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    posted a message on How do I create an actor on unit, but make actor not rotate

    Thanks for the heads up about Timers, some investigation let me heavily streamline a few of my visual effects - I was using a periodic behavior before and checking for the effect. Now its all actors, which is nice.

    The rotation thing is a bit confusing, because ya'll have all suggested different things and I can't even seem to find some of them as options. Removing rotation from the list of accepted transfers didn't seem to have any effect. Turnable and rotation are not actor flags, maybe I'm confused about which flags I'm supposed to be looking at.

    Posted in: Data
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    posted a message on How do I create an actor on unit, but make actor not rotate

    If I create an actor on an object using Events+, how do I keep the actor from simply rotating to match the facing of the unit its attached to? I want to have an aura type effect, but as it is now, the aura turns with the unit ruining the effect.

    Also: is there an easy way to have actor do something periodically with Events+? Like lets say I want to have an object that fades in and out, or whose size grows and then shrinks and then grows, is there any simple way to send the relevant messages periodically?

    Posted in: Data
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    posted a message on Can't get Augment to work with Move

    For what its worth, I got in contact with the original author, and apparently the augment implementation is broken now. It sounds like a patch may have broken it; I can't get Augments to interact with move at all anymore. So it sounds like this is a bit of a lost cause, but thanks for the help anyway.

    Posted in: Data
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    posted a message on Can't get Augment to work with Move

    Well, the issue is I want it to fire like an augment, so that the ability fires when the player selects move, or clicks the map. If there is an alternative way to do this, I'm open to it, but I don't know any.

    I also just want to find out if anyone has had success attaching an augment ability to the Move command. I have reason to believe this is possible, but I've utterly failed to get the ability to fire on move. The reason I think it would work is I'm fixing someone else's broken project, which I am strongly led to believe worked at one point using Augments associated with the move command, but now doesn't. I'm frustrated because I don't even know if this is possible now, or what I could be doing wrong.

    This is the work in question: http://forums.sc2mapster.com/resources/project-workplace/16134-release-comprehensive-squad-system/

    Basically, it doesn't work, and the only (showstopping) bug is that the primary Augment which hooks the Move command to the effects necessary to move the squad around just flat out don't work. The ability itself works if you isolate it on the command card, but getting to get the two to work synchronously doesn't.

    Posted in: Data
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    posted a message on Can't get Augment to work with Move

    In an effort to get another thing working, I need to be able to get an ability of type augment working with the Move ability. My question simple: is it possible to have an augment ability autocast when using the move ability, and if so, how? As a proof of concept I've been working on making zealot-charge work on a point _and making this autocast when you use the move command_. It was easy to make a zealot charge a point, but try as I might, I cannot get the ability to autocast when I simply use the move command, the same way that a zealot autocasts charge when you use the attack command. Is there something I should be looking out for to fix this?

    Posted in: Data
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    posted a message on What causes SCV build-frame animations?

    I'm making a bunch of new buildings for a map I'm working on, and I've been completely unable to pinpoint what creates the little SCV build animation metal frame things to appear around the building as it's constructed. I've run into a weird situation where one of them, which is based on a duplicated engineering bay, has the animations when an SCV builds it, while the other, based on a merc compound, doesn't. Try as I might, I haven't been able to figure out what causes these animations to appear in the first place. Can anyone help me?

    Posted in: Data
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    posted a message on Starcraft Tactics (recruiting)

    I can do that.

    Posted in: Team Recruitment
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    posted a message on Starcraft Tactics (recruiting)

    When you say sound effects and music, what do you need exactly?

    Posted in: Team Recruitment
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    posted a message on Need Help with Dialog (baffled)

    @joecab: Go

    You might be better off describing your problems because it's a lot easier to talk about issues than open up some guy's custom map, try and figure out what he's doing, and debug it.

    Posted in: Miscellaneous Development
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    posted a message on How to detect a dialog button is pressed?

    @redconfusion: Go

    I looked at my own data to try and understand, and weirdly, I couldn't _find_ Any Player either. HOWEVER, when you first create that event type, it defaults to Any Player... so just recreate the event? :)

    It is a little odd.

    Posted in: Miscellaneous Development
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    posted a message on How to important campaign heros

    @Arkuss13: Go

    You need to set Liberty campaign dependencies. This is an option when you launch the map, above the tileset and such.

    Posted in: Miscellaneous Development
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    posted a message on Best way to do this? Invisible neutral unit w/aura.

    Okay, I have a "cover system" in my map.

    • I have an aura (already implemented) that grabs units from a given radius on the same cliff level, neutral ally and friendly, and gives nearby stationary units Burrow/Cloak and some other unimportant stuff.
    • I want this aura to be a stationary neutral aura of sorts. I basically want to designate points on the map simply and efficiently which are cover zones. So a cluster of trees and shrubs allows a unit to walk into the area and they get cloaked.

    The way I am planning to do this in all my ignorance is to have invisible neutral units scattered in appropriate places in the zones to give a spread of the aura. Is this a good sane way to do this? Are there any pitfalls I should look out for? Does anyone have any recommended units to copy/emulate to use as invisible marker units?

    Thanks.

    Posted in: Miscellaneous Development
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    posted a message on Hiding Game UI but showing Leaderboard

    I've never used a leaderboard before but you can always try using a dialog that duplicates leaderboard functionality.

    As far as I can tell Hide Game UI is a nuclear proposal, and tons of stuff associated with the game UI just won't work.

    Posted in: Miscellaneous Development
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    posted a message on Battle.Net 1 Second Delay

    Battle.net has built in lag, regardless of the connection quality.

    Posted in: Miscellaneous Development
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    posted a message on Two Attack Properties I Want to Implement

    I was hoping ya'll could help with two separate abilities I want to give a unit in a UMS map I'm making. Both of these abilities are for a variant on a Marine, though I'd like to extend these abilities to other units as necessary.

    1) I want to be able to modify a ranged attack so that the attack does different damage at different ranges. If I could actually do this mathematically, that'd be cool, but I'd be happy enough with just having two attacks one at close range (say, 6), one at long range. These would both be missile attacks. I tried looking at the Hydralisk to understand how I might approach this but everything associated with Weapons and all that is a complete mystery to me right now.

    2) I want to implement a blindfire special ability. Basically you select an area, and the unit fires at the area with a chance of doing damage to a random unit in the area, even if it's cloaked. Kind of like an AoE, but it can only ever hit one target, and only randomly hits it.

    If you get just point me in the right direction, say at relevant tutorials, or what kind of data to look at, or what I should be doing, that would be enormously helpful. I can do logic-stuff like scripting and edit what I understand of the data files, but I really just don't understand how weapons/effects/behaviors work well enough to even know where to begin.

    Thanks.

    Posted in: Miscellaneous Development
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