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    posted a message on Question: Comparing Casters to Missiles in Validators

    In reply to DrSuperEvilGamepedia:

     

    Thanks. I'll give that a try.

    Posted in: Data
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    posted a message on Question: Comparing Casters to Missiles in Validators

    Hi,

     

    I'm trying to set up a missile to kill itself if, during its movement, it is at a cliff level higher than its caster.

     

    I'm guessing that the Launch Missile Effect's periodic validator/effect might be the key to this but cannot find information on it, or puzzle it out myself. My working theory is to use a Location Compare Cliff Level validator to compare the missile to the caster, but I don't know how I would tell the validator to look at the missile.

     

    Does anyone have any insights?

    Posted in: Data
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    posted a message on Junker Wireframes

    I still don't know if I'm missing something, but I've made a custom "Junker Ghost" wireframe to suit my needs anyway.

     

    Happy to share if anyone else wants it.

     

     

     

     

    Posted in: Data
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    posted a message on Junker Wireframes

    Hi,

     

    I'm trying to use the Junker models in my map, but cannot find their wireframe images to edit their unit actors. Maybe I'm missing something obvious, but does anyone know what the junker wireframes are called?

    Posted in: Data
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    posted a message on Feedback Request: Hero Ability Ideas

    Hi Everyone,

     

    I'm designing a hero unit for my campaign project. It is thematically inspired by the Tal'Darim Blood Hunter, and is a Tal'Darim character.

     

    I have come up with the following ideas and would be curious for feedback from others.

     

    Shroud is a targeted area of effect that causes enemy units within to have their sight reduced to 1. If enemies within the Shroud are attacked, they momentarily panic and become Neutral Hostile, attacking any units they can see. Units outside the field are unaffected, because it is intended as a telepathic effect only.

     

    Null Zone is a targeted missile ability that moves slowly toward its target direction, damaging and pushing enemy units passes, until it reaches either a building, cliff edge, or its maximum range, at which point it explodes, dealing damage and pushback. While it is in transit, the caster can hit a button to teleport to its location, causing it to detonate prematurely.

     

    I appreciate any feedback you might have.

    Posted in: Miscellaneous Development
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    posted a message on [Showcase] AV Reinforces

    Does Eschueta have a portrait? I love the model (well, really I love your model work in general) but I'm not sure what direction to take when it comes to a portrait.

    Posted in: Artist Tavern
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    posted a message on (Solved) Morph Ability while Moving - Animation Issue

    Thanks for the reply. I am still a complete amateur when it comes to understanding Actor Events, so that may have been part of the problem.

     

    I think I have found a work-around. Based on another post, which was about allowing a unit to use a Morph Ability while moving, I created a Dummy Ability (Effect-Instant) that issued an order to use the Morph Ability. I unchecked the "Transient Flag" on the Morph ability, and checked both "Transient", "Preempt" and "Allow Movement" on the Effect-Instant Ability. This seems to have fixed it. The unit will now stop momentarily (which I hope to address by reducing the duration of the morph to zero) but then continues on its path. It animates correctly now as well.

    Posted in: Data
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    posted a message on (Solved) Morph Ability while Moving - Animation Issue

    Hi,

     

    I've created an instant morph ability that I wanted the unit to be able to use while moving. I achieved this by ticking the "Transient" flag in the ability.

     

    However, for some reason when the unit has morphed, it continues moving but no longer runs its walking animation. Once it stops moving, its animations start working again just fine.

     

    Has anyone run into this problem before?

    Posted in: Data
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    posted a message on Question: Cone Vision with LOS Blockers in Data Editor

    Don't apologize for questions, I'm just not sure how helpful I can be.

     

    I've looked again for the map I did it on but it really seems to have gone walkabout on me.

     

    I'll see if I have any luck replicating it in a new one, if so I'll screenshot the trigger and post it here.

    Posted in: Data
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    posted a message on Question: Cone Vision with LOS Blockers in Data Editor

    In reply to dldydgus95:

     I had a look and I can't find the actual map file. I can provide a basic description from memory, however.
    In the data editor I had reduced the enemy units' vision to 0.
    The trigger operates like so:
    • Event: Periodic Event (every 0.5 seconds I think)
    • Pick All Units in Unit Group (Unit Group was just all units owned by the enemy player anywhere in the Entire Map) and do:
      • IF [Distance from Unit to Player Unit without Pathing] <= [Distance From Unit to Player Unit with Pathing]
      • AND the Player Unit is within a Region (Arc of 180 degrees using the Enemy Unit's Facing)
      • Create Revealer at the location of the Player Unit for 0.5 seconds.
      • Else Do Nothing

    The logic behind this trigger is that if it would take longer to path to the player than the distance in a straight line then there is likely a doodad or other terrain obstacle in the way and so the revealer won't be created, since they can't see past that doodad.

     

    I hope this helps. It is just from memory.

     
    Posted in: Data
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    posted a message on A War Story [Custom Campaign] Announcement

    Nice! Looking forward to see more information.

    Posted in: Project Workplace
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    posted a message on "Enumerate Area" Validator - Nearby Friendlies Problem

    Sorry, I should've updated this thread. I did manage to resolve this issue (though I don't quite remember how). When I'm next in the editor I'll figure it out and post again to update. Just in case anyone else tries to do something similar and runs into my problems.

     

    Posted in: Data
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    posted a message on [Campaign] Starcraft II: Unsung Rebels

    I've been visiting back, from time to time, for a while. Looking at projects that others are beavering away at, helps me keep up the motivation to keep going with my own.

     

    Good luck with college.

     

    I look forward to playing Unsung Rebels one day.

    Posted in: Project Workplace
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    posted a message on "Enumerate Area" Validator - Nearby Friendlies Problem

    Hi, I'm creating a "point control" system in the data editor that half-works. The problem I'm running into is in the Enumerate Area Validator, which is driving me crazy. What follows may be a bit rambly in places, but that's because I don't really understand what's going on.

     

    What's Working Fine

     

    • Units that can exert control have a Buff
    • This Buff periodically runs a Search Area Effect
    • Destructibles within the Search Area that are presently neutral have a copy of the "Neural Parasite" behaviour applied
    • The "Neural Parasite" Behaviour is modified to have a permanent duration

    What's Not Working

     

    The intention is that the Neural Parasite Behaviour should be removed if certain Validators fail. These Validators go in the Validator (Remove) field of the Behaviour.

     

    I have tried to accomplish this with Enumerate Area Validators, based on the FriendliesNearby Validator from the Data Editor.

     

    The FriendliesNearby Validator has been adjusted in the following ways:

    • Radius of 3
    • Compare is "Greater Than"
    • Count being compared to is 0 (Zero)

    The part that works still projects control over the Destructible. However, the Validator seems to be immediately failing as it changes owner for a split second then returns to neutral every time the behaviour projects control, causing it to "flicker" between owners. What is odder still is that the presence of two units successfully asserts and maintains control, but one unit does not.

     

    So my problem is, as far as I can tell, that I can't figure out how to get the Enumerate Area Validator to check to make sure that there are at least one player unit within Radius 3 of the Destructible.

     

    Posted in: Data
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    posted a message on [Campaign] Starcraft II: Unsung Rebels

    In reply to VarientTFoR:

     I really hope it's still kicking. I've been keeping an eye on this project for a while and I'd love to see it happen.
    Posted in: Project Workplace
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