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    posted a message on Make ability uncastable if the cursor is too close to unit

    Hey, I'm trying to make an area-of-effect ability (Ability - Target).

    What I'd like is the cursor Search Area to find certain unit types within the area to-be-effected, and if there are units within that area, the ability can't be cast there.

    Is there a way to do this? I'm trying to mess around with the Search Area and Unit Type Validators, but I'm unsure on how to get my cursor for targeting the ability to hook up to this, and to turn itself "inactive" if the conditions are met.

    Posted in: Data
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    posted a message on [Data] Force Effects (Intermediate Difficulty)

    Prozaic,

    I'm trying to make this ability work as a targeted ability... I'd like to be able to target a location and have the epicenter of the push effects at that point. I've modified the ability so that it targets a point, and it seems that the effected units are definitely getting pushed in order (starting with the units closest to the targeted point and radiating outwards), but for some reason the push vector seems to still be coming from my casting unit.

    What gives? Which Target - Location + field do I need to change?

    EDIT:

    Got it. Target - Location + of the Push effect changed to (Name of Search effect):Target Point.

    Posted in: Tutorials
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    posted a message on give an medic a weapon

    @playlessNamer: Go

    Borg is right, you need to remodel in order to make that happen in a believable way. I suggest just using the default animation for healing and changing the actor so it looks like the Medic is shooting bullets or a death-ray or something. And on that note:

    @StatusQ3: Go

    Yes, this should be possible. You could duplicate the MedicHealBeam (Unnamed) Actor AND Model, then change the tint of the duplicated model to a nice (255, 0, 0) red color. You can then make a new Weapon, set a damaging effect to it, add it to your Medic unit. You'll probably also need to add an Attack function to the Medic and an Attack Actor to link up the new "Heal" Beam (the attack beam). I'm paraphrasing here, it's a bit of work but not too hard.

    Try http://forums.sc2mapster.com/resources/tutorials/8361-data-creating-units-weapons-and-more/ for some details about setting up the weapon.

    Edit: Actually the above thread seems to have lost all it's images. Try http://rileystarcraft.blogspot.com/2010/06/tutorial-create-missile-weapon.html for weapon creation info and http://forums.sc2mapster.com/resources/tutorials/3939-data-working-with-beams-beginner-difficulty/#posts for beam actor information

    Posted in: Data
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    posted a message on [Solved] animation names on Dominion Kill Team unit...

    @BorgDragon: Go

    Damn... I'm sorry about the repost. Searched for AttakOld instead of the 0. :P

    Posted in: Data
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    posted a message on [Solved] animation names on Dominion Kill Team unit...
    Hey guys. I've been putting together a custom Hero unit using the Marauder (Dominion Kill Team) model. I've noticed in the Previewer that this model has some unused animations associated with it: Attak0ld, oldrun, and Wawkold. I'd really like to use the animation Attak0ld when my unit will cast a spell, but it apparently can't be set up in Actor Events because the animation name is obviously not the standard naming convention (like Attack 01 Superior or something). Is there a way that I can still get at these animations though the Data Editor? If not, is this something that scripting can fix? Here's a picture of the animation Attak0ld: I have not noticed this animation in the normal Starcraft II game.
    Posted in: Data
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    posted a message on Changing model

    @Matt1965: Go

    The simplest way is: Under the your unit's Unit Actor, change the Art - Model field to whatever model you want.

    Bear in mind this will change all models for all units that use that actor - for example, if your hero is a Marine, and you're using the default Marine Unit Actor, hen changing the model will change all models for all Marines - which might not be what you want. To prevent this, you'll have to create a new Actor or duplicate one, associate it with your unit, and change the model of the new Actor.

    Posted in: Data
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    posted a message on New Unit, no walk animation?

    @SadisticLeprechaun: Go

    Sounds like you need to set up the Unit Actor's Animation - Baselines + field to the correct Stand/Walk setup that you find on most Starcraft II units. Is that field filled out? If so, what does it say?

    Posted in: Data
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    posted a message on How do I duplicate correctly?

    @Soma2035: Go

    I certainly think so. When you duplicate the unit and the actor, the editor realizes what you're doing and makes all the attachments for you. No muss, no fuss.

    Posted in: Data
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    posted a message on [Resolved] Create Unit - Issue Order

    @Alzarath: Go

    So if I'm reading this correctly, your ability targets a unit, a unit warps in, then the warped-in unit goes and attacks the target?

    Posted in: Data
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    posted a message on How do I duplicate correctly?

    @Soma2035: Go

    The easiest way to duplicate a unit properly, I've found, is to only duplicate two things:

    • The unit. Should be the very first check box.
    • The unit's Actor. For most units, when you're in the duplication menu, the Unit Actor is the only Actor that has an actual unit icon instead of that little yellow zergling they use to denote actors.

    For example, if I want to duplicate a Medivac, my duplicate screen looks like this:

    http://yfrog.com/i3dupep

    Now you can rename the duplicates and they'll still talk to each other. You should have all the animations, abilities, stats, ect, that you had on the core unit.

    Posted in: Data
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    posted a message on Creating effects to attach to units?

    @RCIX: Go

    The "X" value in BorgDragon's solution should be whatever buff you're going to display... it should be the the buff you're referring to when you say "...another effect which applies my buff".

    If you're only seeing the visuals on the source unit, it probably means that you're attaching the Actor (the visuals) to the behavior that searches the area, not the actual buff behavior.

    Posted in: Data
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    posted a message on [Partially solved] Ignoring shields (on target's side)

    @shardfenix: Go

    This works great (thank you!), but for some reason the first attack on the unit with this behavior always takes shield+health damage, then reverts to what I want.

    Example:

    • Behavior's on. Unit attacks the behavior-ed unit for 30 damage.
    • Behavior-ed unit takes -30 health and -30 shields.
    • All attacks after that subtract -30 and appear to deal no damage to shields.

    What's going on with the first attack?

    Posted in: Data
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    posted a message on My Marine Is Traversing Cliffs For No Reason

    @yopeasants: Go

    Welcome to SC2Mapster, the one-eyed mapping community in the land of the blind.

    What you're describing sounds like it should work fine, unless you've made a crazy custom mover or somehow didn't actually paint "no pathing" onto the cliffs. Your Marine shouldn't be able to walk up the cliffs anyway.

    The building blockers won't actually block units like marines... they're certainly not helping with your problem.

    Is your Marine already on a "no pathing" painted area? It seems if a unit is already in a no pathing zone it can move around inside it.

    Sorry if this stuff sounds insulting - I don't have any other ideas :(

    Posted in: Data
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    posted a message on [Partially solved] Ignoring shields (on target's side)

    I have a behavior on a Protoss guy that (when active) is supposed to increase shield regeneration but also cause all incoming attack damage to be redirected to health.

    While I've found ways to modify damage to ignore shields on the attacker's side (http://forums.sc2mapster.com/development/map-development/4757-how-do-you-damage-life-and-ignore-shield/#p7), these methods require damage switching on all possible incoming sources of damage.

    Is there a way to simply redirect all incoming damage to health on the target's side (i.e., somehow modify the behavior to "turn off" shield effects)? So far I've tried Behavior - Modification + (Behavior - State Flags - Suppress Shields [Enable]), no dice so far.

    Posted in: Data
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    posted a message on Artifact Nova no longer plays Energy Nova Shockwave Model

    @stevehammon: Go

    I'm assuming a lot here, I don't quite understand what you mean by "Now there was somewhere in the Nova targeting where I changed it..."

    If you have some static object at the center of your map to attach it to (and judging by your avatar, you probably do), you can get rid of the Murdoc thing and do this thing with triggers. Under whatever conditions you specify, use the trigger "Create Effect At Point" (either From Unit, which makes the Unit the "caster" or from Player, which makes the player in general the caster). You'll want to set it to Player or a Unit that the player owns in case your Effect actually kills things or does other important stuff - I'm just assuming you want to show the Shockwave actor, nothing more.

    The Effect in question should be whatever effect has the Nova Shockwave Actor hooked up to it. The point in question can be wherever, but in you case you might want it at that unit in the middle of the map. Or if you already have an actual Point object in the middle of the map, use that.

    When the trigger runs, it will create the Effect at the point you set, which will give the impression that something somewhere is using the Nova ability - when in fact you're just creating the Effect without the requisite ability, and along with it, the Shockwave Actor.

    Of course, I could be getting all this completely wrong, if so, repost with details.

    Posted in: Data
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