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    posted a message on Sentry Healer

    Hi all,

    A friend and I are currently trying to swap the Sentry's attack out for the Medivac's heal ability. First, we duplicated the Sentry Unit and Actor, gave it the appropriate ability (Medivac - Heal) in both ability - abilities and command card fields, and configured the events in the actor. The heal ability worked fine when we tested it.

    But, when we select sentries and zealots together, the sentry command card pops up first and because it does not have an attack ability we cannot order our selected units to attack. This is one of the problems we would like help with...

    The other problem takes priority. We decided we wanted to change the heal beam to blue. We successfully did this by going to the Medivac heal ability beam actor and adding an event (ActorCreation Set Tint Color Blue). But, we realized we would rather duplicate the entire heal ability so we did not have to mess up the default... so, we did just that. We duplicated everything about the Medivac Heal Ability. We went through the actor events and linked everything together (except did not touch the reference or sound related stuff). We went back to our duplicated Sentry and swapped the original Medivac ability for our duplicate. AND THEN, when we tested it, the beam didn't appear... The overhead heal effects did, and the sound played, and the units got healed, but no beam...

    We saw another thread here that suggested adding the letter 'z' to the beam actor name so that it would be loaded after the impact and launch site actors, but we tried that without success. Anyone have any ideas/thoughts for us?

    Thanks in advance!

    Posted in: Data
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    posted a message on Attack command priority?

    Greetings,
    I have a unit that cannot attack and when I select it and units that CAN attack, the command card for the unit that cannot attack shows up, preventing me from ordering an attack with all of the units selected (unless I press tab to cycle through). Anyone know a fix for this? Thanks in advance!

    Posted in: Data
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    posted a message on Upgrading unit 'a' to unit 'b'

    @dgh64: Go

    Thanks for all your help! (I may use a second actor because I would like to have a different model for the upgrade.)

    Posted in: Data
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    posted a message on Upgrading unit 'a' to unit 'b'

    @dgh64: Go

    Perfect, thanks! By the way, did you need to create an additional actor for the morphed (Commando) unit, or did it just use the original actor?

    Also, one more thing: how did you set it to Create 'Raynor.' I notice two fields under the 'create' term, but not sure which to use or how... Thanks again! - Edit, hmm, well, I set the actor to my upgrade but the upgrade model is not appearing. Guess I need to make some adjustments.

    Posted in: Data
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    posted a message on Gyro Fire Attack

    Hi, I am working on making a gyro/spiral fire attack ability, and would like some help/advice. Be forewarned, this is a rather complex ability... and I have posted a lot to read here...

    Basically, every time the unit attacks, it launches a pair of fire lances/blades and these then orbit around the unit, damaging anything they come in contact with...

    But what I most need help with is attaching 2 units to another unit. If you can point me to tutorials about this matter, or give me advice from your own knowledge, I'll be very grateful!

    Here is the chain of events/effects I want to see happen in this attack/ability:

    _____________

    FIRST OF ALL, the unit with Gyro Attack spots an enemy within a range of 10 and immediately attacks (scan-filters determine suitable targets of course).

    The unit’s weapon is activated (note that this is an attack-type ability).

    The weapon triggers an effect (because I want a lot of effects to be triggered at the same time, I will be using sets)…

    The set-effect triggered by the weapon is called ‘Set Master’.

    This set triggers another set called ‘Set Sub’ as well as a Create Persistent called ‘Issue Order Initial’.

    Set Sub triggers Set Sub A and Set Sub B

    Set Sub A triggers two Create Persistent effects, one offset to the right of the caster, the other to the left.

    Set Sub B triggers two Create Persistent effects, one located at offset 3z and the other at 0.5y 3z (edit: you'll notice in the pictures below I accidentally wrote that the offset is 1y)

    Set Sub A’s persistents have initial Create Unit effects. The units are called Fire Lances, which have the appearance of long blades of fire.

    Set Sub B’s persistents have initial Create Unit effects also. The units are dummies. The one at offset 3z is Dummy 1 and the other is Dummy 2.

    Meanwhile, the 'Issue Order Initial' Create Persistent effect has an initial delay of 0.5. It’s initial effect triggers an Issue Order.

    The Issue Order effect orders Dummy 1 to turn and move to Dummy 2. This should only appear as if it is ‘rotating’ and not actually ‘moving’…

    When Dummy 1 reaches Dummy 2, everything is terminated (except for the caster). In other words, goodbye Fire Lances and Dummies.

    _____________

    ASSUMING ALL OF THAT WILL WORK, here is what I want help with: I want both of the Fire Lance units to be ATTACHED to points on Dummy 1 beginning the moment they are all created. The left Fire Lance should be attached to the left of Dummy 1, and vice versa for the right Fire Lance. I am not sure how to do this, but believe attachment actors and site operations may be in order. It is important that they are attached like this every time this ability is activated.

    _____________

    Here are a couple of images to help illustrate what I am looking for: http://i1097.photobucket.com/albums/g356/_Circulation_/GyroAttackStart.jpg
    http://i1097.photobucket.com/albums/g356/_Circulation_/GyroAttackHalf-Way.png As you can see, the fire lances begin to spin, turning clockwise around the caster, while Dummy 1 turns toward Dummy 2.

    _____________

    Would anyone be able to point me in the right direction with this attack-ability? Many thanks (in advance)!

    Posted in: Data
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    posted a message on Upgrading unit 'a' to unit 'b'

    Great, thanks for all the replies! I appreciate it.

    Posted in: Data
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    posted a message on Upgrading unit 'a' to unit 'b'

    @DrSuperEvil: Go

    Do you mean The Hive Workshop? If so, would you mind pointing me to a specific thread/tutorial? Thanks!

    Posted in: Data
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    posted a message on Upgrading unit 'a' to unit 'b'

    @Tudentau: Go

    I was thinking the same, but I have more to learn before I can make that work to my specifications...

    @aczchef: Go

    Ok, thanks, I'll try it out. What I want is to upgrade a building to a more advanced one (similar to upgrading the town hall in Warcraft III). It would keep most of its old abilities and stats but have some improvements and a different appearance (different model). You think that will work with your method?

    Posted in: Data
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    posted a message on Upgrading unit 'a' to unit 'b'

    Hi,

    I have a fairly noobish question (afaik) - how do you go about upgrading one unit into a completely different unit, using only the data editor?

    If anyone can point me to good tutorials, or tell me how this is done, I would greatly appreciate it! Thanks in advance!

    Posted in: Data
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    posted a message on help - kill credits and attack-point

    Greetings everyone, Here are a couple of minor things I would like to learn more about:

    1 - How to earn kill credits from a custom ability that is activated through a weapon?

    2 - How to set up the marine attack so that it can attack both a unit and a POINT on the terrain?

    Thanks!

    Posted in: Data
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    posted a message on error during testing

    When testing a custom weapon, I got this error: e_cmdRetry. And the weapon did not activate. Any ideas as to the cause? Thanks in advance!

    Posted in: Data
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    posted a message on Creating a spiral missile attack

    Greetings all,

    I would like to know how to make a custom attack that releases a pair of missiles at either side of the caster the moment a hostile unit comes within range... or whenever the attack button is clicked...

    I already configured the missile movers. What I do not know is how to launch the missiles.... Currently I am having success launching them using an effect-instant, but I would prefer not to be doing it that way.

    Here is my hypothesis about how it might work (but I am doubtful this method will work):

    FIRST  the unit detects nearby enemies
    SECOND  the unit attacks
    THIRD  how the attack works is that a null, dummy effect is triggered, dealing no damage and showing no visuals
    FOURTH  in response to this 'dummy attack' an effect is somehow triggered at the location of the caster (not sure how to do this)
    FIFTH  what happens next is that a persistent effect triggers a launch missile effect for each missile (one left and one right of the caster)
    SIXTH  currently I already have everything else functioning properly (the missiles move out and away from the caster in a spiral and deal damage as they pass 'through' units, and then disappear after reaching a certain point)

    The reason why I want this to be an attack-type ability (as opposed to effect-instant or effect-target) is because it has to be able to respond to an attack-speed buff (e.g. caster gets buff, therefore caster launches missile's faster) and also to damage buffs (e.g. caster gets damage buff, therefore each missile deals more damage).

    I should also add that the missiles do not actually move toward the target of the attack whatsoever. The target is completely irrelevant. If possible, it would be great if the attack did not need to have a target at all (perhaps just un-checking 'send to selection' in the ability command field would work?)

    I may update here with more information as I conduct tests. Any help/suggestions/ideas will be more than welcome! Even just pointing me in the direction of an ability that functions like the one I've mentioned, or even showing me tutorials relating to the content matter would be great! Many thanks in advance!

    Posted in: Data
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    posted a message on How to avoid publishing a mod file?

    @Alrik1989: Go

    Thanks for the response. Well, I guess I have no outstanding reason, but it would be most convenient for me to be able to import the contents of the mod directly into the map and do away with the mod all together in the end. Do you know of any way to do that? Possibly importing files from mod to map? Thanks again!

    Posted in: Miscellaneous Development
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    posted a message on How to avoid publishing a mod file?

    Hi all,

    Basically, my question is this: How to merge the contents of a mod into a map without using the mod as a dependency?

    I have a mod file I want to use in a map, but I would rather not use the mod as a dependency (particularly because you have to publish it on battle.net prior to using it).

    Thanks in advance!

    Posted in: Miscellaneous Development
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    posted a message on Help with bladestorm ability

    @TheAlmaity: Go

    Thanks!

    Posted in: Data
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