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    posted a message on Sprint buff

    Maybe you need to great an upgrade.

    Posted in: Data
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    posted a message on [Solved] Show (enemies) ability button to player

    Thank you very much, I gave the unit the *Interact* ability and the passiv ability button is shown.

    Posted in: Data
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    posted a message on [Solved] Show (enemies) ability button to player

    Hi,

    I got an enemy AI unit. I want to show its ability button (as a passive) to the player. However so far I have not been able to see show enemies command card buttons. How would you do that?

    Thank you for your consideration.

    Posted in: Data
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    posted a message on Moving text actor with variable text (unit refund cost)

    bump

    Posted in: Data
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    posted a message on [Data] Baneling Launcher

    Hey, nice. It depends on your point of view, whether to call it trick, bug, or feature. I was using it, to beat the map more easily (and I don't need the spawn timer in my other project). Anyways if you want to fix it, you'd need to change the Create Unit Effect.

    • [Effect, Create Unit] Stalker - Baneling Launcher (Create Unit)
      • Unit: Spawn Unit = Baneling
      • Effect: Effect - Spawn = Broodling Timed Life
    Posted in: Tutorials
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    posted a message on [Data] Baneling Launcher

    Hi,

    this mini guide shows, how to replace the normal Stalker Weapon with a baneling launching one. Below are the required modifications.

    • [Effect, Create Unit] Baneling Launcher (Create Unit) (ID: BanelingLauncherCU)
      • Editor: Editor Prefix = Stalker -
      • Unit: Spawn Unit = Baneling
      • Effect: Effect - Spawn = Broodling Timed Life
    • [Unit, Generic, Projectile] Baneling Launcher (ID: BanelingLauncher)
      • Editor: Editor Prefix = Weapon -
      • Movement: Mover = Stalker Weapon
    • [Actor, Missile] Baneling Launcher Missile (ID: BanelingLauncherMissile)
      • [Token] Unit Name = Weapon - Baneling Launcher
      • Art: Model = Baneling
    • [Effect, Launch Missile] Baneling Launcher (Launch Missile) (ID: BanelingLauncherLM)
      • Editor: Editor Prefix = Stalker -
      • Effect: Finish Effect = Stalker - Baneling Launcher (Create Unit)
      • Target: Impact Location+ = (None):Target Unit/Point
      • Unit: Ammo Unit = Weapon - Baneling Launcher
    • [Weapon, Legacy] Baneling Launcher (ID: BanelingLauncher)
      • Editor: Editor Prefix = Stalker -
      • Weapon: Target Filters = Require: Ground, Visible; Excluded: Dead, Hidden, Invulnerable, Missile, Stasis
      • Effect: Effect = Stalker - Baneling Launcher (Launch Missile)
      • UI: Damage Display Effect = (None)
      • Weapon: Options += Hidden
    • [Actor, Sound] Baneling Launcher Launch (ID: BanelingLauncherLaunch)
      •   Event: Events+ += WeaponStart.BanelingLauncher.AttackStart:Create 
      •   Sound: Sound = Broodling_AttackLaunch
    • [Weapon, Legacy] Baneling Launcher (ID: BanelingLauncherDummy)
      • Editor: Editor Prefix = Stalker -
      • Editor: Editor Suffix = (Dummy)
      • Weapon: Target Filters = Require: Ground, Visible; Excluded: Dead, Hidden, Invulnerable, Missile, Stasis
      • Effect: Effect = (None)
      • UI: Damage Display Effect = Baneling - Volatile Burst (Unit Damage)
      • UI: Icon = Assets\Textures\btn-ability-zerg-banelingspooge.dds
    • [Unit] Stalker
      • Combat: Weapons = Stalker - Baneling Launcher
      • UI: Equipment Array = Stalker - Baneling Launcher (Dummy)

    Map

    http://www.sc2mapster.com/media/attachments/24/563/Terrain_001.jpg The demo map features a little mission, where you goal is to kill the Marauder Boss.

    Hope that helps

    Posted in: Tutorials
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    posted a message on [Data] Salvage

    Notes

    • The bunker also displays a "salvaged" text to enemies. If you want to do that, you duplicate the Text Actor and Change the Filter from Enemy to Self, Ally.
    • The Bunker shows a link to "[Ability] Salvage - Bunker" which is never used.
    • "[Ability] SalvageBunker - Refund" does nothing but displaying both messages (the mineral and the "salvaged" message)
    • There seem to be two versions in the Code, one starts with "[Ability] Salvage", the other "[Ability] Salvage - Bunker" is not used.
    • The "[Ability] Salvage" variant uses the bunkers actor to create the text actor that displays the minerals (ConstructSalvageTerranBunker
    Posted in: Tutorials
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    posted a message on [Data] Salvage

    Hi,

    in this tutorial I show you one way to do a salvage ability. (When I looked at the bunker this was confusing, since it references abilities that are not used and it looks like, the bunker's salvage has been redone.). In order to give a stalker a refund ability, we need an ability, that applies a temporary behavior of type buff (this is the salvage duration), which finally applies a Modify Unit Effect (SalvageShared (Unnamed)).

    The Unit

    http://www.sc2mapster.com/media/attachments/24/542/Unit.png

    The Ability

    http://www.sc2mapster.com/media/attachments/24/543/Ability.png

    The Behavior

    http://www.sc2mapster.com/media/attachments/24/548/Behavior.png

    The Effect

    The Effect is the already existing SalvageShared (Unnamed) Modify Unit Effect.


    In order to show a refund text, we need to create a Text Actor once the Effect is done:

    The link to the unit's actor:

    http://www.sc2mapster.com/media/attachments/24/545/Actor_-_Stalker.png

    The Text Actor:

    http://www.sc2mapster.com/media/attachments/24/546/Actor_-_Text.png

    The Text Mover:

    http://www.sc2mapster.com/media/attachments/24/547/Actor_-_Text_Mover.png

    I hope that helps.

    Posted in: Tutorials
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    posted a message on Moving text actor with variable text (unit refund cost)

    Thank you for that great advice.

    My text should show something like "125 [Mineral Icon] 50 [Gas Icon]", I worked it out as:

     "<s val="Kicker_Minerals"><d ref="Unit,Stalker,CostResource[Minerals]"/></s> <IMG path="Assets\Textures\icon-mineral.dds" height="28" width="28"/> <s val="Kicker_Gas"><d ref="Unit,Stalker,CostResource[Vespene]"/></s> <IMG path="Assets\Textures\icon-gas.dds" height="28" width="28"/>"
    

    That are 283 characters and in game some characters (" height="28" width="28"/>") get truncated. (That is the last icon isn't shown properly). Is there anything I can do?

    Thank you for your help.

    Posted in: Data
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    posted a message on Moving text actor with variable text (unit refund cost)

    Hi,

    I want a refund ability, that shows the units costs, as the bunker's salvage does. However, since I want to give it to different units that have different costs, the displayed text should change like: +100 Minerals, +75 Minerals, ... . So far I have only been able to find static texts (as in the case of the bunker salvage.) Is it possible to have a variable text displayed using the actor or do I have to create different actors and reassign actors, every time I change a units cost?

    Thank you for your consideration.

    Posted in: Data
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    posted a message on (Solved) Subgroup Alias breaks Morph cost (Recommended)

    After lots of testing I have found that by duplicating a Warp Prism in Phasing Mode, you end up with:

    • Unit: Select Alias = Warp Prism (Transport Mode)
    • Unit: Subgroup Alias = Warp Prism (Transport Mode) Resetting Subgroup Alias to its Parent Value, solves the original problem (a wrong morph cost).

    Morph cost is not target.cost - source.cost, if source.subgroup alias is set.

    Example:
    If zealot.Subgroup Alias is set to Marine, morphing a zealot to a stalker is (stalker.cost - marine.cost) instead of (stalker.cost - zealot.cost). You could either see it in the attached map, or you could load the map in my first post and change the Subgroup Alias of the phasing warp prism.

    I hope that helps.

    Posted in: Data
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    posted a message on (Solved) Subgroup Alias breaks Morph cost (Recommended)

    Hi,

    I need a Mercenary Prism (which is duplicated from a Warp Prism). When morphing from phase mode to transport mode, the button says it costs -185 minerals. I created a new map to hunt down the problem but have not been successful. I would like you to take a look at the map and help me find the bug.

    Details:

    1. I duplicated the two units "Warp Prism (Transport Mode)" and "Warp Prism (Phasing Mode)" where I unchecked everything besides the actor. I changed the cost from 200 to 15 (since this is what I want).
    2. In the two actors I replaced every reference to the old warp prism with the new mercenary prism.
    3. I duplicated the two morph abilities and adjusted the resulting units from warp prims to mercenary prisms.
    4. I created a button and gave the SCV the ability to build my mercenary prism.

    Thank you for your consideration.

    Posted in: Data
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    posted a message on howto add an image to a post
    Quote from Enexy: Go

    @kmkkmk: Go

    There's a huge text button that says "+ Add attachment" right below the reply area?.. How do you not see it?

    Hm. No actually I don't see this when creating a new thread. Only when I edit the already created message. This is why I ask

    http://www.sc2mapster.com/media/attachments/24/375/new_thread.png

    Posted in: General Chat
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    posted a message on [Guide] Temporary units / Timed Life

    Hi,

    since it took me some time to create a temporary unit, I want to share my knowledge. Adding a timed life to a unit requires a new buff and an existing effect.

    1. Create a new behavior of type buff and customize it: http://www.sc2mapster.com/media/attachments/24/373/timed_life_-_behavior.png
    2. The necessary damage effect is already there and called "Timed Life Fate (TimedLifeFate)". (Be sure to not mistake it for "Timed Life Fate (SplashDamage)").
    3. Now all that is left is to apply the behavior to your unit of choice.

    Happy mapping.

    Posted in: Tutorials
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    posted a message on howto add an image to a post

    Hey,

    Is it possible to add an image to a post, while writing it, or is it only possible to add attachments, once one has already posted the message?

    Your help is appreciated.

    Posted in: General Chat
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