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    posted a message on Help with "Play Animation" and Units with seperate "Death" Actor (like Marine)

    I tried it now with your Idea, but it seems it does not work either. (Or maybee i cant get it to work), but Actor - Send actor message "AnimGroupApply Death" to main actor of unit Marine [130.23, 116.73] does not work . Tried some different Properties, but the marine never does anything. And "pLAY Animationy" doesnt work either...

    Posted in: Triggers
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    posted a message on Help with "Play Animation" and Units with seperate "Death" Actor (like Marine)

    Thx for the reply, but i fear that wont help in my case.

    I make a Turn Based RPG like Final Fantasy, and i need that for a revive system. Actually i started months ago, made a break due to a lot of RL-Work, and now wanted to continue and finish it, just to find out that this doesn´t work anymore :D ) . The Problem with your suggestion is: when i replace it with a unit and kill that unit i have nothing left so "select" for the player if he uses a reviveskill/item.... Actually it even seems i cant pause animation on dead units....

    Does anybody know WHY Blizzard changed the animationsystem this way? This has no advantages over the old "1 actor - 1 unit" system... oh boy...

    Posted in: Triggers
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    posted a message on Help with "Play Animation" and Units with seperate "Death" Actor (like Marine)

    Hey guys, little Problem : My (actually working) trigger looks like this:

    Unit Incapacitating HP
        Events
            Unit - Any Unit takes Fatal or Non-Fatal Any damage (from Any effects)
        Local Variables
        Conditions
            (Owner of (Triggering unit)) == 1
        Actions
            General - Wait 0.2 Game Time seconds
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    ((Triggering unit) has Valerian02a - Incapacitated) == true
                Then
                    Animation - Play Death animation for (Actor for (Triggering unit)) as Default, using No Options options and Default Time blend time
                    UI - Display "Hero down !" for (All players) to Subtitle area
                    Unit - Set (Triggering unit) Life to 1.0
                    Text Tag - Create a text tag with the text "Hero Down " for (All players), using a font size of 28, at (Position of (Triggering unit)) and height offset 0.2, initially Visible, and fog of war enforcement set to false
                    Text Tag - Set Duration time for (Last created text tag) to 4.0 seconds
                    Text Tag - Set the velocity of (Last created text tag) to 0.3 coordinates per second at an angle of 90.0 degrees from horizontal
                    Text Tag - Set faded transparency of All for (Last created text tag) to 20.0%
                    Action_aktualisiere Bars()
                    General - Wait 1.6 Game Time seconds
                    Unit - Add 2 SlowAnimationTime to (Triggering unit) from (Triggering unit)
                Else
    

    What this does (or shoud do) is play the deathanimation when any unit gets incapacitated, then wait for a moment and then stopping the unit animation (i used timescale behaviour to nearly pause the unit. Actually, THIS trigger works. BUT, now the BIG BIG problem. Wtih units like Marine this does not work. Why? The Actor "Marine" itself has no "Death" animation anymore. Instead it seems some units now use more than one actor, in this Case there is a Marine_Death Actor with several Deathvariations.

    Now the Question: Which trigger is needed to play a marines death animation? Or is there a working way in Dataeditor (i didnt find one, tried a lot within the actors with events, but nothing seemed to work ... the best i could achive is that the actor disappeared :D) I think it has something to do with the " Animation - Play Stand animation for (Actor connected to Actor via reference Name) as Default, using No Options options and Default Time blend time" but i cant figure it out ... Tried for hours now...

    If someone knows the answer, i would be very thankful ....

    Posted in: Triggers
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    posted a message on Bridges ?

    "bumb"

    Posted in: Miscellaneous Development
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    posted a message on Bridges ?

    Has anyone found out how to use them "correctly" like blizzard does?

    By that i mean the doodad Bridges, not the "terrainObjects" (which do work fine, but do look strange below them). I took a look at the Campaign missions, and blizzard uses in fact the real "doodads" (Mar sara Bridge for example), with a "nobuild" pathing under them and a High of 8.11. That does work to a degree, but if i do that, units on the bridge have only sight on things on the bridge itself, which is annoying (i guess its because the unit itself is still considerd High 0.0, and the cliffs are 8.0). I played a bit around in the campaign mission Rainer03 (Zero Hours), and it seems that the terrain under the bridge has the same high as the cliffs (Cliff High 2), BUT is shown as Cliff High 1 (you can test this, if you try to lower the terrain under the bridge, it gets actually higher the first time you lower the terrain... ). However, i did not find any terrainobjects on the map...

    Posted in: Miscellaneous Development
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    posted a message on Raynors Railgun

    Maybe this is very easy, however its a very strange behaviour and i can´t figure it out :

    How the ... do the animations with this skill work? First, i tired the usual, dublicate the skill, change some values (range, damage, nothing serious ) and it didn´t work at all. Then i tired the cheesy way, modifieng the "original" skill. and it does work, kinda. It does damage, but there are no animations (no lasersight, no "missle" ... )

    And then the strange part starts. : I added a original "Jim Raynor (sniper) unit to the map, and guess what? whenever my Hero uses HIS Railgun Skill, the animations start fromJim Raynor .... Out of curiousity i added a second Raynor, and now the second one is the one starting the animation, even if the first one uses the skilll ....

    i am SO confused ....

    Posted in: Miscellaneous Development
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    posted a message on Need help with "Open Bank" ....

    Ok, it was a simple, but annoying Bug. I simpy deleted the "restore Unit" Action in the Load trigger, createt a new one with EXACT the same paramenters, and its working again....

    Well, case closed :D

    Posted in: Miscellaneous Development
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    posted a message on Need help with "Open Bank" ....

    @Glynn: Go

    In the Save Trigger there is an Action Definition, ( SAVE Integer Variable(Player, (Last opened bank)) ) which does basicly nothing else than save all the Integer Values. I tried it both ways, with action defintion and as single ""save integer in bank" actions within the trigger, nothing changed. However, heres the Action definition :

    SAVE Integer Variable
        Options: Action
        Return Type: (None)
        Parameters
            Player = 0 <Integer>
            Bank = No Bank <Bank>
        Grammar Text: SAVE Integer Variable(Player, Bank)
        Hint Text: (None)
        Custom Script Code
        Local Variables
        Actions
            Bank - Store integer (Player Player Minerals) as "Mineral" of section "Ress" in bank Bank
            Bank - Store integer (Player Player Vespene) as "Vespene" of section "Ress" in bank Bank
            Bank - Store integer Ress Energiezellen[Player] as "Energiecell" of section "Ress" in bank Bank
            Bank - Store integer Ress Metalle[Player] as "Metal" of section "Ress" in bank Bank
            Bank - Store integer Integer Level Upgrade Schaden GhostWaffe1[Player] as "WaffeGhost1Schaden" of section "Items" in bank Bank
            Bank - Store integer Integer Level Upgrade Schaden GhostWaffe2[Player] as "WaffeGhost2Schaden" of section "Items" in bank Bank
            Bank - Store integer Integer Level Upgrade SchildundPanzer GhostWaffe1[Player] as "WaffeGhost1ShieldBonus" of section "Items" in bank Bank
            Bank - Store integer Integer Level Upgrade Qucikdraw GhostWaffe2[Player] as "WaffeGhost1Quickdraw" of section "Items" in bank Bank
            Bank - Store integer Integer Level Upgrade Reichweite GhostWaffe1[Player] as "WaffeGhost1Range" of section "Items" in bank Bank
            Bank - Store integer Integer Level Upgrade Hitpoints Ghost[Player] as "GhostHP" of section "Upgrade" in bank Bank
            Bank - Store integer Integer Level Upgrade SkillGhost1[Player] as "SkillGhost1" of section "Skills" in bank Bank
            Bank - Store integer Integer Level Upgrade SkillGhost1 Range[Player] as "SkillGhost1Range" of section "Skills" in bank Bank
            Bank - Store integer Integer Level Upgrade SkillGhost2[Player] as "SkillGhost2" of section "Skills" in bank Bank
            Bank - Store integer Integer Level Upgrade SkillGhost3[Player] as "SkillGhost3" of section "Skills" in bank Bank
            Bank - Store integer Integer Level Upgrade SkillGhost4[Player] as "SkillGhost4" of section "Skills" in bank Bank
            Bank - Store integer Integer Level Upgrade SkillGhost5[Player] as "SkillGhost5" of section "Skills" in bank Bank
            Bank - Store integer Integer Level Upgrade SkillGhost6[Player] as "SkillGhost6" of section "Skills" in bank Bank
            Bank - Store integer Integer Level Upgrade SkillGhost7[Player] as "SkillGhost7" of section "Skills" in bank Bank
            Bank - Store integer Integer Level Upgrade SkillGhost8[Player] as "SkillGhost8" of section "Skills" in bank Bank
            Bank - Store integer Tarnenergie pro Runde as "Tarnenergie" of section "Skills" in bank Bank
    

    And i tested it : i deleted the XML, and it got recreated. I even tried a new trigger, in which i ONLY try to recreate the unit, but doens´t work either... i have no idea, maybe it works with the release version... well see tomorrow

    Posted in: Miscellaneous Development
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    posted a message on Need help with "Open Bank" ....

    @Glynn: Go

    Hi, well , the problem is not the Save Trigger, as i have the XML File on my harddisk, and it is everything in there that i wanted to be saved (all integers, all units and so on...) The Problem is the Load Trigger...

    And i had global Bank Arrays before, didn´t work either, thats why i changed it, but it did not help anything :D.

    Posted in: Miscellaneous Development
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    posted a message on Need help with "Open Bank" ....

    Hi there, i have a problem with my Save-Load Funktions... and i have no idea what i did wrong :D It used to work a while ago, but now it does not... nothing is restored and i don´t know where the mistake is....

    Ok First Trigger : We need to preload, or else it doesn´t load after restarting the game :

    **PreLoad Bank**
        Events
            Game - Map initialization
        Local Variables
        Conditions
        Actions
            Bank - Preload and synchronize bank "NimoSaveGhost" for player 1
            Bank - Preload and synchronize bank "NimoSaveGhost" for player 2
    ... (and so on, there are 3 Classes and 3 Players, and you can´t use Variables, so this should be ok)
    

    -------------------------

    **Save GHOST** (This trigger saves the Unit its Items, and its Skills (in form of integers)
        Events
            Game - Player Any Player types a chat message containing "SaveGhost", matching Exactly
        Local Variables
            Player = (Owner of Hero GHOST) <Integer>
            Carried Items = (Empty unit group) <Unit Group[10]>
            x = 1 <Integer>
            y = 0 <Integer>
            ItemCount = 0 <Integer>
        Conditions
        Actions
            Bank - Open bank "NimoSaveGhost" for player Player
            Bank - Store unit Hero GHOST as "GHOST" of section "HEROES" in bank (Last opened bank)
            ------- Comment
            Bank - Store unit Heroes[Player] as "Hero" of section "Heroes" in bank (Last opened bank)
            Unit Group - Add all units in (All items carried by Heroes[Player]) to Carried Items[Player]
            Variable - Set ItemCount = (Number of Any units in Carried Items[Player])
            General - For each integer y from 0 to 10 with increment 1, do (Actions)
                Actions
                    Bank - Store unit (Unit x from Carried Items[Player]) as ("Item" + (String(x))) of section "Items" in bank (Last opened bank)
                    Variable - Modify x: + 1
            Bank - Store integer ItemCount as "ItemCount" of section "Items" in bank (Last opened bank)
            ------- Comment
            SAVE Integer Variable(Player, (Last opened bank))
            ------- Comment
            General - Wait 2.0 Game Time seconds
            Bank - Save bank (Last opened bank)
            UI - Display ("Saved for " + (Name of player (Owner of Hero GHOST))) for (All players) to Subtitle area
    

    -------------------

    So far so good, no Errors in this Trigger (at least it says so :D )

    And then the Load Trigger :

    **load Player 1**
        Events
            Game - Player Any Player types a chat message containing "LoadGhost", matching Exactly
        Local Variables
            Player = 1 <Integer>
            x = 1 <Integer>
            y = 0 <Integer>
            Items to be loaded = No Unit <Unit>
        Conditions
        Actions
            ------- Comment
            Bank - Open bank "NimoSaveGhost" for player 1
            UI - Display ("Loading for " + (Name of player Player)) for (All players) to Subtitle area
            General - Wait 1.0 Game Time seconds
            Bank - Restore "Hero" of section "Heroes" from bank (Last opened bank) for player Player at (Center of Deckung 1 A) facing 0.0
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Last restored unit)) == Hero -  Ghost
                Then
                    Variable - Set Hero GHOST = (Last restored unit)
                    Unit - Set (Last restored unit) Movement Speed to 0.0
                    Unit - Disable the Move ability for (Last restored unit)
                    ------- Comment
                    Variable - Set Ress Energiezellen[Player] = (Load "Energiecell" of section "Ress" from bank (Last opened bank) as integer value)
                    Variable - Set Ress Metalle[Player] = (Load "Metal" of section "Ress" from bank (Last opened bank) as integer value)
                    Dialog - Set Dialog Item Ressourcen[Player][0] text to (Text(Ress Metalle[Player])) for (Player group(Player))
                    Dialog - Set Dialog Item Ressourcen[Player][1] text to (Text(Ress Energiezellen[Player])) for (Player group(Player))
                    Variable - Set Integer Level Upgrade Schaden GhostWaffe1[Player] = (Load "WaffeGhost1Schaden" of section "Items" from bank (Last opened bank) as integer value)
                    Variable - Set Integer Level Upgrade Schaden GhostWaffe2[Player] = (Load "WaffeGhost2Schaden" of section "Items" from bank (Last opened bank) as integer value)
                    Variable - Set Integer Level Upgrade SchildundPanzer GhostWaffe1[Player] = (Load "WaffeGhost1ShieldBonus" of section "Items" from bank (Last opened bank) as integer value)
                    Variable - Set Integer Level Upgrade Qucikdraw GhostWaffe2[Player] = (Load "WaffeGhost1Quickdraw" of section "Items" from bank (Last opened bank) as integer value)
                    Variable - Set Integer Level Upgrade Reichweite GhostWaffe1[Player] = (Load "WaffeGhost1Range" of section "Items" from bank (Last opened bank) as integer value)
                    Variable - Set Integer Level Upgrade Hitpoints Ghost[Player] = (Load "GhostHP" of section "Upgrade" from bank (Last opened bank) as integer value)
                    Variable - Set Integer Level Upgrade SkillGhost1[Player] = (Load "SkillGhost1" of section "Skills" from bank (Last opened bank) as integer value)
                    Variable - Set Integer Level Upgrade SkillGhost1 Range[Player] = (Load "SkillGhost1Range" of section "Skills" from bank (Last opened bank) as integer value)
                    Variable - Set Integer Level Upgrade SkillGhost2[Player] = (Load "SkillGhost2" of section "Skills" from bank (Last opened bank) as integer value)
                    Variable - Set Integer Level Upgrade SkillGhost3[Player] = (Load "SkillGhost3" of section "Skills" from bank (Last opened bank) as integer value)
                    Variable - Set Integer Level Upgrade SkillGhost4[Player] = (Load "SkillGhost4" of section "Skills" from bank (Last opened bank) as integer value)
                    Variable - Set Integer Level Upgrade SkillGhost5[Player] = (Load "SkillGhost5" of section "Skills" from bank (Last opened bank) as integer value)
                    Variable - Set Integer Level Upgrade SkillGhost6[Player] = (Load "SkillGhost6" of section "Skills" from bank (Last opened bank) as integer value)
                    Variable - Set Integer Level Upgrade SkillGhost7[Player] = (Load "SkillGhost7" of section "Skills" from bank (Last opened bank) as integer value)
                    Variable - Set Integer Level Upgrade SkillGhost8[Player] = (Load "SkillGhost8" of section "Skills" from bank (Last opened bank) as integer value)
                    Variable - Set Tarnenergie pro Runde = (Load "Tarnenergie" of section "Skills" from bank (Last opened bank) as integer value)
                    ------- Comment
                    General - Wait 1.0 Game Time seconds
                    Variable - Set Heroes[Player] = (Last restored unit)
                    Trigger - Run Load P2 WaffeGhost1 Schaden  (Ignore Conditions, Don't Wait until it finishes)
                    Trigger - Run Load P2 WaffeGhost2 Schaden  (Ignore Conditions, Don't Wait until it finishes)
                    Trigger - Run Load P2 WaffeGhost1 SchieldPanzer  (Ignore Conditions, Don't Wait until it finishes)
                    Trigger - Run Load P2 WaffeGhost1 Range  (Ignore Conditions, Don't Wait until it finishes)
                    Trigger - Run Load P2 Hitpoints   (Ignore Conditions, Don't Wait until it finishes)
                    Trigger - Run Load P2 WaffeGhost1 Quickdraw  (Ignore Conditions, Don't Wait until it finishes)
                    Trigger - Run Load P2 SkillGhost1  (Ignore Conditions, Don't Wait until it finishes)
                    Trigger - Run Load P2 SkillGhost1 Range  (Ignore Conditions, Don't Wait until it finishes)
                    Trigger - Run Load P2 SkillGhost2  (Ignore Conditions, Don't Wait until it finishes)
                    Trigger - Run Load P2 SkillGhost3  (Ignore Conditions, Don't Wait until it finishes)
                    Trigger - Run Load P2 SkillGhost4  (Ignore Conditions, Don't Wait until it finishes)
                    Trigger - Run Load P2 SkillGhost5  (Ignore Conditions, Don't Wait until it finishes)
                    Trigger - Run Load P2 SkillGhost6  (Ignore Conditions, Don't Wait until it finishes)
                    Trigger - Run Load P2 SkillGhost7  (Ignore Conditions, Don't Wait until it finishes)
                    Trigger - Run Load P2 SkillGhost8  (Ignore Conditions, Don't Wait until it finishes)
                Else
            General - Wait 1.0 Game Time seconds
            Unit Group - Add Heroes[Player] to HeroesUnitGroup
            ------- Comment
            Player - Modify player Player Minerals: Set To (Load "Mineral" of section "Ress" from bank (Last opened bank) as integer value)
            Player - Modify player Player Vespene: Set To (Load "Vespene" of section "Ress" from bank (Last opened bank) as integer value)
            General - For each integer y from 1 to (Load "count" of section "Items" from bank (Last opened bank) as integer value) with increment 1, do (Actions)
                Actions
                    Bank - Restore ("Item" + (String(x))) of section "Items" from bank (Last opened bank) for player Player at (Position of Heroes[Player]) facing 0.0
                    Variable - Set Items to be loaded = (Last restored unit)
                    Unit - Create one (Unit type of (Last restored unit)) item in the inventory of Heroes[Player]
                    Unit - Remove Items to be loaded from the game
                    Variable - Modify x: + 1
            UI - Display ("Loading complete" + (Name of player Player)) for (All players) to Subtitle area
            ------- Comment
    

    -----------------

    And there i get an TriggerError "could not get "bank" from paramenter in (value) ", and i have NO clue why. It doesn´t matter if i restart the map or do it in the same session, it won´t restore anything. But the Bank got saved, i have the File on my HDD (C:\Users\MyName\Documents\StarCraft II Beta\Banks), and when i open it, there is everything in there...

    Posted in: Miscellaneous Development
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    posted a message on Flashlights, Any news?

    hmmm would it be possible to create Sight Blockers that effect only a special unit? (or at least only the player owning the unit? )

    Posted in: Miscellaneous Development
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    posted a message on Omg I'm losing hair.

    for 1 : Can´t check, because i can´t start the editor at the moment (EU...) But you could give particular unit an Aura, that effects only enemy units, and applys an hidden dummy behaviour within Range X (periodic effect- Search Area and so on... ) . I think there was some "unit has behaviour" comparison, combine that with a 0,5 periodic event trigger, and you got it ;)

    Posted in: Miscellaneous Development
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    posted a message on How do you guys manage to use the editor?

    Lots of people here are obviously editing their map with the new patch, but i can´t use the editor anymore. (Needs a B-net login, which is "down for maintenance, try again later".

    How do you guys login? :D

    Posted in: Miscellaneous Development
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    posted a message on Any way to "force" Line of Sight before attacking ?

    Bumb,

    seems this has no solution :D

    Posted in: Miscellaneous Development
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    posted a message on Any way to "force" Line of Sight before attacking ?

    Hi, its me again, and this time with a really hard problem :D

    The gameengine itself works this way : A unit is visible (because ANY unit of player 1 can see it), and can be attacked by any unit of Player 1, even if there is a cliffwall between them.

    What i want (because i make a turn based taktik game like UFO or Jagged Alliance) is quite difficult. On the one hand, i need the "can attack if visible by any unit", because otherwise attacking a higher cliff level would be impossible. On the other hand, it would be neat to have somekind of "does less damage if not visible by attacker" effect. As it is for now, its really annoying, because high Range units can attack through walls as long as the units behind the wall are visible ...

    Does anybody know a way to archieve this? (or does have a better idea :D)

    Posted in: Miscellaneous Development
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