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    posted a message on [How to] Copy Colossus Weapon

    The answer is simple there are three factors that affect the laser path.

    One is the timing between periods, increase the gaps between the periodic effects and the curving increases. Make the gaps too long though and you will get a single beam that stops to each point.

    The speed of the mover actor can affect how well the beam curves. With my circlular spell I had it making between ovals egg shapes and clover leaves by adjusting the max speed of the mover by only 0.5. Above 10 all the laser did was form an inverse parabola of a quater of the circle.

    The spacing between the points also affects how well the mover for the beam can turn.

    Another facinating thing I found was the choice of model for the beam affects the mover speed and rate of turning. The archeon beam is amazingly slow compared to others. Also the void ray beams dont work in this way while the protoss soul steal3 ones are quite good.

    As a personal preferance and achievement I made 5 beams go in 360 degree circles for 5 cycles constantly (ok it occasiaonally bugs for some reason and they cut across the middle to catch up) with the protoss souls steal 3 beam and the protos building fire medium as an impact effect. If i knew how to upload videos I would post it.

    Posted in: Tutorials
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    posted a message on Merge Ability?

    I do not know how you can get the merge to choose between two products, but you can limit what can merge with what by using the unit allowed requirement.

    Posted in: Data
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    posted a message on Ability types?

    1: Arm Magazine: This creates units which can or cannot ignore supply and can have an effect cast on them on creation. If held external box is not checked you need to use the Use magazine effect to attack with the units like the carrier does. If the units are external they will automatically attack independent targets if they are allowed to but will automatically focus on the target of the host units primary weapons like brood lord. Can be made to be automatic.

    2: Attack: Does what it says (uses weapons to attack) has max and min weapon speed multipliers and filters for auto aquire.

    3: Augment: Casts the effect then the ability, can be autocast. Used by the zealot charge ability.

    4/5: Battery/Beacon: Not yet had time to play with those yet

    6: Behaviour: Activates/deactivates a behaviour eg. cloaking, overlord creep generation

    7: Build: allows construction of buildings, usually combined with a command card to accomidate the list. Under Stats - Flags has several options of interest. Used by all race builders and by ravens.

    8: Buildable: What makes the terran buildings need a worker constantly working on them to be built.

    9: Effect - Instant: Casting times not included casts effect from where the unit stands.

    10: Effect - Target: Casting times not included targets a unit or patch of ground and moves casting unit till it is within range and casts effect. Psi Storm and snipe are examples.

    11: Generic: Seems to be a relic from the making of the editior as it lacks any special properties.

    12: Harvest: Gathers resources from whatever the resource is. Used by the drones/mules/SCVs/Probes but not the auto refinery.

    13: Interact: Gives access to the unit's line of sight and abilities. Can be exclusive to one player eg. Xel Naga Los Towers. Also able to be used for making shops for heroes.

    14: Inventory: Creates a small button just north of the command card that opens the inventory for items. takes a long time to configure and has a bug preventing you from deleting columns so plan your unit's inventory with care.

    15: Learn: Used in combination with the Veterancy Behaviour and can be used to learn skills on level up like WC3 heroes.

    16: Merge: Works in combination with Mergable, tells what units are able to merge to form what unit (needs requirements if multiple unit chains can merge). Used by templars.

    17: Mergable: Allows the merge to be canceled and determines the starting % vitals of the produced unit. Used by Archeon. I have not yet experimented with this ability.

    18: Morph: Changes one unit into the other and sets the delays before completion and has the possiblity to cast effects at various stages of the morph. Used by most secondary zerg buildings and units. Also used by gates to open and close them, to burrow/unburrow units and to upgrade preplaced add-ons.

    19: Morph Placement: Used to place mobile morphed structures that convert into immobile forms.

    20: Move: Does as it says. Affects flee and follow ranges.

    21: Pawn: Involved in selling items. I have not tested this skill yet.

    22: Progress: No clue not tested this yet.

    23: Queue: Determines how many units to be trained can be stacked and how many can train at once.

    24: Queueable: I think this affects the refund if you cancel a unit in the queue.

    25: Rally: sets where trained units go on the map (can be linked with filters for multiple). HIve uses two.

    26: Redirect/Redirect Instant/Redirect Target: Found only on bunkers and is involved in bossing around the units in the cargo space to attack/heal/use stims. Needs Allow Passenger Smart Command under Transport.

    27: Research: Use this and a command card to learn upgrades.

    28: Revive: Brings back the specified revive unit (set under unit). You need to alter the unit death times so the corpses dont decay too fast, but beware of lag caused by it.

    29: Specialize: Not too sure about this one myself, I am open for suggestions.

    30: Stop: does as says, can be combined with requirements for conditional halting (ie large statue guardian thingies).

    31: Train: Trains units if there is a queue that then head to the rally point.

    32: Transport: Involed in the loading and unloading of cargo units. The most interesting is the Bunker and Nydus Worm. Player Hold flag makes cargo shared by all units of the type.

    33: Warp Train: Trains units at long range, I need to test how it is related to Warpable.

    34: Warpable: Not tested but presume it has to do with the Warp Train placement.

    Posted in: Data
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    posted a message on Can someone point me in the right direction? :D

    Creep is its own independent terrain texture, under Terrain Texture Sets there are several options for the creep including Creep Texture which allows you to change what the creep looks like (some need you to adjust Creep Settings - Texture Tiling). I find the sludgewater texture looks quite good.

    Posted in: Data
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    posted a message on Building Zerg units without larva

    Under the Larva Morph Unit (train ability under Stats - Flags remove the kill on complete and cancel.

    Posted in: Data
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    posted a message on need help to create a certain spell

    1: Behaviour (buff): set Combat - Damage Response - Chance to 1 (or less) and Combat - Damage Response - Handeled to the effect from step 2.

    2: Effect (apply behaviour): set the Behaviour - Behaviour to step 3 and maybe the Unit - Unit - Value to Caster.

    3: Behaviour (buff): set Stats - Duration to whatever you want and Effect - Effect - Initial to step 4 and Effect - Effect - to step 6.

    4: Effect (apply behaviour): set the Behaviour - Behaviour to step 5 and maybe the Unit - Unit - Value to Caster.

    5: Behaviour (veterancy): set Behaviour - Veterancy Levels - Modification - Damage Dealt to whatever you want.

    6: Effect (remove behaviour): set the Behaviour - Behaviour to step 5 and maybe the Unit - Unit - Value to Caster.

    Posted in: Data
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    posted a message on maeing broodlords produce more broodlings and faster

    Dont forget the requrement in the arm magazine that limits total number of broodlings per brood lord to 2.

    Other wise alter the arm magazine to produce them faster and the hangar (queue) to increase number built at once.

    Posted in: Data
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    posted a message on how to create a slow spell like in wc3?

    Considering those effects already exist in the editor from the Hive Mind Emulator and Marauder. It is pretty easy to retroengineer abilities and behaviours using the object explorer. An alternative way to slow units is to lower the time scale.

    Posted in: Data
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    posted a message on how do i change this

    Maybe try making the SCV weapon a healer only able to target allies while it has a second anti enemy dmg weapon?

    Posted in: Data
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    posted a message on Is it really that hard to change unit's weapon? [SOLVED!]

    If you look under behaviours there is a hint. In Horner05S it seems Raynor was meant to be able to swap between 3 weapons but this was not fully implemented or was removed. However the behaviours still remain showing you how to do it.

    Posted in: Data
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    posted a message on How to make a building that transform 2 or more units into one?

    Tried valiadator for two of desired units loaded, kill cargo and train the desired unit?

    Posted in: Data
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    posted a message on More than one Add-on for buildings?

    In the worst case you can always simulate having an addon by having building use a search function of limited range and offset to apply the desired behaviours.

    Posted in: Data
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    posted a message on broodlord/broodling idea with zergling

    The Broodlord's spawning is an ability called Arm Magazine when set to units are external. To attach them all into one unit do like in the campaign with the trains in Horner01. Open that campaign map in the editor and learn by example.

    Posted in: Data
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    posted a message on Cinematic Units

    There is also the cinematic HD Mutalisk and the Hunter Killer. The main challenge you will find is trying to animate them.

    Posted in: Data
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    posted a message on Make a cpu unit cast an ability when attacked

    You could use the buff behaviour with Combat - Damage Response - Chance (set to chance of you wanting it to cast) and Combat - Damage Response - Handled (the effect used when hit) attached to a Issue Order effect (uses ability) connected to your ability.

    That is if you can not link the behaviours and effects from the ability directly into the response.

    Posted in: Data
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