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    posted a message on You know you're working with the editor too much when...

    when instead of running Word and creating a new document, you duplicate an existing file and edit its contents, instead

    Posted in: Off-Topic
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    posted a message on Adding a unit ability to a building.

    @BorgDragon: Go

    This forum is awesome...so educational ! :) I didn't need what the OP needed, but it might come in handy one day.

    Posted in: Data
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    posted a message on [Help] Changing weapons.

    @Selfcreation: Go

    Use the hero Void Ray beam for an orange-red color. To tint, you can read Prozaicmuze's beam tutorials. OneTwoSC also discusses tinting in a part of his Frostbolt tutorial on youtube.

    Posted in: Data
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    posted a message on [Solved!] Carrier Hero Spell Animation

    @Darkyvm: Go

    Thanks so much! I feel bad for missing it, but I'm happy now. I love this animation. :D

    Posted in: Data
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    posted a message on [Solved!] Carrier Hero Spell Animation

    I looked through all the different Carrier models that I could find, and none of them had the cast animation that I saw from Star Battle (screenshot) or any spell animation for that matter. Only the arcade carrier had a very short spell animation. Any ideas? Thanks!

    Posted in: Data
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    posted a message on Read some tuts need some input on why i fail

    @EpicDo0oM: Go

    To link an actor to a unit, go to the actor and set "Unit Name" to the unit name. It should be the very first field under "Token."

    I highly recommend this tutorial:

    http://wiki.sc2mapster.com/galaxy/tutorials/data-editing/unit/from-scratch-unit/

    Also, please don't call refer to working with C as scripting. :P

    Posted in: Tutorials
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    posted a message on Continuous Beams when using Periodic Search Area effect

    @Builder_Bob: Go

    I can't thank you enough. Not only is your solution perfect, the idea of which I had given up on, I've learned a lot from your techniques. How long have you been working with the editor? I've gotten a game idea in my head that I couldn't stop thinking about, so I've been pounding away at learning the editor for the past two weeks, making steady progress, and only getting roadblocked at this juncture.

    Posted in: Data
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    posted a message on Continuous Beams when using Periodic Search Area effect
    Quote from Builder_Bob: Go

    @Crypt0rz: Go

    While not a bad solution, it's unfortunate that it can't search more often than every 2 seconds though. It'd look best if the beams came as soon as you got within range.

    You can change the periodic search to be 0.0625 as you said. I have a buff on the target so that the beam won't be reapplied while the buff is on the target. This makes it one beam per target, which is what I want for this particular application. However, thanks for showing me how to use markers. Markers might work perfectly for this other application that I'll require where it's 1 beam per caster per target with a 1 target maximum per caster. The other graphical anomaly aside from the beam switching impact locations is that if I make the beam expire after "age" 2.5s, and the target gets killed within .1s, the beam will linger without a "target" for 2.4s. I imagine this also happens if the target gets teleported across the map while the beam is on. Hmm, I didn't see any events to trigger for out of range, caster dead, or target dead...how would you do those?

    Quote from Builder_Bob: Go

    I'm still working on it and will let you know if I figure something out.

    Thanks for being awesome!

    Posted in: Data
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    posted a message on Continuous Beams when using Periodic Search Area effect

    @Crypt0rz: Go

    Ah, here's a pretty close to ideal solution:

    I found an event of type "Age Reached." I set it to 2.5 seconds, so after the beam is 2.5s old, it will self destruct. The Beam will reapply itself slightly before then (the marker buff is set to 2.1s). This results in a few anomalies such as a new impact point on the target. It sorta adds a bit of flavor, so I'm okay with that. It isn't the cleanest solution, especially since I have to kill the looping sound this way, too. Check it out and let me know if you have any further ideas. Thanks so much...this is all I've been thinking about for the past several days. :P

    Posted in: Data
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    posted a message on Continuous Beams when using Periodic Search Area effect
    Quote from Builder_Bob: Go

    @Crypt0rz: Go

    I made some edits to my last post without realizing you had replied. I hope it can help you somewhat. Now I'm logging off for today.

    Thanks! Your solution is an excellent alternative. Your solution has removed the persistent flag, so it appears the best case scenario will have a beam that turns on and off and not a continuous beam. I'm still trying to make it continuous. I've added a check so that each target can only have one beam on it at any given time, but I still haven't figured out how to destroy the beam. I even tried an event called "UnitDeath" -> "Destroy" with no success. I'll attach the map.

    Posted in: Data
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    posted a message on Continuous Beams when using Periodic Search Area effect

    @Builder_Bob: Go

    Thanks for your efforts! I've arrived at the same conclusion as you in your first edit. In the map that I attached, if you attack with a tank, it'll show the sentry beam channeling. However, if you move the tank, the beam will disappear (break from channeling.) Therefore, the create persistent from the search is not channeled and thus initiates the Destroy event immediately. Multibeams on a single target should be easy to resolve, I think...as you said with markers or a buff.

    If we can figure out an action event we can use to call the beam destroy event, that would be great. I'm thinking when the "marker buff" is removed, that would be the right time to destroy the beam effect, but I'm not sure how to destroy the right beam from the right buff expiring.

    Posted in: Data
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    posted a message on Continuous Beams when using Periodic Search Area effect

    @Builder_Bob: Go

    Thanks sooo much, Bob!

    Were you able to get the sentry beam art to work? The problem is that in the map you uploaded, it's using a one shot style beam. Those always show up properly, but I'm having trouble getting continuous beams to show up. For instance, in your map, if you change "Art - Beam" in Prism Beam 2 Attack - MODIFIED to SentryAttackBeam, it'll create the beam, but it won't destroy it. I tried messing around with events, but I couldn't get anything to work. If I modify the destroy event in the sentryattackbeam actor, it makes the beam not appear...or it is destroying the beam prematurely, causing the visual to not appear.

    Posted in: Data
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    posted a message on Continuous Beams when using Periodic Search Area effect

    @Builder_Bob: Go

    Builder_Bob,

    Thanks for your reply! I'm very excited to know that it is possible to get it working with this method. There were a lot of messier methods that I had considered, but they were way too messy. Unfortunately, I haven't been able to get it to work with duplication. Do you think you can upload your version of the modified map? Thanks a lot! I seriously appreciate it, as I've probably spent over 20 hours on this problem!

    Posted in: Data
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    posted a message on Continuous Beams when using Periodic Search Area effect

    Still stuck on this...anyone?

    Posted in: Data
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    posted a message on [Passive] Negating any abilities that affect energy negatively?

    Not sure if this seems obvious, but how about setting up a trigger to monitor energy loss from any ability and then just adding the energy back?

    Posted in: Data
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