btw when i wanted to do this my problem was with markers (i can't get them, so i've used behaviors)
and second and main problem was missile graphics, if ti goes on big distance it's very hard to make missile go straight forward if you havent target point (
Trigger "Acquire Behavior"
Unit - Any Unit has Any change Activate
blablabla code
Trigger "Remove Behavior"
Unit - Any Unit has Any change Deactivate
blablabla code
Also 2 core actions:
UI Behavior Process for showing cooldown on behavior itself
UI Behavior Remove for removing behavior
and 3 support functions:
UI Behaviors Find Current Index
UI Behaviors Find Last Index
UI Behaviors Find Current Index By Behavior
So basically i have a 1 behavior dialog for all and after player hero acquire behavior system adds custom trigger made dialog item to behaviors dialog (or to previous behavior) and show it to player
After behavior depletes/removed system "intelligently" removes behavior and reassign chain to previous behavior or dialog:
+ it supports itself (u just need your behavior have an alignment, icon, text and not hidden)
- its limited for only 1 hero use
- it bugs with fast behaviors (very small duration) (so u should hide this type of behaviors and make all ur tech behaviors hidden)
Also it is very easy to make them display Behaviors Level and Tooltips (i havent made this because im too lazy for making tooltips for all behaviors)
If u want u can contact me via Fen1lkz.514@EU
some screens:
at first we have 0 duration neutral behavior and half-passed positive behavior (bad behaviors are red)
at second screen we have stimpack behavior with my system
i repeat - tooltips for them not a problem, i just turned them off
Priority 1:
External IDE support for galaxy editor OR normal text galaxy editor with syntax highlighting, functions and variables rename and traversing through them by click
Priority 2:
secure server-side banks for players
Priority 3:
normal lobbies without autostart, with game names and better open games section. All for reducing host waiting time to at least bnet 1.0 waiting time
Priority 4:
More knowledge about actors, their messages and etc. Tutorials or (better) some kind of wiki, like about movers section
Priority 5:
Galaxy improvements like dynamic arrays or type checking (is number) etc
I have unit 1 with attached actor A (with sopattachOrigin) and i need to rotate that actor A to look at actor B, which is main actor for unit 2 by triggers
when no units near Big Marine should just appear and disappear
but when there's unit near Big Marine should turn his color to Red and face the target (preferably if he will continue look at target, but if this couldn't be achieved - they just set it to _angle)
so behavior should be:
if trigger wont happen (no target) - Big Marine should keep his rotaion with host
if trigger happens - Big Marine should look at target
i've attached proof of concept map without gameplay data and etc
Hello mapster, i need your help!
im trying to do a terrain-sensitive beam, it should will follow terrain height differences
currently i ended up on this solution:
Ability
V
Persistent effect with target point and 2 effects: 1) actual gameplay effect (0-arc search effect, resulting a line spell)
V
2) Persistent effect with source point location and periodic effects (create dummy) with offsets like
(0,-4,0),(0,-8,0),(0,-12,0),(0,-16,0)
V
after a small delay it casts search effect from caster unit to find first dummy
V Here comes problem #1 - i dont know how to link those dummies other than just search for them
but its working, search effect applies behavior *Marker*, who have initial effect
V
Initial effect <persistent> called "Delay", who after 1 second of delay casts <search area> effect to find second dummy and apply behavior *Marker* to it
and this is repeating till my line of dummies ends
im applying behaviors because i've failed to use markers, they simply dont work
so this all chain works acceptable and then i failed on graphics side
i need beam between dummies, what i've tried:
simple beam actor create @behavior<marker>, host1: scope source, host2: scope target
after several hours i've concluded that this is fail and i started trying just determine source and target when effect applies
effect #1, marking source is just sphere with host set to ScopeSource, _Site (that alias of my dummy unit actor)
effect #2, marking target, sphere with host set to ScopeTarget, _Site (that alias of my dummy unit actor)
i've tried again to create them on behavior, or effect with various terms like "at Target" or "at source" or "effect.impact; at target" or etc
this was again fail, i feel like im detecting source and target for effect in the wrong way
so, my problems are:
1 Create a beam that follows terrain deformations (solved through periodic offsets dummy creation)
2 Create a bunch of dummies and link them between each other (solved through search effects recursion - dummy receives behavior, search for next dummy without behavior and then apply behavior on it)
3 Create visible beam between dummies when they're searching for each other <HELP NEED HERE>
4 Ability or advice how to detect target and source for effect. Basically this is what i need, if i only can create actor like:
create at effect, set host1 to target, set host 2 to source - my job here's done
You should launch your missile by persistent effect rather than just target.
Something like this:
Ability -> Persistent "TARGET" -> launch missile "LAUNCH"
code for persistent will be:
HOLY SH\\
if i use source unit as launch point (which is necessary to use action actor) then all my plan explodes >.< ok now i cant get how to make simple rocket too :X
transient flag does this because your ability have 0° degree arc (means unit should be full turned to location before casting spell) and (due transientity) unit can't turn to that location. thats why it throws error "out of range" - it's not range like length, its range of arc spells, unit cannot turn.
for your spell i suggest use validator with custom "out of range" error message. just add it to your main ability effect with type "location range" and locations source and target points and this will do what u need i think
0
Long necro, i've been asked to post my behavior system, here it is
type in chat:
hero
upgrade
then use stimpack
0
I'm going to show my map @US next week, cuz it seems EU ppl didnt like it :D
0
Can i propose my map for next night? If yes - where i can do this?
0
hi Kabel :3
btw when i wanted to do this my problem was with markers (i can't get them, so i've used behaviors)
and second and main problem was missile graphics, if ti goes on big distance it's very hard to make missile go straight forward if you havent target point (
0
@zorbotron: Go
im using this system:
Trigger "Acquire Behavior"
Unit - Any Unit has Any change Activate
blablabla code
Trigger "Remove Behavior"
Unit - Any Unit has Any change Deactivate
blablabla code
Also 2 core actions:
UI Behavior Process for showing cooldown on behavior itself
UI Behavior Remove for removing behavior
and 3 support functions:
UI Behaviors Find Current Index
UI Behaviors Find Last Index
UI Behaviors Find Current Index By Behavior
So basically i have a 1 behavior dialog for all and after player hero acquire behavior system adds custom trigger made dialog item to behaviors dialog (or to previous behavior) and show it to player
After behavior depletes/removed system "intelligently" removes behavior and reassign chain to previous behavior or dialog:
Also it is very easy to make them display Behaviors Level and Tooltips (i havent made this because im too lazy for making tooltips for all behaviors)
If u want u can contact me via Fen1lkz.514@EU
some screens:
at first we have 0 duration neutral behavior and half-passed positive behavior (bad behaviors are red)
at second screen we have stimpack behavior with my system
i repeat - tooltips for them not a problem, i just turned them off
0
@zorbotron: Go
im using my trigger-built system. however it is pretty bad and i hope for some day i'll rewrite it and release to public
0
this is first link @google by "missile blink site:sc2mapster.com"
and im making same type of map :D so, i'll explain how:
- remove "validate teleport" from launch effect flag
0
bump?
0
Priority 1: External IDE support for galaxy editor OR normal text galaxy editor with syntax highlighting, functions and variables rename and traversing through them by click
Priority 2: secure server-side banks for players
Priority 3: normal lobbies without autostart, with game names and better open games section. All for reducing host waiting time to at least bnet 1.0 waiting time
Priority 4: More knowledge about actors, their messages and etc. Tutorials or (better) some kind of wiki, like about movers section
Priority 5: Galaxy improvements like dynamic arrays or type checking (is number) etc
0
Wrong solution:
so basic concepts are: 1) use custom SOp with force soft attach 2) dont make it by triggers, add to Big Marine actor event with this:
effect.<triggereffect>.start
HostSiteOpsSet ::Host ANOTHERSOPLOOK
and ofc make this ANOTHERSOPLOOK as Sop (forward Vector)
leave everything default, except Host forward:
scope should be Scope Target
effect should be *triggereffect*
alias should be _Unit
^ this is not working because of error: Cannot set site ops to host ::Host (and some other hosts i've tried)
0
Hello mapster, i have another question for you:
I have unit 1 with attached actor A (with sopattachOrigin) and i need to rotate that actor A to look at actor B, which is main actor for unit 2 by triggers
when no units near Big Marine should just appear and disappear
but when there's unit near Big Marine should turn his color to Red and face the target (preferably if he will continue look at target, but if this couldn't be achieved - they just set it to _angle)
so behavior should be: if trigger wont happen (no target) - Big Marine should keep his rotaion with host if trigger happens - Big Marine should look at target
i've attached proof of concept map without gameplay data and etc
0
uhhh thx to all who've read this, but somehow i've found solution, i just host beam to _site actor and use target point + source point attachments
0
Hello mapster, i need your help! im trying to do a terrain-sensitive beam, it should will follow terrain height differences
currently i ended up on this solution:
Ability
V
Persistent effect with target point and 2 effects: 1) actual gameplay effect (0-arc search effect, resulting a line spell)
V
2) Persistent effect with source point location and periodic effects (create dummy) with offsets like (0,-4,0),(0,-8,0),(0,-12,0),(0,-16,0)
V
after a small delay it casts search effect from caster unit to find first dummy
V Here comes problem #1 - i dont know how to link those dummies other than just search for them
but its working, search effect applies behavior *Marker*, who have initial effect
V
Initial effect <persistent> called "Delay", who after 1 second of delay casts <search area> effect to find second dummy and apply behavior *Marker* to it
and this is repeating till my line of dummies ends
im applying behaviors because i've failed to use markers, they simply dont work
so this all chain works acceptable and then i failed on graphics side
i need beam between dummies, what i've tried:
so, my problems are:
assets:
0
You should launch your missile by persistent effect rather than just target.
Something like this:
Ability -> Persistent "TARGET" -> launch missile "LAUNCH"
code for persistent will be:
also throw driver and etc
EDIT:
HOLY SH\\ if i use source unit as launch point (which is necessary to use action actor) then all my plan explodes >.< ok now i cant get how to make simple rocket too :X
0
transient flag does this because your ability have 0° degree arc (means unit should be full turned to location before casting spell) and (due transientity) unit can't turn to that location. thats why it throws error "out of range" - it's not range like length, its range of arc spells, unit cannot turn.
for your spell i suggest use validator with custom "out of range" error message. just add it to your main ability effect with type "location range" and locations source and target points and this will do what u need i think