as the weapon period, then using that as validator critera for the weapon not doing damage anymore? Or even less than weapon period, as if the target was moving towards caster it could cause next-delay problems. Hmmm.

    Posted in: Miscellaneous Development
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    posted a message on Source, Target, Outer, Origin Caster Point/Unit?

    I think source references whatever initiated the ability.

    For a chain lightning beam, the source on first target would be caster, but source of the first jump would be first target.

    Caster -> Primary target -> Secondary target -> Tertiary target

    • (source) -> (Target)
    • Caster -> PTarget First strike
    • Ptarget -> STarget Second strike
    • Starget -> TTarget Third strike

    For consecutive jumps you'd have to create a new effect with source of current target, using search to find a new target, and so on for every jump.

    I think in your example the source would refer to the unit that activates the ability you described, and the impact at source point would be at the center of that unit or on the ground under it.

    Outer I've never used, so I have no idea =\

    Posted in: Miscellaneous Development
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    posted a message on New Unit Concepts

    The hellfire drone is an interesting idea. I'm leaning towards giving the engineer a permanent drone pet that's leashed to him somehow, but has different attacks that the player can set to active. It'd be like having a small flying reaver from SC1 with different ammo types.

    Using something like the neural parasite effect to make a tentacle or tractor beam that pulls targets to you... that would be brilliant.

    Good ideas, I'm off to play in the editor and see if I can make use of them. Thanks for the reply :)

    Posted in: Project Workplace
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    posted a message on New Unit Concepts

    Hi all.

    I decided to teach myself the editor by making a co-op squad-based campaign that's been kicking around in my head for some time (Think something like Republic Commando). Yes, I know it's an ambitious project but I figure even if I don't finish, I'll be able to publish the maps with my data editing work and maybe do a tutorial for new weapons and effects, so it's a win/win. Here's the general idea:

    4 player co-op map/campaign, following a specialized group of Terran soldiers as they do super cool special shooty things to take down the big bad guy. Controls will likely be standard, I don't think WASD will work as well with what I have planned. I'd like to have 1 of each role in each party to make it easier to balance (to guarantee players will have X ability at their disposal for Y encounter). Classes would be something along the lines of :

    Heavy Mech: Explosives and tough tanking character. Will have some form of big cannon attack, and depending on how far I get with data editor, incendiary grenades, along with an offensive cooldown similar to stimpacks.

    Covert Ops: Basically what you'd expect. Ghost with cloak and some high-tech attacks. I will probably replace EMP with something a bit more fun, but sniper shot and cloak open up too many possibilities for mission objectives to toss out.

    Engineer: Manages construction and maintenance of special Drone units, as well as vehicle repair and technical objectives. Default weapon will be a blow torch. Drone summons planned so far are an auto-turret and (through quest) a shield emitter that greatly raises the party's armor, but has limited range and is immobile.

    Medic: Won't directly autocast heals in combat, as that would be boring. Default weapon is a modified surgical laser with +damage to biological units. Secondary attack will be an area-stunning polymer grenade that immobilizes groups of units. There will likely be some form of group healing ability with a high cost and/or long cooldown, mainly for patching people up after a fight. Also will have a revive ability that is unusable in combat (when enemies are within X yards).

    (NOTE: the listed abilities may get spread around or added to more generic items to keep every class interesting. I don't want everyone to fight over playing 1 class every game)

    I want to do the medic and engineer first, partly because they will have new abilities that require the most testing, and the biggest potential to be boring or under-powered if done wrong. That's where you guys come in. I need some feedback on the ideas so i know where to direct my work in the editor.

    What are your thoughts on the unit concepts? What sounds boring or trite? Is there anything you've wanted to see done but didn't fit a unit until now? Am I terribly boring and do I need to stop talking? Don't answer that one.

    As things progress I plan on designing a testing zone map to drop the units into and play around with. Until then though, feel free to post your ideas/concerns/blatant ridicule.

    Posted in: Project Workplace
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    posted a message on Map Stealing

    This is a beta, I assume they're beta testing the publish system to see if the system itself works. There could very well be safeguards or other mechanics we don't know about yet, as this is just testing the system itself. I definitely think publishing others' maps in open format is rude, but given the lack of alternative and how new the system is, I do think some or even most don't know that's happening. Definitely try to get the first publish out there with a locked map, but keep in mind, this is all a test and will be purged by fire a couple of weeks before release, at latest.

    Still, if publishing is the only way to access a custom map unless the author publishes it himself will only lead to the same problem again in the future. Here's to hoping there's a better solution on the way.

    Posted in: General Chat
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    posted a message on Thanks/Intro post

    Just wanted to make a brief statement of thanks to everyone here. I skipped WC3 because the hero system was a real turnoff, so I haven't opened a map editor since the original SC. That said, the enthusiasm of this community is amazing, in less than a week I feel comfortable working with the Galaxy editor, thanks to the tutorial forum. I registered to thank everyone for that, even if I never release my own work. Looking forward to seeing what this site turns out, and hopefully I can contribute when I'm less of a floundering noob :)

    Posted in: Off-Topic
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