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    posted a message on Unsure of where to post a "spear of adun in multiplayer" wip mod

    So I made a crude but functional Spear of Adun in multiplayer mod that I thought would be useful for other people to look at and fun for people to do custom games with. Its on battle.net already under the name "Spear of Adun in Multiplayer Beta". I would hope to post about it somewhere on here where it can be used as a teaching resource for people.

     

    edit:

    More info on the mod can be found here:

    https://us.battle.net/forums/en/sc2/topic/20758587834

    Posted in: General Chat
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    posted a message on Command Panels showing the wrong unit

    I was wondering how to get a command panel to display a specific unit's command card instead instead of whatever unit the player has selected at the time, which seems to be the default behavior. I tried searching and found that the command panel tutorial found here:

     

    https://www.sc2mapster.com/forums/development/triggers/151379-how-to-use-the-spear-of-adun-in-multiplayer-maps

     

    is missing the sample map attachment it should have.

     

    edit:

    solved, I followed the steps here

    https://us.battle.net/forums/en/sc2/topic/20752465731

    Posted in: Triggers
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    posted a message on Is there a stock visual effect, such as a beam, like the one shown in this video?

    http://www.infinitelooper.com/?v=0inHWlnYWe4&p=n#/61;64

    If you don't want to click on the above link to see only the segment I'm interested in, watch this from 1:01 to 1:04 to see the part I'm referring to

     

    I'm ok with resizing, rotating, and tinting existing models as needed to match this video segment, but if anyone knows what beam model or other effect I should start with for making something like the part of the attack shown above, it would be a good hint for me. Ignore the rocky debris though.

     

    Before you go calling the copyright police about this thread, its the breath attack visual I want here, not the character using it.

    Posted in: Data
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    posted a message on Trying to make a specfic morph duration system

    Thanks for the prompt reply. My only question is this: is there a way to easily display the total time remaining? edit: It could be the current stack count of the buff instead of exact time. I'm open to doing this with triggers as needed since this unit will be 1 per player and thus a dialog item could do it via periodic triggers easily enough, unless there's a better way.

     

    http://sc2mapster.gamepedia.com/Data/Behaviors/Buff This page which I found from the wiki page up top is blank and I couldn't find the old one via google. Perhaps I should have been more specific about what I meant.

     

    edit2: Could it be done with behavior->buff flags? The extend flag seems like it could be relevant here, hence why I wanted the wiki

     

    edit3: I found a backup of the page I wanted:

    https://web.archive.org/web/20160726012841/http://www.sc2mapster.com/wiki/galaxy/data/behaviors/buff/

    Posted in: Data
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    posted a message on Trying to make a specfic morph duration system

    What I want to do is have it so unit A form A can morph into Unit A form B using an ability, however while in form B a timer, which could probably come from a buff, counts down and when it hits 0 the unit reverts to form A.  What makes it complicated is that the unit can cancel the morph early and retain the unused morph time for later use. The morph time will also passively fill up while the unit is in form A. This is inspired by the morph ability from Final Fantasy 6 as you might have guessed.

     

    I've done timed morphs successfully before, however they have always been morph->timer runs out->auto revert without the ability to cancel early so I know some of this already. I'd try to figure it out myself but the wiki page on buffs is inaccessible right now.

    Posted in: Data
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    posted a message on How does total imported file size affect load times?

    I'm unsure if this is the right sub forum to ask this, but how does total imported file size affect loading times? In other words, how many MB can you put in before it makes a significant change to the load time?

     

    edit: I tested this with a 22 MB file of models and textures via the test document function, and  44 MB file with the same setup. They both took the same amount of time, down to the second. Go figure.

     

    edit2: I tested online with 2 accounts from the same network, with 22 MB and 50 MB, and the difference was about 3 seconds.

    Posted in: Artist Tavern
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    posted a message on Make ability castable on a point that is a certain distance or less from a valid unit?

    Any ideas on how to do this? I think this would require validators, but I don't know which ones to use.

    Posted in: Data
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    posted a message on Tint Color Questions

    1. Is there a good way to combine tint colors? Like tinting the replicant's greyscale tint slightly blue?

     

    edit: 1 part of the solution is that each tint color needs a different label, as in they both cannot have the label field empty.

     

    edit2: Apperently once something is tinted with a -5 HDR mutiplier ala replicant, it stays greyscale unless that tint is overwritten by a higher priority tint

     

    2. Is there a good way in game to test tint color without reloading the game to change values?

    Posted in: Data
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    posted a message on Interesing discovery with UnitTypeFromString() function

    So I was experimenting with a dialog box that lets you create units by typing in their techincal name (eg "SiegeTankSieged" for a siege tank), and I thought I'd see what would happen if I typed an invalid string. I typed "Archangel" since I also wanted to test a custom unit called "ArchangelRefitAssault", and to my surprise the game filled in the rest and I got an "ArchangelRefitAssault". This is contrary to the info that says an invalid string will make the variable empty, though I suppose putting in a string that the game can't auto complete might have that result.

     

    This may not be useful to most mappers, but I thought it was an interesting find none the less.

    Posted in: Triggers
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    posted a message on Actor issue - I desire "Stand Alternate" animation instead of "Stand" animation when cliff jumping

    The title is what I want to happen, however when cliff jumping I get the "Stand" Animation sometimes which looks really silly since "Stand" is standing on the ground and "Stand Alternate" is a flying animation for the unit in question.

     

    here is the relavent XML, also I've used the stand alternate animation elsewhere and it works fine.

     

            <On Terms="Behavior.CliffJumpMidevilModMaster.Launch" Send="AnimBracketStart Jump Stand,Alternate Stand,Alternate {} FullMatch"/>

    Posted in: Data
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    posted a message on Referencing Missiles in flight via triggers

    I have this mostly data editor based ability for reflecting missiles that worked well until recently. The old version was that you'd shoot down a missile with a search area effect executing a damage effect. When the damaging effect was used a trigger would execute on the nearest enemy the effect that the missile would have executed if it had hit, thus "reflecting" the missile.

    However this ability no longer works on ghost EMP rounds at the very least. So I made an entirely trigger based version.

    I'm having trouble posting a screenshot so for now here's a description:

    The effect in the event is continuously executed by a behavior on the unit that has it. The trigger uses a pick each unit in unit group function with "units in region with alliance to player") using a circle region around the caster to remove incoming missiles and 'reflect' them.

    It works on marauder weapon missiles, but the EMP still flies right through the radius unaffected. I even removed the "missile" filter just to see what would happen and it still didn't work on the emp, though it did remove the ghost that fired it once he got too close. I'm not excluding invulnerable units so that's not it.

    The nature of the map makes it impractical to go through the data editor and edit every missile in existence, thus I'm hoping for a generic implementation like I had before.

    Posted in: Triggers
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    posted a message on Hotkey issues, unsure of where to start looking for a fix

    @FunkyUserName: Go

    In the editor or in game?

    Posted in: Data
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    posted a message on Hotkey issues, unsure of where to start looking for a fix

    I've received reports that on one of my maps, creating a custom hotkey profile causes the G key to disappear. (I'm quoting this since I haven't re-created the bug yet). I've barely touched the hotkeys in the editor, so I have no idea why this is happening. If more info on the bug is needed I will provide more info. I'm posting this thread this early in the debugging process since I have no experience with hotkeys.

    Posted in: Data
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    posted a message on Attachment points every model should have?

    Can someone provide a list of common attachment points every model should have to avoid gfx oddities/error when its used in game?

    This assumes the model is for a unit that can attack, cast abilities, and isn't invulnerable and thus can have abilities and weapons used on it.

    So far I have

    center [many gfx things break if this isn't present. For example, the void ray beam won't visually track the target if the target moves, at least in older patches]

    weapon [Needed for ranged weapons. You can have more then one of these, ex: battle cruiser]

    Posted in: Artist Tavern
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