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    posted a message on Spawn unit in region attached to unit

    Hello.

    I want to spawn a unit of type X in a random point of region attached to unit Y. I've attached the region already, but I can't find any trigger command which allows me to call it from this "random point in region" option.

    Is this possible at all?

    Posted in: Triggers
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    posted a message on Duplicating Spine Crawlers

    @DrSuperEvil: Go

    Thank you so much for the help, and I apologize for not finding your past post. I've changed the missile and beam art, as well as the event in the Spine Crawler weapon and, as a result, the Spine Crawler can now attack and damage.

    However, it does not play any animation when doing so, it simply turns to its target and stares. As well as this, the duplicated abilities to morph from rooted to uprooted Spines seems to have broken slightly as well. The abilities work fine, but no animation is played when morphing.

    This is turning out to be a surprisingly annoying unit, and I would greatly appreciate all help I can get.

    Posted in: Data
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    posted a message on Duplicating Spine Crawlers

    Hello.

    I'm trying to duplicate both the rooted and uprooted Spine Crawlers. However, whenever I try, there's always countless amounts of issues following it.

    • Duplicating all the actors and effects results in the Crawlers not firing at all (it has the ability to attack, and the default Spine Crawler weapon).
    • Duplicating select actors, specifically the main actor, AttackMissile and Attack actors, results in very odd animations when attacking.
    • Duplicating select actors and filling in the rest with default(non-duplicated) actors results in the whole editor crashing.

    Accordingly, I've given up, but I really need multiple spine crawlers in my map. Has anyone else encountered these problems? Or, more importantly, does anyone know a solution? Perhaps some actor events I've missed?

    Posted in: Data
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    posted a message on Strange texture failure

    I'm having a strange problem when trying to replace some of the existing textures in my map.

    I simply go into "Terrain Texture Sets" in the data editor, find my map's textures and replace "Port Zion Mesh" with "Agria Grass Green". I then restart the editor and see that the texture has successfully been replaced. However, when I try to apply the texture to the game world, nothing changes. Not only this, but if I change back to Port Zion Mesh, then that doesn't work either.

    It's strange, because I've used this method before and it worked perfectly.

    Edit: Fixed, I had to apply the settings through Map -> Map Textures

    Posted in: Terrain
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    posted a message on AI trigger only runs on one unit.

    @Ahli634: Go

    Thanks for all the help! Seems like there's a lot of criticism on my code, heh.

    I've tried to do as you say, and at least now the problem is a bit more clear.

    Marine AI
        Events
            Timer - Elapsed time is 11.0 Game Time seconds
        Local Variables
            Closest enemy = No Unit <Unit>
            Marine = No Unit <Unit[200]>
        Conditions
        Actions
            Unit Group - Pick each unit in Marine Count and do (Actions)
                Actions
                    General - Repeat (Actions) forever
                        Actions
                            Variable - Set Closest enemy = (Closest unit to (Position of (Picked unit)) in (Any units in (Entire map) owned by player Any Player matching Required: Hover; Excluded: Missile, Dead, Hidden, with at most Any Amount))
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    (Distance between (Position of (Picked unit)) and (Position of Closest enemy)) > 5.0
                                Then
                                    Unit - Order (Picked unit) to ( Attack targeting Closest enemy) (Replace Existing Orders)
                                Else
                            General - Wait 0.1 Game Time seconds
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    (Distance between (Position of (Picked unit)) and (Position of Closest enemy)) <= 5.0
                                Then
                                    Unit - Order (Picked unit) to ( Move targeting ((Position of Closest enemy) offset by 5.0 towards (Position of (Picked unit)))) (Replace Existing Orders)
                                Else
                            General - Wait 0.1 Game Time seconds
    

    As I understand it, "Closest Enemy" is only set for one of the picked marines and therefore the others don't attack. I tried to use the "For each unit in unit group" function, but it asks for a specific variable as well.

    "For each unit [Unit Variable] in [Unit Group Variable]."

    This suggests, then, that I have to apply a variable to every marine in use. Problem here is that I don't know how to do that without any integers. Any suggestions..? Thanks again for the help.

    EDIT: I managed to fix it and it works perfectly now, thank you. If anyone's curious, I simply moved the "Pick Each Unit" command from the start and placed it just before "Set Variable - Closest enemy". This way, all the marines are given a "closest enemy". Yes, /facepalm for the easy solution.

    Posted in: Data
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    posted a message on AI trigger only runs on one unit.

    Hello.

    I've been attempting to create a "stutter stepping" AI for marines. It's working well so far, the only problem is that only one marine stutter steps at any given point in time. After the marine dies, another takes its place. This is the code:

    Marine AI
        Events
            Timer - Every 1.0 seconds of Game Time
        Local Variables
            Closest enemy = No Unit <Unit>
            Marine = No Unit <Unit>
        Conditions
        Actions
            Unit Group - Pick each unit in (Marine units in (Entire map) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                Actions
                    Variable - Set Marine = (Picked unit)
            Variable - Set Closest enemy = (Closest unit to (Position of Marine) in (Any units in (Entire map) owned by player Any Player matching Required: Hover; Excluded: Missile, Dead, Hidden, with at most Any Amount))
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Distance between (Position of Marine) and (Position of Closest enemy)) > 5.0
                Then
                    Unit - Order Marine to ( Attack targeting Closest enemy) (Replace Existing Orders)
                Else
            Unit - Order Marine to ( Attack targeting Closest enemy) (Replace Existing Orders)
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Distance between (Position of Marine) and (Position of Closest enemy)) <= 5.0
                Then
                    General - Wait 0.4 Game Time seconds
                    Unit - Order Marine to ( Move targeting ((Position of Closest enemy) offset by 5.0 towards (Position of Marine))) (Replace Existing Orders)
                Else
    

    I realise there are perhaps more refined methods to do this, but it's only experimenting.

    Does anyone have any idea what might be causing this?

    Posted in: Data
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    posted a message on Aura - reduce damage taken

    @Ahli634: Go

    Thanks for the help, it's no longer turning on and off.

    However, doesn't this mean that the two behaviours overlap eachother? And in overlapping, stack damage fraction to 0,9 * 0,9 = 0,81 = 81% for 1/16th of a second?

    Or will that not matter?

    Posted in: Data
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    posted a message on Aura - reduce damage taken

    Hello!

    I'm trying to create an aura similar to the Mothership's cloaking field. When any unit enters this area, they receive 10% less damage.

    Right now, the aura works to some extent. Every 0.417 seconds, a behaviour is applied to any unit inside the aura. This behaviour lasts for 0.417 seconds and modifies the damage fraction to 0.9. So far, this works as intended.

    However, since the duration is so similar to the period, the behaviour turns "on and off" extremely quickly. Sometimes, when hit, the damage fraction doesn't work because of this. Does anyone know a different method to fix this problem?

    Posted in: Data
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    posted a message on All my effects disappeared

    @StragusMapster: Go

    I've extracted the EffectData.xml from my backup to my other version, but it keeps giving me an error. It tells me the directory I've chosen is wrong and that it cannot find the path.

    This is the path I'm using: C:\Program Files (x86)\StarCraft II\Mods\Apocalypse The Aftermath v02.SC2Map\Base.SC2Data\GameData

    Is there anything wrong with this?

    Posted in: Data
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    posted a message on All my effects disappeared

    @StragusMapster: Go

    Damnit, punished by my own laziness once more. I constantly remind myself to backup, but barely ever do. Sucks when that comes back to bite you.

    Anyway, the latests backup is the one I mentioned earlier. Would it be easy to import that into the version without effects?

    Posted in: Data
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    posted a message on All my effects disappeared

    @StragusMapster: Go

    I do have a backup for the file, but that was made around 4 months ago. Is there really nothing I can do to regain atleast some of what I lost? I really don't have the energy to replicate everything again.

    Especially considering I spent hours and days on some abilities. Thanks for the help, though, I appreciate it.

    Posted in: Data
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    posted a message on All my effects disappeared
    Quote from StragusMapster: Go

    Open your map with a MPQ editor, extract and open Base.SC2Data/GameData/EffectData.xml

    If there's a XML error, try to fix it. Or import chunks of the file little by little. Either way, don't panic, you haven't really lost your effects...

    I've opened GameData through the MPQ editor, but EffectData is not listed. I can see AbilData, ActorData and so on, but the EffectData doesn't exist.

    Quote from SnyderGuy: Go

    When adding dependacies make sure your new one, is on top, oherwise theres a 50% chance your editor will bug next time you open it, could this be the case?

    Possible, but I was meticulous in choosing them the first time, and this happened after working with the editor for ~ 20 minutes.

    Posted in: Data
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    posted a message on All my effects disappeared

    I launch up my SC2 editor and go into my triggers module.

    I get an error saying there's an error in XML. I tell it to proceed and fix the error.

    Now I don't have a single damn effect left in my map.

    I try to reload my map to an earlier save, but still nothing. Not a single ability works anymore.

    Has anyone else experienced this?

    Posted in: Data
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    posted a message on No death animations

    That's the thing - I've barely changed anything. I just recently started it and placed the default units on the map. Everything I've changed is damage, health and speed. That's why this is such a strange occurence, I have absolutely no idea what might be wrong.

    Posted in: Data
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    posted a message on No death animations

    I just recently started a new map for a teaser trailer. However, there are no death animations playing on death. For example, when an infested marine kills a marine, the marine just "pops" and disappears. Same thing happens when the marine kills the infested.

    My graphics are all on highest possible and I haven't changed anything critical in the editor. What might be wrong?

    Posted in: Data
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