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    posted a message on Hide an Upgrade (from the new upgrades leaderboard)

    In the upgrade data, change Leader Alias to (None).

    Posted in: Data
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    posted a message on How to get "range line" to appear

    The actual events that call up a Range actor when placing it are in the PlacementModel actor, whereas if you want it to appear when you select a unit the event needs to be in the unit actor, e.g.:

            <On Terms="StatusOn.*.Selected" Send="Create LaserTurretProtectRange"/>
            <On Terms="StatusOff.*.Selected" Target="LaserTurretProtectRange" Send="Destroy"/>

    Posted in: Data
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    posted a message on Build animation for standard units?

    I use mover actors to make buildings rise out of the ground, which could just as easily be tweaked for units:

        <CActorSiteMover id="ConstructionMover">
            <Terms value="Cap 1"/>
            <On Terms="ActorCreation" Target="::Creator" Send="RefSetFromMsg ::Host ::Actor"/>
            <On Terms="ActorCreation" Send="MoverSetDestinationH 0.050000"/>
            <On Terms="ActorCreation" Send="SetHeight -2.500000"/>
            <On Terms="ActorCreation" Send="MoverMove"/>
            <On Terms="ProgressLevel.TerranConstructionAttached.Pause" Send="MoverSetAcceleration"/>
            <On Terms="ProgressLevel.TerranConstructionAttached.Resume" Send="MoverSetAcceleration 0.090000"/>
            <On Terms="ProgressLevel.TerranConstructionAttached.Pause" Send="MoverSetSpeedMax 0.000100"/>
            <On Terms="ProgressLevel.TerranConstructionAttached.Resume" Send="MoverSetSpeedMax 0.080000"/>
            <On Terms="UnitConstruction.*.Finish" Send="Destroy"/>
            <On Terms="ActorOrphan" Send="Destroy"/>
            <Acceleration value="0.090000"/>
            <Deceleration value="0.090000"/>
            <Speed value="0.010000"/>
            <SpeedMax value="0.080000"/>
            <Aliases value="_ConstructionMover"/>
            <Flags index="SuppressSaveLoad" value="1"/>
        </CActorSiteMover>

    Tweak the values above to suit the size of your unit. Then add the following events to your unit's actor:

        <CActorUnit default="1" id="TerranBuildingAscending" parent="TerranBuilding">
            <On Terms="UnitConstruction.##unitName##.Start" Send="Create ##unitName##Build"/>
            <On Terms="UnitConstruction.##unitName##.Start" Send="Create ConstructionMover"/>
            <On Terms="UnitConstruction.##unitName##.Start" Send="RefSet ::Host _ConstructionMover"/>
            <On Terms="UnitConstruction.##unitName##.Finish" Send="RefClear ::Host"/>
        </CActorUnit>

    Then copy the BarracksBuild actor and rename it to be your ##unitName##Build, setting the actor size to suit the size of the unit.

    Posted in: Data
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    posted a message on Destroy actors

    There's a lot of debug stuff for tracking actor memory leaks like this, but they can be confusing. Check out Blizzard's actor cheats tutorial: http://us.battle.net/sc2/en/game/maps-and-mods/tutorials/actor/

    That's what you probably need to do to figure out for sure your problem. Other than that, go through any actors that you have created or edited and make sure that they contain proper destroy events. The new patch modified a lot of base unit actor data (specifically with buildings) and this can cause your own events to get messed up. Make sure the new patch didn't add anything to an actor event's "Target" field that shouldn't be there.

    Posted in: Data
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    posted a message on Adding a texture trail to units.

    Unless I missed something, SC2 lacks the ability to change the ground texture, which WC3:TFT had. Splat actors are your only option. The good news is that you can use the unit footprint system (which is there but unused in vanilla) to place the splats. I think I posted about this somewhere, but the gist is that you set the footprint event in the model data, so it knows when in the unit's animation to consider the foot down:

            <Events>
                <Anim value="Walk,00"/>
                <Name value="FootprintRight"/>
                <Type value="FootprintRight"/>
                <Time value="0.500000"/>
            </Events>
            <Events>
                <Anim value="Walk,00"/>
                <Name value="FootprintLeft"/>
                <Type value="FootprintLeft"/>
                <Time value="0.995000"/>
            </Events>
            <Events>
                <Anim value="Walk,Left"/>
                <Name value="FootprintRight"/>
                <Type value="FootprintRight"/>
                <Time value="0.505000"/>
            </Events>
            <Events>
                <Anim value="Walk,Left"/>
                <Name value="FootprintLeft"/>
                <Type value="FootprintLeft"/>
                <Time value="0.995000"/>
            </Events>
            <Events>
                <Anim value="Walk,Right"/>
                <Name value="FootprintRight"/>
                <Type value="FootprintRight"/>
                <Time value="0.490000"/>
            </Events>
            <Events>
                <Anim value="Walk,Right"/>
                <Name value="FootprintLeft"/>
                <Type value="FootprintLeft"/>
                <Time value="0.995000"/>
            </Events>

    And then in the actor data you set the footprint model (which would be your splat):

            <EventDataFootprint index="0" Name="FootprintRight" Actor="PitLordRightFootprint" Model="PitLordFootprint"/>
            <EventDataFootprint Name="FootprintLeft" Actor="PitLordLeftFootprint" Model="PitLordFootprint"/>

    The bad news is that you would have to create a splat actor that suits you, or use DrSuperEvil's suggestion.

    Posted in: Data
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    posted a message on Shift queuing with incremental cost upgrades

    Yeah that workaround makes sense - ordering it to Stop clears its order queue, and then you re-order it to do it only once. I think it's odd though that without a queue ability it's still possible to queue. Is it possible that within the Research ability you have the flag "Use Unit Order Queue" selected? If so, try turning that off. It makes it so that the research order is treated as along the lines of a move, attack, patrol, etc., order, within its main queue, which every unit has. With the flag off, it is supposed to use a build queue. If that still doesn't fix the problem, then give the unit a queue ability with only 1 slot!

    Those fixes should work, but if they don't, then Photoloss' suggestion is valid and more secure than using a trigger workaround. Yes it takes a long time, but familiarize yourself with using the XML view of the Data editor (Ctrl+3), and it makes jobs a LOT quicker. You can simply give all of the upgrades the same Tech Tree Alias within the upgrade data, and make one single requirement that checks how many of those tech tree aliases are queued at the unit. Then put the requirement inside one of the upgrade commands within the research ability using the normal table view. Switch to XML view and copy and paste the same requirement into all of the other commands.

    Posted in: Data
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    posted a message on 2.0.4 bug: adding charges via modify unit effect

    Yeah I noticed this problem too... I'm hoping that they just changed the way that it works, like made adding a charge into 1 instead of -1 (which never made much sense to me to begin with). I'll have to test it when I have time.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Launch effect at random location within radius?

    I've done this before by getting a piece of graph paper and marking off the coordinates of every possible impact spot and then adding them to four or more separate persistent effects (because a single one couldn't accept so many random periodic offsets). But an easier and still useful way is to use first a persistent that randomizes the angle from the center and then another that randomizes the distance from the center. I believe the rocket ability for campaign battlecruisers uses something along these lines, so check that out. I use this easier kind of randomization for some things as well.

    Posted in: Data
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    posted a message on [SOLVED] Adding levels to augment abilities

    I did this a long time ago with a workaround. There might be an easier way now, but this old way still works. Basically, you create a different Augment ability for each level, and add each one to the Learn ability. On the command card, you will need a button for every level of the ability, stacked one on top of the other, for example with level 3 being the highest and lvl 1 being the lowest. That way level 3 shows on top of level 1 if it is available. Likewise, on the learn command card, you put a separate button for learning each level of the ability. Using Requirements set on each Learn command in the Learn ability, you set it so that learn level 2 only appears if level 1 has been learned and level 2 has not been learned, e.g.:

    CountAbil(LEVELONE,CompleteOnly) && !CountAbil(LEVELTWO,CompleteOnly)

    And so on.

    The problem is that if the ability is autocast, its autocast state is lost every time you learn a new level. There should be a workaround with triggers or something, but I havent had time to look into it.

    Posted in: Data
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    posted a message on [List]New Features in 2.0 (HotS) Beta Editor

    Also, Buff behaviors can now be set in the Modifications+ array to change the unit's sounds. This could previously be done in actors using a suffix to the sound name (as in Neural Parasite), but now it can be done more specifically.

    Posted in: General Chat
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    posted a message on [2.0.4]Fix your map with "Override Player Option"

    Thanks for the info!

    Posted in: General Chat
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    posted a message on Attribute bonuses not working?

    @Vietman: Go

    How are you testing that the bonus is being ignored? Is it not showing up in the tooltip, or are you doing tests by attacking, or what? Also, is the damage splash damage or direct damage?

    Posted in: Data
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    posted a message on [Solved] Very bizarre Karass problem

    @thegameplayer: Go

    You mean a buff that makes his attacks deal more damage? If so, note that his attacks are Spell-type, so maybe you haven't buffed that particular type?

    Posted in: Data
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    posted a message on Preventing items from stacking after 1.5

    As far as I have seen, items only stack when they have charges and the max charges is higher than the starting charges. So just set your max charges and your starting charges to 1.

    Posted in: Data
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    posted a message on Make feedback kill a unit with energy?

    You can also use unit filters to require that the target Can Have Energy.

    Posted in: Data
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