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    posted a message on Unload animation for my colony ship

    It may also be that the Dominion Kill Team Marauder lacks the unloading animation, but since it's just a reskinned Marauder I kinda doubt that.

    Posted in: Data
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    posted a message on Blank Ability?

    On your new Ability, look for "Cost: Cost +". Add a new value to that, then scroll down to where it says "Technology Resource Cost". That will let you specify how much it costs to use the ability, whether that cost be in resources or in unit stats.

    Posted in: Data
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    posted a message on Cooldown for individual train abilities

    It's integrated into the Link field. Just click the "add" button on the right side of it and type in the name of the new Link. Easy as that.

    Posted in: Data
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    posted a message on Cooldown for individual train abilities

    In the Cooldown section for each unit that the ability can train, there are two fields at the top: Link and Location. You can use these to more precisely control the cooldown.

    Link determines which other abilities share the same cooldown. By default, all units trained by the same ability have the same Link. You can change this to one of many pre-existing Links, or create one of your own if you like.

    Location determines where else the game will check for other cooldowns with the same Link. I'm not completely sure what all of them do, but a few are pretty straightforward: Unit will limit its search to only the unit using the ability, Player checks all units that player owns, and Global checks all units owned by all players (I think).

    You can do this with more than just Train abilities, too.

    Posted in: Data
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    posted a message on Universal Morph Visuals

    I'm working on a map where a lot of units are going to be morphing into units of another race. Specifically, Terran units are going to morph into either Protoss or Zerg units, depending on the player. However, since these units have no morph animations for that transition, I want to create some kind of visual so that it isn't just a sudden, jarring swap from one model to another; most likely through Actor Events.

    I'd originally wanted to use the cloak animation for the Terran -> Protoss morph; having the Terran unit actor "cloak" while the Protoss unit actor "decloaks"; but I've been told that the cloak animation is hard-coded and can't really be triggered without adding the "Cloaked" flag to the unit. So I need some kind of alternative.

    For the Terran -> Zerg visual, I've no ideas yet.

    Any ideas on what kind of models/animations would be good for this kind of thing? I've done some browsing, but there are so many, and I want something that can affect the unit actors as they're morphing. It also needs to be applicable to a very wide variety of units.

    Posted in: Data
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    posted a message on Data Editors, Unite!

    Been tinkering with the Data Editor on and off for just under a year, and at this point I'd rank myself at about 7 (excluding 5; haven't tried that yet).

    Posted in: Team Recruitment
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    posted a message on [Solved] Weapon that only fires with a direct Attack order

    I wanted the unit to be able to fire other weapons, though.

    As it turns out, scan filters seem to only determine whether the unit attacks in the first place. If it has another weapon without scan filters, that weapon will make it attack and then the weapon with scan filters will chime in anyway. I wound up having to use Behaviors to disable the weapon.

    Posted in: Data
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    posted a message on [Challenge] Command Card Minigames

    @Trieva: Go

    Sure. Give it the Xel'Naga Watch Tower's Interact ability, and have the buttons add behaviors which influence what buttons show up. Get the right combination of behaviors and you win.

    But Connect Four requires a bigger grid than we have available; anywhere from 7x6 to 10x7.

    Posted in: Data
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    posted a message on [Solved] Weapon that only fires with a direct Attack order

    I've got a unit with multiple weapons. Got them all working together nicely, but I want to try something with one of them: I want the unit to only fire the weapon when directly ordered to attack a specific target. No attack-moving, no automatically returning fire. It *only* fires when you click right on the target.

    So far I've tried setting the weapon scan range to 0, that didn't do it. Tried unflagging "Can Initiate Attack" and it wouldn't fire at all.

    Any other suggestions?

    Edit: Nevermind, figured it out. Unflagged the four player-types (Ally, Enemy, Player, Neutral) in the weapon's Scan Filters and it works like a charm now.

    Posted in: Data
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    posted a message on Triggering the Cloak animation via Actor events

    @zorbotron: Go

    That doesn't help me much, because I want to have two actors undergoing different parts of the cloak animation at the same time. I don't want it to cloak completely, I want the one actor cloaking at the same time the second is decloaking, while both are attached to the same unit... which itself remains fully visible throughout the whole process.

    If I can't get this to work, I'll have to figure out some other effect to mask the transition from Terran unit to Protoss unit, because I don't want to be as jarring as a sudden model swap.

    Posted in: Data
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    posted a message on Triggering the Cloak animation via Actor events

    I'm creating an ability to morph a Terran unit into a Protoss one, and I think the cloak animation would look nifty as a morph effect; have the Terran unit actor cloaking at the same time the Protoss one is decloaking. However, I don't know how to set the cloak animation off via Actor events for the Actors involved. I tried "Animation Play" in response to an ability being used, but it didn't do anything (probably because that only plays animations on the Actor's model itself).

    Anyone else experimented with this at all, or just have suggestions?

    Posted in: Data
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    posted a message on Alternate Salvage Solution

    I wanted to create a universal salvage ability for structures on my map, but realized that the default Salvage has to be customized to match the cost of the unit being salvaged. I came here and did a quick forum search, and saw suggestions that mainly revolved around triggers, which I decided not to go with. I've strived to find data editor solutions for things wherever possible.

    What I came up with may be useful to some people, so I'm posting it here.

    This solution employs loot; that is, units or items dropped when a unit dies. Specifically, I've taken the campaign "scrap" pickups from the mission where you get Vultures. The salvage ability kills the unit, and the unit's loot table is configured to drop items that, when picked up, equal to precisely 1/2 its build cost. There are only two default "pickup" abilities, which give a player resources when they move a unit near the items: One for 100 minerals and one for 100 gas. If all your units have costs that are multiples of 200, you can use these default abilities fine. Just have the units drop enough items as loot to match the amount you want to refund. I decided to have some variants, so I also added duplicate abilities that gave 250 and 375 minerals/gas.

    Just be careful if/when you're duplicating the Pickup abilities, because there's an actor that doesn't get included on the relationship tree; "PickupResourceAmountText (Unnamed)", which is where you define the actual text that pops up when the unit is collected.

    Also, the way I did it requires the player to collect items manually after the salvaging, and makes it possible for hostile players to kill their units and collect the salvage themselves. If you want to avoid this, you can make your Loot create an Effect instead of an Item, skipping straight to the giving of resources, and adjust it to ensure the right player gets the refund.

    Hope this helps people looking for similar abilities.

    Posted in: Data
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    posted a message on [Challenge] Command Card Minigames

    So we have a 3x5 grid to work with here. We can have buttons appear and disappear based on requirements, which can have a wide variety of triggering events.

    I think Tic-Tac-Toe is a good place to start.

    Any takers?

    Posted in: Data
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    posted a message on Turrets not unburrowing

    The Perdition turret, I believe, has a behavior that orders it to auto-unburrow when it detects nearby enemies. You may want to check if it only looks for ground units, or if it will also fire when air units are near.

    Posted in: Data
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    posted a message on The Trouble with Turrets (Solved)
    Quote from DrSuperEvil: Go

    1) Remove the Attachment - Pitch Query - Methods from yout turret actor

    2) Change the Attachment - Turret Body - Subject to the Base Defence - Laser Turrer (Dummy Base). The turret actor needs to reference the model with the TurretZ attachment point so referencing your shrike turret was useless since that model lacks the required attachment point.

    Oh, is that what that's supposed to be? I thought It was where you told it which actor to rotate.

    Quote:

    3) Consider giving Base Defence - Laser Turrer (Dummy Base) an event that goes Actor Creation>Set Opacity 0.

    I originally planned to do that, but I kinda like the look with it visible.

    Edit: Was out of town for a few days, but I finally got home and they work like a charm now! Thanks for having patience with me, guys!

    Posted in: Data
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