Here's a submission. Heavily based on the demo included in the editor, but I played around with the Aggregate field a bit. Tried adding more than one snake section to a unit or a snake segment to a segment but neither worked. Might need some more playing around with.
Field I know about for sure: Swimming Undulation Wavelength: Length of the wavelength, if swimming enabled. Turn Smoothing Radius max: How smoothly the segments cut a turn. Low values creates a direct angle while increasing it makes more of a curve. Type: Swimming makes it continuously wave, Basic just evens it during movement. Uncoiling While Idle Rotation Rate Max/Uncoiling While Idle Rotation Rate Min: Min and max values for how quickly it uncoils when idle I presume. Setting them both to 0 means the tail never uncoils.
@DrSuperEvil: Go Well when i use the ability in the model theres a red message that says CANT TURN TOWARD TARGET. But i checkes all the taeget filters and they all seemed ok. It feels like it has something to do with either the colossus unit or another attribute of either the effect or the behavior. Theres something there about delta ground, delta air but i dont know yet. Now if i use it on another unit no matter if its air or ground it works just fine.
That's your problem. Colossus units are unturnable, using only its turret to give the impression of facing. Increase the arc of the ability to 360 and it will work. If you want it to face the unit being affected, you can add a Modify Unit effect to the start of the effect chain which forces the turret to look in that direction before running the rest of the chain.
I know Iterate Transport wasn't used much before, but I was mainly referring to the fact that it now defines what Outer is for targeting, since as far as I can tell, no one has really known what it was.
Thanks for the tip on History, I'll take a look.
I finished the page on Create Unit, which took me longer than expected since the old wiki was missing a lot of information. Any thoughts on it would be welcome. I'll probably do another page today.
Did a quick look through the Effect and Ability fields. Not much different with abilities as far as I can tell but there have been some changes to effects which make some much more powerful. Preliminary things I noticed: Modify Player effects can now modify data values, such as names of other data items, effects they reference, durations, etc. Modify Unit effects can now order attached turrets to point towards a specific target and apply effect once it has done so. This would make it possible to have turrets point for an ability without needing a complicated proxy system involving a weapon.
One last point is that the comments in the Iterate Transport effect has defined what Outer means with regards to selecting a unit. It refers to container unit containing the precursor. So Caster Outer I imagine hits the transport holding the caster, and Target Outer hits the transport holding the target, and so on. Could be used to create a unit which buffs the transport it loads into using a Buff behaviour which periodically applies an effect to the Caster Outer, which would be the transport unit.
I'll get started on updated the new wiki today. If anyone has any other information they've discovered, please message me regarding it.
Yup now am a Dr. in Biochem. and Mol. Biol. (if you need it mutated I am your guy). I also have now regained my mojo so I am back...
So you're taking over Abathur's job?
In actual news, I'll try to run an inventory over what still hasn't been moved to the new wiki from the old wiki then go ahead and do so. Hopefully should have time this weekend.
Another method of doing it would be to have the behaviour apply an Issue Order effect to the CC linked to the Morph ability which you have also added to the CC. As DSE says though, there are many ways of solving it.
The Channeled flag was likely the issue as it requires the unit to continue doing the same ability in order to maintain the Create Persistent effect. If the unit is ordered to do anything else while the flag is enabled, the persistent effect is destroyed.
The Ai Editor was used to send attack waves for multiple HotS campaign maps including, at the very least, Waking the Ancient and the Zergling Evolution map. (The two maps I got around to looking at)
Are you talking about the ability user not disappearing when the building is started and not being consumed when the building is completed?
If so enable the Worker Hide and Worker Kill on Complete flags of the Build ability.
If not, please be a bit more detailed with your problem. I'm not grasping it and the image provides little information without an explanation.
0
Leave this topic up, as it would still serve to give people inspiration when working with the editor.
0
Here's a submission. Heavily based on the demo included in the editor, but I played around with the Aggregate field a bit. Tried adding more than one snake section to a unit or a snake segment to a segment but neither worked. Might need some more playing around with.
Field I know about for sure:
Swimming Undulation Wavelength: Length of the wavelength, if swimming enabled.
Turn Smoothing Radius max: How smoothly the segments cut a turn. Low values creates a direct angle while increasing it makes more of a curve.
Type: Swimming makes it continuously wave, Basic just evens it during movement.
Uncoiling While Idle Rotation Rate Max/Uncoiling While Idle Rotation Rate Min: Min and max values for how quickly it uncoils when idle I presume. Setting them both to 0 means the tail never uncoils.
0
@DrSuperEvil: Go
What do you mean about an Immortal?
0
That's your problem. Colossus units are unturnable, using only its turret to give the impression of facing. Increase the arc of the ability to 360 and it will work. If you want it to face the unit being affected, you can add a Modify Unit effect to the start of the effect chain which forces the turret to look in that direction before running the rest of the chain.
0
@DrSuperEvil: Go
I know Iterate Transport wasn't used much before, but I was mainly referring to the fact that it now defines what Outer is for targeting, since as far as I can tell, no one has really known what it was.
Thanks for the tip on History, I'll take a look.
I finished the page on Create Unit, which took me longer than expected since the old wiki was missing a lot of information. Any thoughts on it would be welcome. I'll probably do another page today.
0
There is a now a Protoss Snake unit in the Swarm.SC2mod dependency which is an example of how to use the Segments with a composite unit.
0
Did a quick look through the Effect and Ability fields. Not much different with abilities as far as I can tell but there have been some changes to effects which make some much more powerful. Preliminary things I noticed: Modify Player effects can now modify data values, such as names of other data items, effects they reference, durations, etc. Modify Unit effects can now order attached turrets to point towards a specific target and apply effect once it has done so. This would make it possible to have turrets point for an ability without needing a complicated proxy system involving a weapon.
One last point is that the comments in the Iterate Transport effect has defined what Outer means with regards to selecting a unit. It refers to container unit containing the precursor. So Caster Outer I imagine hits the transport holding the caster, and Target Outer hits the transport holding the target, and so on. Could be used to create a unit which buffs the transport it loads into using a Buff behaviour which periodically applies an effect to the Caster Outer, which would be the transport unit.
I'll get started on updated the new wiki today. If anyone has any other information they've discovered, please message me regarding it.
0
So you're taking over Abathur's job?
In actual news, I'll try to run an inventory over what still hasn't been moved to the new wiki from the old wiki then go ahead and do so. Hopefully should have time this weekend.
0
Another method of doing it would be to have the behaviour apply an Issue Order effect to the CC linked to the Morph ability which you have also added to the CC. As DSE says though, there are many ways of solving it.
0
The Channeled flag was likely the issue as it requires the unit to continue doing the same ability in order to maintain the Create Persistent effect. If the unit is ordered to do anything else while the flag is enabled, the persistent effect is destroyed.
0
Try modifying the Selection Offset field of the model of the unit.
0
The Ai Editor was used to send attack waves for multiple HotS campaign maps including, at the very least, Waking the Ancient and the Zergling Evolution map. (The two maps I got around to looking at)
0
This isn't a Tutorial. You should've posted this in the Trigger subsection of The Development Section instead of Tutorials.
0
Just to clarify. You want to be able to target a unit and it causes nearby enemy units to get dragged to it, creating a giant clump?
0
Are you talking about the ability user not disappearing when the building is started and not being consumed when the building is completed? If so enable the Worker Hide and Worker Kill on Complete flags of the Build ability. If not, please be a bit more detailed with your problem. I'm not grasping it and the image provides little information without an explanation.