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    posted a message on fields are greyed out under hero data fields

    What 2 fields are you referring to? Are they Data Types? Data Types are things like the following: Units, Abilities, Behaviors, Actors. Etc.

     

    You want to click DATA Type, Behaviors and open it with the little tab at the top that opens up the different DATA Types.

     

    Here is a tutorial to get you started on working in DATA.

     

    Posted in: Data
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    posted a message on (Unsolvable) Building custom structure, Structure comes out blank

    I am not a modeler but I know enough about models that within the models themselves there are certain settings which must be set for different types of units. I.E. Unit models are not the same as doodads, are not the same as effects. For example, you can't use an impact model on a unit because it's setup with certain animations and settings. And as another example, some models don't have default hit boxes. If you want to use the igloo, it would probably take an experience modeler about 10-15 minutes to set it up for you. (Maybe even less!)

     

    For my map I have tons of custom models and I use a professional modeler to setup all of my custom models. There are dozens of modelers on mapster who I'm sure you could find to help you get the model you want setup. Check out the Artist Tavern and put a post up there. I'll be you could find someone to help you get the igloo the way you want it. Even if it cost like $5 to do it, that's pretty cheap considering the enormity of trying to learn modeling and the SC2 art programs for yourself.

     

    For me its totally worth it and I have beautiful custom models which I didn't have to spend time on which allows me to spend time working with what I enjoy, and thats triggers and DATA.

     

    Posted in: Data
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    posted a message on (Unsolvable) Building custom structure, Structure comes out blank

    Sounds like a model issue. 

     

    If you are using a default working actor say a marine or other standard unit, can you simply change the model of the marine or other standard unit to the igloo? If that doesn't work it's some incompatibility with the model itself and requires actual 3d editing of the model. 

     

    That is outside the scope of DATA and requires a modeler and the tools and programs needed to create and/or edit .m3 files.

     

    Posted in: Data
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    posted a message on Negative XP multiplier buff prevents unit from leveling up

    Hmmmm, well in Behavior Buffs, there are only the following fields for modification to a unit for experience:

     

    XP Multiplier

    Kill XP Bonus

    XP Scaled Bonus

    XP Unscaled Bonus

     

    I'm using the XP Multiplier and my value is set to 0.9. So I am not using a negative value. Sorry the title of this post then is technically incorrect.

     

    SC2 Editor Veterancy Behaviors are very finicky. A lot of people use triggers alone to award experience due to the problems associated with Veterancy.

     

    Also the unit still gains experience, it just gains 10% less experience then it normally would.

    Posted in: Data
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    posted a message on Negative XP multiplier buff prevents unit from leveling up

    I have a negative XP multiplier buff that is applied to targets that get to close to a unit. The multiplier is set at 0.9 so they lose 10% of their experience when around the unit.

     

    The strange thing is when the buff is on it actually prevents the unit from leveling up. I have triggers when conditions are met level up the unit to level 2. 

     

    I have tested the triggers and when they get sufficient experience it fires over and over but the unit wont level up until it moves outside of the range of the negative XP buff aura. 

     

    It's very strange indeed. Perhaps someone knows of some particular setting in the veterancy behavior which interferes with that negative buff?

     

     

    (UPDATE)

     

    While I have not figured out why this strange effect happens, I have a temporary work around, which disables the buff for a 0.5 seconds, enough time to allow the unit to level up. However, I'd still be interested to hear if someone knows why this is currently occurring.

     

    Otherwise I'd propose to the community that the veterancy behavior is bugged when used in combination with a Buff Behavior and using a negative XP Multiplier. 

    Posted in: Data
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    posted a message on How to create a tech and apply it ?

    First: On your upgrade is a max level field. Modify that to 3. 

     

    Second: You'll need to modify what the upgrade does. You select the unit SCV, and you would scroll down until you find the units movement speed. To get the desired effect you would want to use a multiply operation.

     

    Third: You need to properly setup requirements for the button to show up wherever you're upgrade is located. The two types of requirements are Use and ShowUse Requirements are the conditions that must be met to use the button. In other words the button will be greyed out if the conditions are not met. Show Requirements are the conditions that must be met for the button to actually show up on the unit, otherwise you won't even see the upgrade button.

     

    Lastly: You need to setup the upgrade in a Research ability. Here you will setup the button icon, the requirement, time, cost etc, and the actual upgrade it self. It's helpful to name all of them the same name, preferably with a prefix so you know how to keep track of what is what. 

     

    Here is a link to an older post on how to do upgrades. I gave you the summary but this link should go in depth on how to accomplish what I just told you.

     

    https://www.sc2mapster.com/forums/resources/tutorials/179574-data-tutorial-multi-level-upgrades-explained

    Posted in: Data
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    posted a message on Functions that are not working or bugged.

    I haven't used that function before, but I use while loops all the time for all sorts of things, I also have a couple infinite loops, mostly just doing some math calculations so nothing big. They don't produce any lag and I've never seen my editor crash or the game crash as a result of their use.

    Posted in: Triggers
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    posted a message on How to add certain effects to abilities? (without using triggers)

    Short answer, Actors and Models. There is a plethora of tutorials available for how to use actors. The best place to start is by looking at currently existing units as a baseline. The most important fields to understand how they work is Actor Events. Think of them like the Data editors version of triggers.

     

    As to your follow up question, to limit the ability you can use Charge Count.

    Posted in: Data
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    posted a message on Make a spell that can target the ground AND units?

    I see what you are describing now.... I tried it on my end and had the same issue, so I flipped the unit and points around on the switch and it applied the buff successfully but then does not allow you to target a point. This is because it is checking the first validator on the Switch Effect and showing that a unit is required. However, with your current setup (Point being first) it works but its not applying the buff because regardless of whether its a point or target the validator is returning all targets as points which tells me the Point Location Validator is passing on targets. That means the Point Validator is the culprit. 

     

    Unless I am mistaken and someone else can come in here and solve the mystery, I'd say a work around might be necessary. Maybe killing the created unit if there is an enemy nearby. (Use Remove on Death type so it does not show death animation or sound) Unfortunately the Editor is plagued with all kinds of anomalies. I feel like half of the time I'm doing work arounds just to get simple things to work correctly. Sorry I can't be of greater help! I did try!

     

    Posted in: Data
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    posted a message on Make a spell that can target the ground AND units?

    Sorry, still can't read this. From what I can see I can't make out what your Location - Values are for your Validators. That is very important field for the validators to function correctly. 

     

    Posted in: Data
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    posted a message on Make a spell that can target the ground AND units?

    Sorry the image is too small to make out any details.....

    Posted in: Data
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    posted a message on Having units move when a certain point is reached via Triggers

    You want to use the Event: Unit Enters/leaves point. 

     

    For your conditions you can specify which players you want to trigger this event as well. 

     

    For your action simply use, Issue order and make sure you use a Command Targeting Point.

    Posted in: Triggers
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    posted a message on Make a spell that can target the ground AND units?

    Can you show the settings of your Switch EffectApply Behavior, and Validator Settings?

    Posted in: Data
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    posted a message on (SOLVED) Using Transport Ability to Teleport units

    In reply to DrSuperEvil:

     I've created a seperate Effect Target Ability Linked both the Effect Target Ability, and the Transport Ability with the Calldown effect I created.
    I also put a Create persistent effect on the Effect Target effect field. It's mostly a dummy effect so I can select a target point, however nothing happens. I do see the button icon showing the loaded units on Effect Target ability so I know its linking up / finding the transported units. 
    Nevermind, I figured this out.
    Make sure to put in the Create Persistent effect, in one of the effect fields that you'd like to use, put the Use Calldown effect you created.
    Posted in: Data
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    posted a message on (SOLVED) Using Transport Ability to Teleport units

    I want to use the Transport ability to "Beam in" and "Beam Out" units from a set range of the unit. This would be similar to Beaming technology from star trek. I would apply a buff to the unit "Beaming" to the transport which would provide the appropriate actors and sounds, before it finally beams aboard the ship. Then I want to be able to beam the target back out wherever I want to. 

     

    As the transport ability currently works, I can load a unit (Beam In) just fine from any range that I set the Load range to. But regardless of how I set the unload range I can't get the transport ship to actually unload its cargo from a distance, nor can I get it to unload the cargo at the target that I specify. Instead the cargo ship always travels to the target destination, even though the unload range is set at a very high value.

    Posted in: Data
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