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    posted a message on A number of questions about Trigger related issues

     

    In reply to DrSuperEvil:

     /Textures/assets is where it was sent alone with other similar icons. Many similar icons though are working. I've just tried 1. Reloading all the icons. 1. Creating a new button. Problem is still persisting. Do you have an ideas why it might be happening besides that?
    2. Going to be trying this today as well as some other tests.
    New questions that are trigger related:
    ____________________________________________________________________
    1. How to clean up the Help Panel
    As you can see in this picture, the help panel is kind of messy. I want know how to change the details in, controls, gameplay and the race related sections as well as create new race tabs so that people can go here to check in case they are confused about how to play. Another questions is that in some mods I've seen, they will at the start of the game have a notification that directs the player to the help panel from the side of the screen. How does one make something like this? If this is a bit to generic, I can add specifics.
    2. How to exclude certain types of units from this cleardefaultmeleeunits trigger in a similar way to a validator?
    I use this trigger to remove default melee units so that new ones can be selected as well as disable the win conditions. It gets the job done a little too well. Its removing all critters, map hazards and also infested colonist compounds needed for zombie mods. What I wanted to know is if there was a validator like way of preventing it from removing certain units. Or what might be the best way of going about doing this if that way might not be as good?
    3. A UI Message that stats the player's name?
    What I would like in game, is to have a UI message saying"Such and such player picked a factions". So its known who has and has not picked a faction yet. The part I am confused about is what sort of UI message to indicate the player's name.
    Posted in: Triggers
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    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

    [Solved] Worked perfectly as I am sure you know it would. Glad I've finally learned how this is done. So much work got done after this was figured out. Here are my new data questions for today:

      1. How to order a worker to start mining the nearest resources?

    In one of my factions, works are spawned via an create unit effect. When this happens they don't go directly to their nearest resources. I wanted to know if there was a solid way of ordering them to mine the nearest resources.
    2. How to self apply missile movers to a unit?
    A while ago around page 2-3, I recall you said that abilities like the hunterling jump are created via self applying missile movers. I wondered if you could elaborate more on how this is done as well as what ends the missile movement.
     
    Posted in: Data
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    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

     
    Ah ha. Yep. It had to do with the mover. Well now that I know what causes the megalith to do this, I can apply this to other types of units.
    2. [solved] Darn. Should have thought of that!
    I have two questions for today that are data related as follows:
    1. How to add a tinted launch model to a action actor. 
    I would like to tint the firebat weapon blue and has it as the launch model for the firebat. The tinting is working fine. Problem is that I am unsure how to add tinted models to the launch section of impact actions. I am so happy that I've learned about the launch points as well as adding impact and launch models though. So much has gotten finished since that.
    Posted in: Data
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    posted a message on A number of questions about Trigger related issues

    In reply to DrSuperEvil:

    Okay. After hours of experimenting, trial and error and careful thinking, I've managed to solve 3, 2, 2.2 and 4. 4 and 3 are infact side effects of the win condition not working right. It also turns out veterancy was not working for that same reason. I thank you for the advice on 5. As for 3. The reason I for that is because when I started this, I did not know the trigger editor as well and I was trying what I knew worked. If I was to redo it now, it would be different. That is almost certainly going to prove useful in the future. 1. Right now I am still working on. SC2brood2 sent me an example map so I am studying it and trying to see what I might be able to figure out. Before I ask further about this one. I want to study things more first so I can bridge the gap between what I understand and don't understand a bit more. I do have another question for now.

     

    1. This question is about some sort of error with icons that started happening recently. For some reason icons started appearing like this in game, but only for the published version. This doesn't happen on the test map for whatever reason and this wasn't always happening. The icons were working fine in the past. I've double checked to make absolutely sure that the icons are infact correctly input into the buttons. Unfortunately, its still not working.

    https://www.sc2mapster.com/projects/abilities-and-upgrades-icon-pack/images

    This is only happening with icons that came from this location. The one seen in this picture is apart of icon pack 20. I wonder if I should speak to Soulfincher about this. More than likely though, I've probably messed up something here.

     

    2. How to add bases in game that function like teammates?

    I should probably know this already. On the test map, I would like to be able to do some game testing with other bases marked as on the same team, but not owned by me. I need to learn how to do this so I can test the win condition without having to upload and find people to test it with each time I want to test it. On the test map I want there to be maybe another ai on the same team as mine that starts the game like a player.

    Posted in: Triggers
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    posted a message on Unfinished project (You may use it or parts of it)

    This looks amazing. It was very nice of you to put this up for others to work on it. Mod/mapmaking can be very time consuming and difficult so I definitely understand.

    Posted in: Project Workplace
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    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

    1-3. Thank you. All of that advice was really useful. 4. I am going to look into it more closely. Probably something I missed.
    I have a few more questions today. Although most of my major questions are in the trigger section.
    1. Megalith moving up and chasms despite being a ground unit
    It does not fly, but what it does not collide with map edges like most units. Under movement, its listed as a ground/air unit with the only collision being flying immobile. When I tried Kerrigan - Void ground/air with only the collision flying immobile, she did not seem to operate any differently. I don't want to remove this capability from the Megalith, but what I want to know is how to replicate it in other ground units.
    2. Infested Tech Labs face different direction each time they are built.
    Each time an infested tech lab is built, it is a random direction each time even though I have specified under the stats facing 225. I wanted to know why this might be happening and what could be done to fix it?
    This is the link to my thread with the majority of the questions.
    Posted in: Data
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    posted a message on A number of questions about Trigger related issues

    There is a number of issues that I've been trying to get resolved that are trigger related and I hoping to gain an understanding of how to do these things properly. I am mostly familiar with creating dialogs and many basic functions of triggers. There is a number of questions to ask, but I am going to start with some of the most important ones. 

     

    *Most Important*

     

    1. Faction Randomization 

    I am making a mod with multiple factions, but what I would like is to understand how to setup randomization between factions should someone forget to pick a faction and possibly eventually allow players to pick a random one. For now though, my main concern is making sure that every active player gets a base should they forget to pick a faction.

    2. Setting up the win conditions properly.

    Currently the win conditions are broken in the mod I am making. Nobody can win, but the game ultimately results in a tie. I wanted to get to the bottom of this. Here is how I have it set up currently:

    1. I have a trigger called cleardefaultmelee units. 

    This trigger runs at the start of the game and disables the melee options as seen in the picture.

    2. I have a timer that adds enables the melee options when it reaches 0

    The game also starts when the timer reaches zero. The faction structures are created prior to the timer finishing.

    For some reason, this setup is not working. This is being done on a mod and not a map for the record. 

    3. Fixing Bug: Extra bases and starting workers sometimes spawning

    The way I have my factions selected is that a player clicks on a dialog and then the starting units have a custom race are created as seen in the picture. I have made absolutely sure that each race is only set to spawn one base and a certain amount of working, but very occasionally players will sometimes start with an extra base and starting workers. For obviously reasons, this can present a lot of problems so it needs to be resolved.

    4. How to properly set the music up. Unexpected bug.

    The way I have the music for each faction set up is that music will is set to start for the player picking the faction, but immediately paused if the timer has not hit 0. It is supposed to unpaused once the timer hits zero, but for some reason this doesn't always happen. Some games the music won't play at all, some games the music takes up 2 minutes to start playing and some it starts immediately. I want to know what would be the proper way to get it working. The picture of the music setup is in 3. Here is a picture of when it is unpaused.

    This is done soon as the timer hits zero for all players.

    5. How to set a trigger to be off by default till activated?

    I felt this might be very important to know. Certain triggers may need to be off by default till ready to be activated. I wanted to know how to do this.

    Posted in: Triggers
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    posted a message on Game Crashes the Moment a Unit Attacks My Custom Adept

    In reply to themetalinvader:

    This has me worried. If the problem lies with the models themselves, then this means that those of us who use lots of important models may need to figure out which models are crashing. My extension to this question, would be: How would we figure out which models are causing the crashing?

    Posted in: Data
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    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

    [Solved] I didn't think it was going to be this easy which is why I was putting this off for such a while. I thought there was numerous effects and other kinds of things involved in making this and it turned out that all I need was a properly set up arm magazine on the right unit. I still have some questions related to it though. I'll get started with the next set of questions:

    1. Distance and Leash?

    I wanted to know what the difference was between the info-distance and basic-leash fields. They seem to function similarly, but I am not quite sure how they differ specifically

    2. Leash Retarget and flags?

    I wanted to know what leash retarget does and what each of the flags recall, ignore, and destroy do for future knowledge in case I might need to use these. Other than these things, I seem to understand the rest of the fields.

    3. Goliath and Thor Launch Points

    I created new Goliath weapons for different types of Goliath's and thors of a different size. What I would like to know now is how to get attach 2 types models on Goliath's and thors as they attack. So far, I have only managed to get them attached to one of their guns at a given time.

    4. Complications with the Primal Hatchery Rally

    This is the original hots primal hatchery. A while ago, I mentioned that I was having some complications with rallies. For the primal hatchery, I have tried using hatchery - rally and set it to worker rally. I made absolutely sure that I was using the same one as the regular hatcheries. When I put this rally button on the hatchery, it is not even clickable. It shows up, but clicking on it does nothing. I wondered if there could be something about the hatchery itself preventing like an ability.

    Posted in: Data
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    posted a message on How do I add options in lobby?

    Hello. I just wanted to thank Mangmury for asking this and Dr.SuperEvil for the answer. I've been trying to figure this out for a while now too!

    Posted in: Data
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    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

    Alright. I am about to look into this. I was thinking probably more of an internal magazine since I wanted the units to return to the original unit if they don't die. A question I forget to ask about before. How do I make items that can be picked up and contribute to a type of custom resource? The custom resource thing on its own might involve a number of important things. I basically want to make tokens that can be picked up and contribute to a resource, then once players have x amount of that resource, they can summon certain units. Also another question along with this one. Does making it so that all killed enemies drop said tokens contribute to lag that much? This is a big factory in determining the token drop chance and how this whole system will be set up.
    Posted in: Data
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    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

    Its working perfectly now. Glad this has been resolved. I have another question for the meantime that I've been meaning to get to for a while.

     

    How to build carrier like leash weapons?

     

    Weapons that have a number of units leashed to them and will attack for the central unit. I have been wanting to learn how to do this for quite a while now. I had a look at the carrier interceptor weapon, but I still find myself somewhat confused on how its done. I may have asked a question like this similar prior, but I think I can better understand now.

    Posted in: Data
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    posted a message on How to change tint color of glaze?

    It might be better simply to use another type of glaze or tint the model that the glaze is being applied to. I don't think this is possible. 

    Posted in: Data
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    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

    Okay. I have finally solved that issue with the beams. It is now working as it should be. Turns out that what I needed to do was set the Host launch to scope caster and host impact to scope target well as set the Host for properties to scope target. I figured this out after having a look at Karax's servitor weapon beam which functions in a similar way that I wanted mine to as well. I also got the secondary beam working that I wanted to after a figure this one out. There are some other issues that I would like to get figured out next. For now I just have one more question:

     

    1. How to create an ability that will increase the duration of another behaviors over time?

    For the infested medic, I wanted to have the infested medic increase the duration of infested lifetime as it uses its heal beam. There is a behavior I use for this and I want it to be increased by +1 over time as the infested medic casts its heal beam on that unit.

     

    Posted in: Data
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    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    Okay so I figured out a few things. First I using the shield battery heal beam by mistake. After switching to the regular medic beam it works more closely to a regular medic beam in appearance right now, but I am somewhat confused a bit. I thought that the beam was not supposed to persistent after attacking stopped. The main problem I am facing right now is that this new medic beam will not disappear until walking very far away from the enemy. Much father than the weapon's range of 12. It will also reappear as soon as the medic returns in addition to a new overlapping beam. This is what the Action Actor for that beam looks like in Table view:

    One thing I should point out is that this was copied from the standard roach action actor for its acid saliva weapon, with models/sounds changed and new attachment points given.

    Posted in: Data
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