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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. 2 and 3 have been solved. This great. Both of these have been things I've been wanting to learn how to do for a while now. For 2, it turned out that my key mistake was that I was forgetting to put the applicable missile under Art:Missile. For 3 the beam is finally showing up now, but there is 2 new issues that have arisen which I am unclear about how to handle right now. Both are dealing with the beams:

    As you can see, the beams are working now in the picture, but the beams are getting destroyed when the stop attacking a unit and they also aren't displaying in the same shape as medic beams. Some of the beam appears to be spreading depending on the unit that it is used on and on some units it seems to condense into one. How would I set it up so that it looks like a specific type of beam each time, but at the same time I would like to know what causes this since I might want beams in the future that have shapes like these.

     

    As for 4. Will be coming back to that one in a bit.

    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:

    1. Solved! I know it uses a launch missile as well. For now I am keeping it simple though since I need to prioritize tasks carefully. 
    2. First off. The harness has been put back just as it was. Second, I would just like it to function like a very standard raw damage missile weapon. It launches a missile directly at the enemy and causes damage using a damage effect. I think the missile actor is function as it should be. As I am kind of tired right now, if needed I can post a picture of that part tomorrow. I have the same mover that the bio plastic discharge weapons uses on the projectile unit for that missile. I would like it to launch from the Void Walker's right hand. About the indexes. How does someone tell the index of an attachment? I thought it was 80 cause of that number in the picture. Another thing also is that I tried to use a simple SOP offset on the launch operations. Nothing happened and I've used this same offset to offset other units before, but I have yet to be successful on this with missiles.
    3. Tinted. What I want to do is to create a very basic weapon that just deals raw damage to enemies and has a range of 12. I am trying to get the beam to show up on this basic weapon for starters. Once I've learned how to do this I want to make an attempt at getting it to project another beam from the enemy that is being damaged to heal a nearby ally. Another question. What do I put in those token values for the action actor? Do I need to put the damage of launch missile effect?
    4. Okay. Good to know. My next question in this regards is about what types of things typically contribute to lag the most. There has been some inexplicable lag that has been happening in the mod I have been working on. Sometimes the causes of the lag are very obvious, but more often the lag just begins to happen as the game progresses. I am usually uncertain if this has something to do with peoples computers interfering with the game, somethings that are not getting properly deleted in the mod, my own computer(unlikely since this is a very good computer). One example of obvious lag that happened was that as soon as I started the default eradicator flamethrower ability and started using it on units, things started slowing down quickly.
    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:

    Thank you. 1 and 2 have been solved. 3 I will do some research on. 4 is good to know. Thought it would be a good idea to check about this.
    _________________________________________________
    I have 4 new questions for today. They are also follows:
    1. Complications with Stukov Egg Training
    So I've finally figured out how to get Stukov's egg train method working like those for Stukov in Co-op. The problem I am facing is that whenever I try to train more than eight eggs, it simply stops as though the que is taken up and it won't start spawning more eggs from other infested barracks. When this happens I hear an error sound, but see no error message. The way I am having the eggs spawns is by simply using a train ability with the eggs have a shared alias. What I would like to know is how I can get them to spawn continuously in larger rings like in co-op as well as be able to continue to start spawning on other nearby infested barracks.
    2. Launching Weapons from specific Attachment points; I think that I did something wrong
    I am trying to set things up so that the missile weapon for this unit will launch from the hand. You can see the attachment point it uses in the picture, but I ran into a few issues that I am finding somewhat confusing. At the moment it is not working.
    This shows the Sop attachment actor methods that I was attempting to use for it. When I looked at the list though, I did not see any "Hand Right" option, but just hand. This I wonder if it has something to do with why its not working or if I am using the wrong method. So next that is where I wanted to point out how the action actor is set up.
    Void Walker(Purple) Missile Weapon Damage is the name of the damage effect that happens when the missile reaches its target for this unit. I have this put in all three token values, but I am unsure which values are supposed to go there. Should I put the launch missile effect in one of them? Another question that I also have is what the typical standard purpose of action actors are? So overall, I want to know what I might be doing wrong here that is resulting in the Launch Site OPS not working. Combat: Launch Site Ops+ under the action actor was exactly where I placed the SoP attachment. One more thing. When I first checked it, I found an sop attachment called SOP harness there by default, but then removed it. I don't know if that was needed or not.
    3. Beams
    The title is short and simple for a reason. I need to learn how to get beams working properly! I am looking to create an ability using red version of the medic heal beam. I know how to get the actual ability working and its already made, but don't know how to create the beam and properly project it on the target from a specific point on the Medic(which is where question 2 comes into play). I thought I understood how to get beams to work at a prior time, but I am clearly missing something. I tried creating a simple beam actor with the correct model I wanted to use, then using weaponstart.attack start then create such and such beam actor. It showed up, but it did not stretch to the desired target.
    4 Simple question about Search effects
    I wanted to know if search effects by themselves contribute to lag. For example, lets say someone has multiple structures that are searching for enemies constantly, but not applying behaviors, does this contribute to lag and how drastically can it affect the game? Lets say the search area of each is about 10 radius and there is 10 structures doing this. I think you mentioned sometime earlier that applying lots of behaviors to units at once can cause lag.
    For now I think this is all the questions. 
    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:

    Hey. Been busy on a long list of data issues. Yes I got that issue fixed. Turned out that the missing attack ability was exactly the problem. Right now I am just trying to finish up the majority of issues before I consult you with more of the confusing issues. I do have two questions for you right now though.

    1. Changing Textures

    I might have asked this at a prior time, but I think I can finally understand right now. I wanted to know how to change textures. Since I am trying to add a nerazim faction, I wanted to use those dark Protoss structure textures. I am just not sure how to apply these.

    2. How to set a tinted model back to its default state

    There is a model that I have tinted pitch black in the events when a certain behavior is on. However I am unsure what action to use to remove tinting from it once the behavior. I don't want it to be tinted complete white. 

     

    3. A question about a general preferences option

    Under preferences>documents, there is an option that allows you to optimize for faster saves or large file size. I thought I read once that faster saves will actually make the game load faster once its published as well. The file size of this mod is getting really big, which is why I might have to make this decision soon or later. 

    4. Does file Size contribute to lag in game?

    I am aware that larger files will of course take longer loading times, but will it contribute to extra lag in the game?

    ____________________

    Going to stick with these questions for now.

    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. Everything seems to be sound once again right now and I have multiple backups. I am going to get back to addressing these issues and the new questions.
    1 and 3 I will be looking into again soon.
    5 and 6 are solved.
    _____________________________________________________________
    The new question that I have for right now is about how to allow primal roaches to move and use their melee weapons while burrowed. I tried increasing their movement speed and checked for behaviors on their burrowed unit. This did not get it to work. This is probably very simple, but I feel like I am missing something.
    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]

    Got a question about this. Do I simply just manually make copies of the files then move them to hard drives on a regular basis or is some sort of program used? I went to the store and bought an external hard drive and just placed a few backup files on it. I just wanted to know if there was a typically better way of handling backups.

    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]

    I am about to a freaking heart attack again. Right out of nowhere the editor just crashes and the file I was working on goes corrupt and starts doing the exact same thing it did a while ago when I was having those problems with the Mac editor. I am lucky because I had about 4 backups this time and all of these backups were from the same day but............... what if I had not been that lucky? The mere thought of having an entire project I've been working on for months and I am so close to finishing no wiped just like that. I cannot take that. If that happened, I'd need A LOT to get my sanity back. Now here is the thing that worries me. At this moment I don't have any published backup files that are recent. The amount of stuff I would have to redo that I did in those past did is just painful thinking about. What if all files mysterious went corrupt or something like this. Dammit. Just what I hate. Having to redo loads of work and necessary roadblocks like this. I guess its back to using parallels for the meantime.

    EDIT:

    Alright. Thank God everything seems to be under control right now. I got the parallels up and all the project allocated to the parallels. PC editor is working just fine. I managed to get another version of it published and more copies. Ultimately  just a few hours work is lost. Last time this happened I made preparations should something like this happen again. I am glad I was ready to deal with. Before I consult you about those responses before, I just want to make sure everything is running smoothly and everything is ready to go nicely again.

    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:

    1. I'll lay it out nicely. I want there to be an ability that when clicked causes nearby enemies to start spinning around the attacker. The enemies that are orbiting will then cause damage to nearby foes when the orbiting units crash into them. I also want the orbiting units to take damage. Was thinking maybe for about 6 seconds maybe with some visual effect around the enemies being orbited. Once the orbiting stops, I want the orbited enemies to resume their ability to move once after the 6 seconds if still alive.
    3. I tried this on a standard merc compound; Adding the buildable ability to the mere compound itself and the scv just in case. Did not seem to affect anything. I did double check and I currently have the maximum builds set to 300. Could you elaborate a bit more on where the ability needs to be placed or what I might have done wrong? Do I just need to add it to the abilities section like most other abilities or is there something else you meant?
    4. Solved! I added some scaling to it and now it looks amazing!
    There is two new questions I have for today:
    5. Guardian Shell. How to set this up properly?
    So I have found a behavior called Guardian Shell in the behaviors tab which causing the invulernablity of Artanis's units in co-op as well as triggers the visual. The problem is that I need to have it pop up at the right time. I already created a unit compare vital validator for this, but I am unsure where to set this so that Guardian Shell will only happen when the unit is close to death.
    6. How to set up an Automated Extractor, Refinery or Assimilator from scratch.
    As of recently I've been running into some problems with automated extractors and assimilators. They just stopped working out of nowhere and I have no idea why. To this end I want to understand how these actually work and try to create one from scratch to see if it will start functioning right. I think I may understand how to set up the unit already, but what I am unsure of is how to get the vespene harvesting automatically.
    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:

     1. That is correct. However there was an important part I left out which might change how things are done quite a bit. Specifically I want the ability to be able to grab all incoming enemies in a certain area, spin them around then cause damage rather just a default item created by the attacker. One of the things I am a bit confused on is to site mover and create persistent part. I wondered if you could explain how this is done in a bit more detail.
    2. Going to be looking into this soon.
    ______________________________________________
    I just had another 2 questions for today.
    3. About the Buildable ability
    Earlier I asked how someone would get multiple workers to build a structure. I had a look at the buildable ability, but what I am unsure of his how to get this ability to affect the working count. I realize there was the maximum workers field, but I don't see any a section for training units. How is this ability properly applied?
    4. The longer version of the firebat weapon.
    In co-op Raynor's Raiders can upgrade to use a much longer and larger version of the regular firebat weapon. I wanted to know how I would get a model like that for fireboats as I am unsure if it just needs to be resized, it consists of multiple models or I just simply have not found the right model yet.
    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:

     So I want to start off by thanking you tremendously again. Were it not for all the valuable advice you've given me in this thread and many others the mod I am working on right now, wouldn't be anywhere close to what it is now. I am not even sure if I would have felt motivated enough to continue considering how daunting it is. Right now in a way it can be said that this thread is about 85% percent complete or so now. Since I've listed to the advice you've given me and come to understand, learn and expand on it. There is still plenty of things I am confused about, but the bulk of data related things I've needed to learn and most learned. 1-3 of last questions are solved. 4 I need to experiment with. 5 I think I understand, but since I've been doing some other things at the moment, have not gotten to the part where I need this yet. I am going to get to the next set of issues.
    1. How to make a unit or model attachment orbit around another unit?
    What I am trying to do is to create a unit that has spinning balls of fire orbiting it constantly that harms units when they collide with the fire. Specifically what I am unsure how to do is cause the orbiting.
    2. How to change the lighting of units in specific locations?
    There are some abilities that I would like to have provide some sort of special lighting to the battlefield when used. I also wanted to know if it is possible to preview how a light looks before applying it.
    For now. These are my two questions. There is some others I may have soon, but I want to see if I can get the figured out first.
    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:

    Yea I wish I had tried that first. This fixed the problem. Didn't think it would be that simple cause of another similar issue I had a while ago. I have 4 more questions for today.

    1. How get weapons and missile abilities to launch from a specific attachment point?

    Some of the new units that I have used copied weapons and as such, the new weapons and abilities have the weapons being shot from the wrong place. I know that there has to be a right way of getting them to shoot from a specific desired point, but I am not sure how. Maybe it has nothing to do with attachment points, but offsets?

    2. Allowing Allies to build on creep

    I don't want enemies to be able to build on creep, but still allow allies to build on it. Some of the factions I have in this mod use creep widespread quite a bit.

    3. Which action commands in the trigger editor would be needed to order a newly spawned unit to a specific point?

    I know this is not data, but its the only question I have about triggers for right now. I've been making multiple attempts to get the griffin to spawn and move to a specific point. However for right now I am trying to do this without the extra caster unit to practice. There is numerous other units that I'd like to have spawned then move to a specific point as well.

    4. How to set up a first person mode view?

    This may be somewhat beyond my scope for the moment, but I wanted to experiment with this. I've seen some mods set up first person view modes for units and have them do specific things.  I may not have first person mode in this mod, but I wanted to try out how to examine interesting possibilities, but I am unsure how to set this up. I assume it has something to do with the camera actions in the trigger editor or whatever they are called.

    5. Understanding Aliases

    Recently I decided to try working on a whole bunch of upgrades for +1 armor and +1 damage for each faction.  The thing though is that I think I might have done it the very long way. I made 6 sets of requirements for each upgrade as well as 3 sets of upgrades for each faction. Now I wondered if there was a more efficient faster way to get all of this done. My understanding is that Alias are often used for things like this to save time, but I don't understand what they are, how to create them and how to apply it to this situation.

    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:

     1, 2 and 3 I think were good enough tips for me to get the rest figured out. Thank you for that. I have another question I forgot to ask before and this is one where I am genuinely lost.
    I am trying to use this model to replace the model of the assimilator for Protoss. The model is called "aiurprotossbuildings01". It says that it has 5 variations, however I only want the one in this picture to be the one showing up in game. When I tried to change the model to show just this one model, I got one of those grey spheres that normally appears when no model has been picked. I wanted to know how to just keep to that one model and have it visible.
    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:

    1. I think I know where to go from here. This advice was just the tip I needed.
    2. [Solved] Got it working nicely!
    3. Okay. This is good to know. I think I understand better now.
    4. This makes more sense now. I think I might be able to connect the dots as I continue examining the mechanics of such triggers are abilities.
    __________________________
    I have four questions for today. Some of these are issues that came up just recently.
    1. How to make weapons attack multiple targets in a straight line.
    I am trying to get the Slayn Particle Cannon to attack a line of targets kind of like the hellion. It already has a suitable firing model for it, but currently it only attacks one unit at a time. This is a look at the weapon stats.
    I tried setting the damage effect it uses's impact to (Point region) or something like that. When I did this, it stopped working and wouldn't target anything.
    2. How to allow units to shoot multiple weapons at once or at least multiple attacks. 
    Similar to how the Goliath has an upgrade which allows it to shoot air and ground units at once, there is some units I wanted to allow multiple attacks instead of just one. I wanted to know how this is properly done.
    3. How to order a unit to move to a specific set of points in a specific order when it is created for mods(data or triggers)?
    For the Terratron Siegewalker unit that I have in this mod, I wanted its saw blade to move across a number of random points in a cone in front of the Terratron Siegewalker then be destroyed after a while. I made an attempt to do this using triggers, but then nothing happened.
    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:

     Thank you very much. That demo was incredibly helpful. After examining it and taking your advice, I got the nuke drop time reduced and fixed the animation speed appropriately. Its working properly now. Today I am going to start with some of the complicated questions. Now that I've done and/or figure out lots of the simplier things, I am going to move onto some of the harder tasks at hand. Here are my new questions for today:
    1. How to create Griffin Airstrike? 1.2 What causes a unit to move in a specific direction?
    I am trying to replicate the Griffin Airstrike ability from co-op. Currently the main confusion I am facing right now is what method to properly summon the Griffin that is used. I am unsure if it is summoned as an unit then has something that propels it forward, then destroys it after a certain time. I think I understand how to spawn the bombs once the Griffin is spawned, but what I need to know is what causes the Griffin to spawn and be propelled forward. 1.2 of the question is that I wanted to know what causes the movement of barracks transition from flying to ground and merc ground drop. What is at the root cause of that movement and how can I get certain items to move in similar such ways? 
    2. How to make a ability that shoots a projectile at the target, bounces from one unit to another, then after a certain number of hits, returns to the enemy. 
    Similar to Kerrigan's chain lightning ability which I am looking at right now. Currently the way, I have the planned ability set up, it will bounce from target to target until all targets are dead or none are in range. I want it to stop bouncing after 5 targets then return to the original source.
    3. Understanding Firebat's flamethrowers.
    For the longest time, one of the things I've  been wanting to learn to understand is how firebat weapons and other similar area of effect flame weapons work. I know understand how set a search area field to only damage within a cone or rectangle and other kinds of shapes. Would I would like to know is this. Does the firebat weapon consist of multiple flame models that are just unleashed with different offsets? I remember when I was experimenting with the char crashing debris earlier, there was a point in which all the offsets were aligned in such a way that created a giant cross which seems like it could be used to make smaller weapons.
    4. How does one create selection cursors that require 2 clicks to start the ability?
    Kind of like Karax's Thermal Lance in Co-op. It requires 2 clicks for the ability to start, then both abilities get activated. I wanted to know how this was done for similar such abilities like Griffin Airstrike.
    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]

    Alright. I am going to look up some good splats and as for state monitors. I think I have an understanding of how those work. I do have another question that I was hoping you might be able to answer before the day is over. Thank you very much again for all the help so far! This question might be really easily, but I have a list of like 102 data related issues that I am trying to get done in order to get this mod up to par! My next question is about how to reduce the ghost nuke time to drop? For heroes such as nova, I've been wanting to make it a bit shorter, but I am not sure which field I need to input arrange this.

    Posted in: Data
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