Hi println, just wondering if you plan to update the addon for blender v2.64? I am trying to do your tutorial and when I get to the export as me part at the end of the first video I get an error. I have tried copying the stuff that comes up in the error but I cant figure out how, so I am attaching a screenshot of it below. I don't know if maybe I didn't put the source folder in the right place or what because your instructions for installing it are for 2.63 and that folder doesn't exist anymore...there is of course a 2.64 folder with a scripts and addons folder within it, and thats where I put m3addon-master, which is the only folder I got with the download.
There is a field in every effect that designates the intended target, It is usually called Target - Location, Target - Impact Location, Effect - Unit. It depends on the type of effect.
For a Set effect its called Target: Target Location Type, for this you would set it to Unit because that's what it targets 8)
For a Modify Unit effect its called Target: Impact Unit, you would make the one for the caster Caster, and the one for the target Target.
For this instance you don't need to specify any effects in those target location fields just leave that part empty.
There are 3 upgrades so far, razer speed, weapon and armor upgrades. These have all been completed, however the actor event to actually show the effect of the smoke canister appears on the unit rather than the target, even though the persistent and behavior happens properly at the target (I feel like I've tried everything T_T). If anyone knows how to fix this please let me know haha.
This could be a couple of things so i will tell you what I know would work. I am going to assume you only want to be able to target the ground with this ability, otherwise if you chucked it on a unit that unit dies no more smoke canister effect...
1 Make sure the Target - Location field in the persistent effect that creates the searches is set to Target Point
2 Make sure the Target - Impact Location field in the search effect that applies the behavior is set to Target Point
3 If you use any effects to launch the persistent effect i.e a set or switch etc... make sure their Target - Impact Location is also Target Point, or Point depending on the type of effect.
the actor for the smoke cloud should be Type: Model, Parent: Model Animation Style Continuous
1: Make sure Hosting : Host is Implicit, by default its set to _Selectable which is an alias for actors types, click the bubble that says custom to void this out, we want this model to attach to nothing
2 Your creation event should be Effect - Persistent - Start > Create
3 your destruction event should be Effect - Persistent - Stop > Animation Bracket Stop Name: BSD
If you remake the actor for the smoke cloud and follow this then the creation and destruction events for the actor should be all you need to do aside from ensuring the model is properly linked of course 8), the default bsd bracket probably animates the smoke cloud properly already.
Hello there, thanks for this I was probing at how to make this work as soon as the patch came out, but I was using unlink in the death type field thinking maybe that's how you stopped the effect from killing the missile :-/ lol.
One thing I noticed is that the hook to me missile moves like its homing in on the tentacle, I looked in the sample map and there are 2 lines in the actor for the neural parasite tentacle that refer to the "hook launch to me" effect, could you explain those in a little detail?
Bumping this, as I have a similar issue with some of the sound effects I use with abilities being heard globally.
I haven't actually tried anything to fix it yet as many other things are taking priority right now but if I can get the answer here and save some time that would be nice otherwise I'll be back later with an answer hopefully.
I'm a little confused as to what it is you want exactly so I'm taking a bit of a stab here.
Sounds like you want the Pylon to transfer 1 energy per second to each cannon within its range.
This is easy peasy, so long as that is what you want.
You need a search, that I imagine you already have, which finds the cannons only, and the effect which that search applies should be a Set.
Within this set there needs to be 1 effect I would use a modify unit, that gives 1 energy to Target Unit, and then another Modify Unit effect which removes one Energy from Source Unit. This way every time the search finds a target ( on of your cannons) it will give the cannons 1 energy and remove 1 energy from the Pylon.
I would have this search in the periodic field of a behavior that is pre-placed on the pylon.
Then you need a validator to put on the Set, that validates Source Energy GTE1 that way the pylon cannot transfer any more energy than what it has, so if it has 2 energy when the search goes off instead of taking 1 energy from pylon and giving it to cannon 3 times it will only be able to happen twice and the third cannon is SOL ( shiza outa luck )
You also want a validator on the behavior that disables it when the Pylon is out of energy that way you dont have pylons needlessly producing an effect every 1 second, only when the Pylon has energy will the behavior be active and the effect be produced. You can use the exact same Source Energy GTE1 Validator here, so that when Source Energy GTE1 returns false i.e pylon has less than 1 energy the Behavior will be disabled.
I dunno what your skill lvl is with the data editor so if this is too simple or too complicated I'm sorry 8) like I said just taking a stab at what I think you want.
Hello there, just wanted to Thank everyone who participated in the Beta testing. We received some incredibly valuable feedback from you guys so again thanks!
To those who took the time to fill out the form linked in the Closed Beta thread, I cannot thank you enough.
Also big thanks to Mapster for providing us the platform that allowed us to get the whole thing together, you guys rock!
For the firs question about the reaper ability, I would just make a new effect-target ability named whatever you want it to be named, and in the effect field add the effect from the reaper ability. In all the other fields just use the same values as in the reaper ability aside from the ones you want to alter of course. I would also make my own button for that as well just as a general rule, but that's personal preference I think.
For the second question why did you copy it for use with another unit and use the same requirement, why not just give the other unit the original version?
Ok I had this long post but once I started explaining the logic behind the validator change I was suggesting I realized I was wrong so instead of trying to explain it all I made you a map.
There are 4 marines placed around a central Command Center, you will notice them immediately start moving to it but if you order them to do things they go do them and once they are done they return to the structure. It works perfectly,
You can change the filters of the search if you want but right now I have it only ordering your units to move to structures you own. Also I made an actor for the behavior to so you can see exactly when it is actually active and when it is disabled. As you can see it's only ever active for the duration of the Period of the Behavior, you could even set it to like 0.0625 but I figure 0.1 is plenty fast enough.
In my example the behavior is pre-placed on the Marine in the units tab of the DE, but if you wanted to apply that behavior via effects or triggers you wouldn't change and of the stuff I made, you would just apply the Find Struc beh I made or whichever one you make to the unit you want.
I think the biggest difference between what you made and what I made is that you are validating caster and I am validating source, it's good to remember that the unit a behavior is on is the source of that behavior and anything that behavior produces, the caster is the unit that applied the behavior.
Anyone is welcome of course, just be sure to join the channel mentioned in the image. There may be, and we are hoping for a large turnout, so the channels will make things much more organized.
Here is a Link to the official Mapster Thread, its a little old but still pretty accurate, we are working on the web-site atm, which will be the main place to learn all about the game, it is still under construction though. We have been pretty busy the past couple weeks getting the game ready for Beta but the website should be up and running soon.
I have a good bit of experience with the data editor and aside from smart commands there is to my knowledge no other way that the data side of things detects a right mouse click, and certainly no way that it detects releasing the right mouse button.
So for this I would certainly use triggers because you want to start it and stop it on the mouse being clicked down then being released.
If you are really determined to do it through data, enough to where you are willing to compromise on how exactly it works then you can get pretty close with just data.
You could do it by mimicing the Zealots Charge ability i.e you make an Augment Ability. Augment Abilities basically are abilities that allow you to produce an effect before the casting of the actual ability, as such the costs of both abilities are combined. Its also handy to note that the ability linked inside the augment ability is validated as well when casting or using the augment ability.
Example: Zealot Charge, This combines the Augment Ability Zealot Charge with the attack command, by applying a behavior to the zealot before the attack command is given albeit its almost an immeasurable amount of time between these two things taking place. The behavior increases movement speed obviously but the real work is being done by the validators that remove the behavior. Its a simple Unit Compare Order Target Range validator that detects when the caster is within X range of the target for ability Y in this case X is about 1 I think, and Y is the attack ability, this only works because the attack command is being executed via the augment ability, if you issue a different command to the zealot while he is charging the validator will fail and the behavior will be removed thus no more speed.
Now since we are using the move command I think you could change direction while boosting without loosing the buff, and basically what you would do is make an augment ability just like the zealots charge that instead validates the move command and uses the ranges you want, which I imaging would be 1 or less so you move all the way to the point clicked, the biggest difference is letting go of the right mouse button would not stop the boosting. You could use any number of validators to remove the speed boosting behavior you use though, even not using one and just letting the duration you set on it determine when it ends could work. By having this augment ability set on auto cast whenever your unit is issued the move command if the augment isnt on cooldown it will automatically go off. If you turn off autocast you will have a secondary move command that boosts speed when used.
Sorry if this is just a confusing wall of text PM me if you want I can explain it better on skype or something similar 8), as im not much of a tutorial writer or anything.
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Hi println, just wondering if you plan to update the addon for blender v2.64? I am trying to do your tutorial and when I get to the export as me part at the end of the first video I get an error. I have tried copying the stuff that comes up in the error but I cant figure out how, so I am attaching a screenshot of it below. I don't know if maybe I didn't put the source folder in the right place or what because your instructions for installing it are for 2.63 and that folder doesn't exist anymore...there is of course a 2.64 folder with a scripts and addons folder within it, and thats where I put m3addon-master, which is the only folder I got with the download.
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@illidans911: Go
There is a field in every effect that designates the intended target, It is usually called Target - Location, Target - Impact Location, Effect - Unit. It depends on the type of effect.
For a Set effect its called Target: Target Location Type, for this you would set it to Unit because that's what it targets 8)
For a Modify Unit effect its called Target: Impact Unit, you would make the one for the caster Caster, and the one for the target Target.
For this instance you don't need to specify any effects in those target location fields just leave that part empty.
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No problem man I am glad i was able to help 8-)
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This could be a couple of things so i will tell you what I know would work. I am going to assume you only want to be able to target the ground with this ability, otherwise if you chucked it on a unit that unit dies no more smoke canister effect...
1 Make sure the Target - Location field in the persistent effect that creates the searches is set to Target Point
2 Make sure the Target - Impact Location field in the search effect that applies the behavior is set to Target Point
3 If you use any effects to launch the persistent effect i.e a set or switch etc... make sure their Target - Impact Location is also Target Point, or Point depending on the type of effect.
the actor for the smoke cloud should be Type: Model, Parent: Model Animation Style Continuous
1: Make sure Hosting : Host is Implicit, by default its set to _Selectable which is an alias for actors types, click the bubble that says custom to void this out, we want this model to attach to nothing
2 Your creation event should be Effect - Persistent - Start > Create
3 your destruction event should be Effect - Persistent - Stop > Animation Bracket Stop Name: BSD
If you remake the actor for the smoke cloud and follow this then the creation and destruction events for the actor should be all you need to do aside from ensuring the model is properly linked of course 8), the default bsd bracket probably animates the smoke cloud properly already.
Hope this helps 8-)
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Hello there, thanks for this I was probing at how to make this work as soon as the patch came out, but I was using unlink in the death type field thinking maybe that's how you stopped the effect from killing the missile :-/ lol.
One thing I noticed is that the hook to me missile moves like its homing in on the tentacle, I looked in the sample map and there are 2 lines in the actor for the neural parasite tentacle that refer to the "hook launch to me" effect, could you explain those in a little detail?
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Hey Fischy, quick question. Are you shooting this missile at an imported model. i.e. is the units model that you are shooting at from a diff game?
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Bumping this, as I have a similar issue with some of the sound effects I use with abilities being heard globally.
I haven't actually tried anything to fix it yet as many other things are taking priority right now but if I can get the answer here and save some time that would be nice otherwise I'll be back later with an answer hopefully.
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I'm a little confused as to what it is you want exactly so I'm taking a bit of a stab here.
Sounds like you want the Pylon to transfer 1 energy per second to each cannon within its range.
This is easy peasy, so long as that is what you want.
You need a search, that I imagine you already have, which finds the cannons only, and the effect which that search applies should be a Set. Within this set there needs to be 1 effect I would use a modify unit, that gives 1 energy to Target Unit, and then another Modify Unit effect which removes one Energy from Source Unit. This way every time the search finds a target ( on of your cannons) it will give the cannons 1 energy and remove 1 energy from the Pylon.
I would have this search in the periodic field of a behavior that is pre-placed on the pylon.
Then you need a validator to put on the Set, that validates Source Energy GTE1 that way the pylon cannot transfer any more energy than what it has, so if it has 2 energy when the search goes off instead of taking 1 energy from pylon and giving it to cannon 3 times it will only be able to happen twice and the third cannon is SOL ( shiza outa luck )
You also want a validator on the behavior that disables it when the Pylon is out of energy that way you dont have pylons needlessly producing an effect every 1 second, only when the Pylon has energy will the behavior be active and the effect be produced. You can use the exact same Source Energy GTE1 Validator here, so that when Source Energy GTE1 returns false i.e pylon has less than 1 energy the Behavior will be disabled.
I dunno what your skill lvl is with the data editor so if this is too simple or too complicated I'm sorry 8) like I said just taking a stab at what I think you want.
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Hello there, just wanted to Thank everyone who participated in the Beta testing. We received some incredibly valuable feedback from you guys so again thanks!
To those who took the time to fill out the form linked in the Closed Beta thread, I cannot thank you enough.
Also big thanks to Mapster for providing us the platform that allowed us to get the whole thing together, you guys rock!
0
For the firs question about the reaper ability, I would just make a new effect-target ability named whatever you want it to be named, and in the effect field add the effect from the reaper ability. In all the other fields just use the same values as in the reaper ability aside from the ones you want to alter of course. I would also make my own button for that as well just as a general rule, but that's personal preference I think.
For the second question why did you copy it for use with another unit and use the same requirement, why not just give the other unit the original version?
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Ok I had this long post but once I started explaining the logic behind the validator change I was suggesting I realized I was wrong so instead of trying to explain it all I made you a map.
There are 4 marines placed around a central Command Center, you will notice them immediately start moving to it but if you order them to do things they go do them and once they are done they return to the structure. It works perfectly,
You can change the filters of the search if you want but right now I have it only ordering your units to move to structures you own. Also I made an actor for the behavior to so you can see exactly when it is actually active and when it is disabled. As you can see it's only ever active for the duration of the Period of the Behavior, you could even set it to like 0.0625 but I figure 0.1 is plenty fast enough.
In my example the behavior is pre-placed on the Marine in the units tab of the DE, but if you wanted to apply that behavior via effects or triggers you wouldn't change and of the stuff I made, you would just apply the Find Struc beh I made or whichever one you make to the unit you want.
I think the biggest difference between what you made and what I made is that you are validating caster and I am validating source, it's good to remember that the unit a behavior is on is the source of that behavior and anything that behavior produces, the caster is the unit that applied the behavior.
Hope this helps
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@BorgDragon: Go
Thank you sir! 8), fear not as I can easily say that these heroes are by far my best work yet, and I really hope everyone loves them!
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@Keyeszx: Go
Of course bro! Wouldn't have it any other way.
Anyone is welcome of course, just be sure to join the channel mentioned in the image. There may be, and we are hoping for a large turnout, so the channels will make things much more organized.
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@Razernok: Go
Here is a Link to the official Mapster Thread, its a little old but still pretty accurate, we are working on the web-site atm, which will be the main place to learn all about the game, it is still under construction though. We have been pretty busy the past couple weeks getting the game ready for Beta but the website should be up and running soon.
http://www.sc2mapster.com/forums/resources/project-workplace/21066-tofu-project-tma-official-thread/
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@DarlD: Go
I have a good bit of experience with the data editor and aside from smart commands there is to my knowledge no other way that the data side of things detects a right mouse click, and certainly no way that it detects releasing the right mouse button.
So for this I would certainly use triggers because you want to start it and stop it on the mouse being clicked down then being released.
If you are really determined to do it through data, enough to where you are willing to compromise on how exactly it works then you can get pretty close with just data.
You could do it by mimicing the Zealots Charge ability i.e you make an Augment Ability. Augment Abilities basically are abilities that allow you to produce an effect before the casting of the actual ability, as such the costs of both abilities are combined. Its also handy to note that the ability linked inside the augment ability is validated as well when casting or using the augment ability.
Example: Zealot Charge, This combines the Augment Ability Zealot Charge with the attack command, by applying a behavior to the zealot before the attack command is given albeit its almost an immeasurable amount of time between these two things taking place. The behavior increases movement speed obviously but the real work is being done by the validators that remove the behavior. Its a simple Unit Compare Order Target Range validator that detects when the caster is within X range of the target for ability Y in this case X is about 1 I think, and Y is the attack ability, this only works because the attack command is being executed via the augment ability, if you issue a different command to the zealot while he is charging the validator will fail and the behavior will be removed thus no more speed.
Now since we are using the move command I think you could change direction while boosting without loosing the buff, and basically what you would do is make an augment ability just like the zealots charge that instead validates the move command and uses the ranges you want, which I imaging would be 1 or less so you move all the way to the point clicked, the biggest difference is letting go of the right mouse button would not stop the boosting. You could use any number of validators to remove the speed boosting behavior you use though, even not using one and just letting the duration you set on it determine when it ends could work. By having this augment ability set on auto cast whenever your unit is issued the move command if the augment isnt on cooldown it will automatically go off. If you turn off autocast you will have a secondary move command that boosts speed when used.
Sorry if this is just a confusing wall of text PM me if you want I can explain it better on skype or something similar 8), as im not much of a tutorial writer or anything.