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    posted a message on Help - Phase Shift ability

    @SoulFilcher: Go

    The most effective but difficult solution would be to make a Morph ability that replaces the phase shifted unit with an equivalent unit using air pathing. The Morph can be triggered by an effect, but it has to be a Morph because only Morph abilities replace a unit while maintaining the unit actor's scope. You can also use triggers to reduce inner radius to 0 on a unit type, but this affects all units of the type and doesn't allow walking through buildings but can potentially get a unit past otherwise blocked areas.

    Posted in: Data
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    posted a message on Using Event Footprints (not placement footprints)

    @SoulFilcher: Go

    You may be right. Specifying sounds would be easy enough in the model animation data, so I'll at least do that, but if there is no built in system for leaving footstep splats, it will require complicated positioning using site operations. Hopefully it won't come to that. I wonder if DrSuperEvil knows anything about Event Footprints?

    Posted in: Data
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    posted a message on Using Event Footprints (not placement footprints)

    @SoulFilcher: Go

    SoulFilcher,

    Thanks for your help. You may be right that ThorFootprint has to do with the Thor being built by an SCV, but it does not make sense that the ThorFootprint Actor determines effects on the terrain occupied by the Thor. It is a simple Model actor that references a Splat model (a flat model molded to the terrain), which looks like either a kind of footstep or a shadow. Look at it in the previewer. I think you are thinking about a Footprint data object, which can block terrain and check for creep, etc. That is something different altogether. A footprint Actor cannot block terrain nor check for creep. Check out the "Unit Footprint" and "Event Footprint" actors in Core.SC2Mod.

    Posted in: Data
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    posted a message on Making Units Appear To Only You, And Not Enemies Or Allies (New Bug)

    @MoDTassadar: Go

    The Hallucination actor uses ViewerTreatsUnitAs Detected term, which means that it can only discriminate when a unit Detected, not who is viewing the unit overall. I don't think it even has any options other than Detected. DrSuperEvil's idea about setting opacity sounds great though. At the same time, it says ViewerTreatsUNITas, so I wonder if it will work if your actor is not a Unit, but another kind of actor (since you said skybox).

    If the actor is in a unit's scope and the unit is owned by a player, then you can have it inherit Cloak Effect in Properties: Inherited Properties+, but this may be buggy and inconsistent. You can also use the Actor - Filters, like DrSuperEvil said, but I also have found that to be inconsistent. Note that it seems that you have to check the players (e.g. Ally, Enemy, Neutral) that you do NOT want to see the actor, and leave unchecked the player whom you do want to see it (Self).

    Posted in: Data
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    posted a message on Using Event Footprints (not placement footprints)

    Hey all.

    I want to make a gargantuan unit that leaves footsteps in the ground as it walks. This appears to be the purpose of the Event: Event - Footprint + array in the Actor data, but I can't find any pre-made example of how to use the field and I have not had any success with it. Does anyone know how to do this, or if it is even really possible?

    Note that there is an unused ThorFootprint actor in Liberty.SC2Mod and a sound Brutalisk_Footsteps in Liberty.SC2Campaign. I'm basically trying to use these assets together.

    Posted in: Data
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    posted a message on (Solved) Attack nearby units

    @ShadowDancer93: Go

    Good. You don't even need a Search Area if the player is set to hostile; you can simply use effects to order the unit to Attack-Move to the spot it's standing. This will clear any other orders and allow it to find a target naturally.

    Does NP prevent ally units from attacking the unit? You can use "Suppress Threat" under the Behaviors tab in the behavior Modifications. This will make a unit unlikely to be chosen as a target. You can also use "Untargetable" to make it so it can't be attacked at all. However, these will apply to all players, not just former allies. As far as I know there is no way in the data editor to make units discriminate exactly as you would like. If however its former allies have a different tech tree than its former enemies, such that they never cast the hostility ability themselves, you could add a validator to their weapon effects which discriminates against units affected by the hostility behavior.

    I wish there were a way to "mark" a unit whose owner has changed (like with a dummy behavior) and to find that mark with a validator, but there is no way to make a validator that would both find a "mark" and compare which player the mark belongs to.

    Posted in: Data
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    posted a message on Behaviors and Movers with Custom values

    @Juxtapozition: Go

    What exactly do you mean by an arc? A vertical arc up in the air? And what kind of unit (in what situation) do you want to move? I hate recommending triggers whenever the data editor can be used, but it's likely that triggers will be better for a lot of kinds of movement.

    No, unit custom values are available to triggers only. And data elements do not work with variables, anyway. You can, however, use triggers to modify some data elements on the fly, and this can be done in respect to a unit's custom value, but behaviors are very limited in what can be changed about them. The good news is that the upcoming 1.5 patch might address some of the limitations of behaviors and triggers.

    Posted in: Data
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    posted a message on (Solved) Building With Inventory Can Not Drop Items

    @zaysite: Go

    In the Inventory ability, raise the Maximum Drop Range and make sure that it's larger than the structure's radius. If that doesn't work, be more specific about what error you are getting when you try to drop an item. Does it simply take the drop command but do nothing, or does it post an error that the item cannot be dropped, or something else?

    Posted in: Data
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    posted a message on (solved) Is there some kind of ability amount cap?

    @Zolden: Go

    Do you mean that they disappear in-game, such that during a single game an ability is at one time available and at another time not? Or they disappear between games after saving a map in the editor? I ask because in my experience, it's very common for an ability command to be cleared on the command card after editing a command card. You select the command, press OK, and it looks all fine, but after saving the editor forgets which command you selected, and you have to go back and re-select it.

    Posted in: Data
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    posted a message on Gather Collision

    Gather abilities don't completely remove collision, unless you have "Bypass Resource Queue" flagged on the ability, which allows two workers to harvest from the same resource at the same time. I do think Gather somehow makes collision more generous, though, because of issues that occur otherwise. I don't think there's a way to disable that. The best you could do is make a mock Gather ability using a Effect - Target ability, but that would be extremely complicated.

    Posted in: Data
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    posted a message on Dark Deeds

    @SnyderGuy: Go

    Hmm, I should post a pack of custom artwork I've done for the game. I'll try to do that in a few days. It's not a model, just a reskin.

    Posted in: Map Feedback
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    posted a message on Bug: Map shows up twice on list

    @SnyderGuy: Go

    Hmm, thanks. It seems to have disappeared for the moment, after making the speed unchangeable (but not right away).

    Posted in: Miscellaneous Development
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    posted a message on Bug: Map shows up twice on list

    Hey all,

    I'm encountering a bug on Bnet that's messing with my map's popularity, and I could use some help. For some reason Dark Deeds is showing up twice on the list, once on page 3, and again on page 4, so it's splitting the lobbies. If you search only the page 3 one comes up, and when I posted an update it updated both. There's definitely no second map uploaded, and there's only one game variant set. The only clue was that the second game had a different speed setting, but I disabled changing the game speed and it's still there, now with the same speed setting. Any ideas?

    Posted in: Miscellaneous Development
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    posted a message on Debuff is not working air to ground unit

    @Sherlia:

    Is the ability being channelled? A unit cannot attack while channelling. Check the effects called by the ability, and the behavior, for the flags Channelled or Channeling.

    Posted in: Data
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    posted a message on Enumerate area questions

    @Sherlia:

    Enumerate Area validators are used for checking to see that there are at least some number of units nearby. So for example a Unit AI might use it to check that a certain spell would hit at least 3 units, and if so then the AI will cast it, otherwise it won't. It can also be used to enable or disable a behavior based on a number of units around, etc. The enumerate will find all units in the radius with the given angle, and another validator can be specified to limit the units it finds to a certain type, etc.

    I'm not sure exactly how the angle works, but I assume that it should work at 90 degrees to find units in front. Perhaps it is determining the facing direction from another unit. It is possible that it uses absolute coordinates to determine the arc, but that is unlikely.

    Posted in: Data
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