Read the blizzard guide on movers. There is a field called Motion Phases - Outro Altitude, this determines the height transition needed to change the motion phase. The Unit Compare Mover Phase validator is pretty self explanitory.
Your talking to a guy who can barely work with effects... lol, also the reason im in search of a data editor for map making ha.
Two units standing next to each other, equal grounding, same unit. Unit 1 fires a shot above Unit 2's head. The missile should then in turn keep going and just explode at max distance.
Unit 2 then fires a shot right at Unit 1, it should collide with that unit since it was a hit. Unit 2 then fires another shot, aimed above Unit 1's head, this should in turn, miss and keep traveling till max distance, then blow up, as did the first shot in this example.
Interested in working hard and cooperating to accomplish a solid map.
Preferably on the NA realm to make testing easier. (Not Required)
Current Map State
The map itself was started quite a long time ago (I believe back in December of 2010) and made steady progress on it up until I hit a snag in the data with getting the Paintballs to work properly after I moved the Tracepoint engine to a better system. I have recently gotten the interest to take another crack at this and finally finish this project.
Currently, the game has a few different game modes, 4 different playable characters, a solid terrain(Always looking for a better terrain designer), multiple weapons, a shop with a few available upgrades, items, etc, along with many other features, with more to come via suggestion and creation.
Why Need Data Editor?
I have found through my valiant attempts at learning the data editor, that I fail horribly at it. And being at the interest I am at always bringing quality work to the community when it comes to map making, I would like to have the data portion of the project to be top notch. Everythign from creating simple items that allow you to heal, to any sort of complex ability that we feel necessary to implement. As well as having another person for input, ability to compare notes, ideas, and generally expand the project as a whole is always good for the growth of the project.
Questions or concerns? Contact Me.
Interested in helping? Contact Me.
Contact me either via this thread, PM, or Ingame Silent Code: 458
Regarding first post, you need to add the behavior to the missile unit, which you can do from the "Unit" tab directly. The only problem with that is that any credit for a kill done by the behavior->search->set->effect will be granted to the missile unit, rather than the firing unit. If that matters to you, the proper solution is to add an Apply Behavior effect on the launching missile, with the missile's behavior granting kill credits to the Caster Unit... but better focus on one problem at a time : for now add the behavior to the unit directly.
It would be best to eventually make your own mover, but that shouldn't cause any issue (besides the missile colliding at the target point, rather than going on indefinitely).
ok good to know, I added the behavior, I did know how to do that much lol. Which still resulted in it colliding with units under it, as well as the unit lost its model now too. Would there be any way, or interest rather, that I could just send u the map, and you take a crack at making this work? seems ineffective for me to try and keep failing at this, sadly.
So you need a basic colliding projectile in data?
You could have a look at this tutorial (text) or that one (video + text).
I have already looked into those tutorials, believe it or not, while I was in Brazil, working on this same problem lol. They don't account for height, causing the same issue.
its still implementing the damage and colliding with units clearly under the missile. The mover on the paintball has the Punisher Grenade on it, could this be the issue? and if so, how do I make a better or just a mover that will fix this.
so now in reply to the Edit on my last post, this will automatically give this paintball unit that behavior which will trigger all on its own, w/o the persistent?
Ya, you lost me at "Make Foo's search return a maximum count of 1, linked to an effect of type "Set" that we'll call Moo." I appreciate the help btw. If I use the ghost unit still, will this still work? The algorithm is pretty complex and would be a bitch to switch. If so, w/e. But id like to avoid rewriting. lol.
Edit: the shot sequence uses the Launch effect at the ghost unit, how would I incorporate this into that.
Care to explain this as if you are talking to a 5yr old? lol, step by step. I am a wiz at triggers, but the data shit just, gets me. As of now, I use a trigger, on pressing the shoot, to fire the shot at a ghost unit in the direction of the shot, which gets deleted instantly so the shot travels toward the ghost unit which is gone. And travels to that point(Variable set as max range for each gun) and explodes. I just want it so if the missile picks up anything else in that path prior to its final destination, it will run its damage effect.
Alright, so on launch, I have the ammo unit set to the paintball unit, impact effect is the paintballs dmg. Launch effect is the persistent. Persist until destroyed, periodic check .0625, periodic effect is the target check with Target:Location+ set to Source Unit, and the Target Check effect impact loaction set to Source Unit with Search Areas + set to radius .3, 360degree arc and effect set to Paintball Impact effect, which just suicides the paintball, and runs the paintball damage effect.
Does the Units mover, or anything like that effect this?
lol, it is, ran many Betas. And honestly you didnt give me any data that isnt already set up. I have the search area, the self-destruct, etc. All i need is it to only search the exact spot the missile is at, like a hieght validator or something? But the map is perfectly playable, alot of my Beta testers got pretty furious at me when I stopped production on this map lol.
First thing is first, the project already has a good deal of work into it. It is an old project I was working on waaay back in January that I would like to take another crack at. But my inability to work with the complex capability of the data editor caused me to stop working on it when I switched the firing system I was using.
The Map
The map is essentially a 3rd Person Paintballing map, with multiple styles and concepts, with many options that are interchangable during setup. If you would be interested in helping out on this project, shoot me a PM and we can discuss details.
The projectile
I am trying to make a projectile, that fires via trigger(this is done) and this projectile uses a custom trig function(wrote myself) to fire in any given direction and/or angle. This all works fine. What I need, is a data editor to get it so where the projectile itself will impact when it hits something. I already have it so it explodes after it travels max range. The projectile atm will run its traceline, but if it picks up anything under the projectile as well, it will impact as if the said unit is there, even though it is under the projectile.
For any help, or joining the project, either post here or PM me. Thanks in advance.
FYI: Competent editors only please, I am a skilled editor and dont like wasting my time on editors who arent as serious about getting shit done =D
yes, I re PM'd you, been an off night, and it does use a non RTS scheme, I built my own TPS Traceline shooter, essentially the map is a 3rd Person Shooter Paintballing map. I will have the new file to you soon with a clearer explanation on where to look. sorry bout that.
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Your talking to a guy who can barely work with effects... lol, also the reason im in search of a data editor for map making ha.
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Provide more por favor?
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@StragusMapster: Go
I will provide an example.
Two units standing next to each other, equal grounding, same unit. Unit 1 fires a shot above Unit 2's head. The missile should then in turn keep going and just explode at max distance.
Unit 2 then fires a shot right at Unit 1, it should collide with that unit since it was a hit. Unit 2 then fires another shot, aimed above Unit 1's head, this should in turn, miss and keep traveling till max distance, then blow up, as did the first shot in this example.
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General Information
Simply, I am looking for a guy who is.
Current Map State
The map itself was started quite a long time ago (I believe back in December of 2010) and made steady progress on it up until I hit a snag in the data with getting the Paintballs to work properly after I moved the Tracepoint engine to a better system. I have recently gotten the interest to take another crack at this and finally finish this project.
Currently, the game has a few different game modes, 4 different playable characters, a solid terrain(Always looking for a better terrain designer), multiple weapons, a shop with a few available upgrades, items, etc, along with many other features, with more to come via suggestion and creation.
Why Need Data Editor?
I have found through my valiant attempts at learning the data editor, that I fail horribly at it. And being at the interest I am at always bringing quality work to the community when it comes to map making, I would like to have the data portion of the project to be top notch. Everythign from creating simple items that allow you to heal, to any sort of complex ability that we feel necessary to implement. As well as having another person for input, ability to compare notes, ideas, and generally expand the project as a whole is always good for the growth of the project.
Questions or concerns? Contact Me. Interested in helping? Contact Me.
Contact me either via this thread, PM, or Ingame Silent Code: 458
0
ok good to know, I added the behavior, I did know how to do that much lol. Which still resulted in it colliding with units under it, as well as the unit lost its model now too. Would there be any way, or interest rather, that I could just send u the map, and you take a crack at making this work? seems ineffective for me to try and keep failing at this, sadly.
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I have already looked into those tutorials, believe it or not, while I was in Brazil, working on this same problem lol. They don't account for height, causing the same issue.
0
@StragusMapster: Go
its still implementing the damage and colliding with units clearly under the missile. The mover on the paintball has the Punisher Grenade on it, could this be the issue? and if so, how do I make a better or just a mover that will fix this.
0
@StragusMapster: Go
so now in reply to the Edit on my last post, this will automatically give this paintball unit that behavior which will trigger all on its own, w/o the persistent?
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@StragusMapster: Go
Ya, you lost me at "Make Foo's search return a maximum count of 1, linked to an effect of type "Set" that we'll call Moo." I appreciate the help btw. If I use the ghost unit still, will this still work? The algorithm is pretty complex and would be a bitch to switch. If so, w/e. But id like to avoid rewriting. lol.
Edit: the shot sequence uses the Launch effect at the ghost unit, how would I incorporate this into that.
0
@StragusMapster: Go
Care to explain this as if you are talking to a 5yr old? lol, step by step. I am a wiz at triggers, but the data shit just, gets me. As of now, I use a trigger, on pressing the shoot, to fire the shot at a ghost unit in the direction of the shot, which gets deleted instantly so the shot travels toward the ghost unit which is gone. And travels to that point(Variable set as max range for each gun) and explodes. I just want it so if the missile picks up anything else in that path prior to its final destination, it will run its damage effect.
0
@StragusMapster: Go
Alright, so on launch, I have the ammo unit set to the paintball unit, impact effect is the paintballs dmg. Launch effect is the persistent. Persist until destroyed, periodic check .0625, periodic effect is the target check with Target:Location+ set to Source Unit, and the Target Check effect impact loaction set to Source Unit with Search Areas + set to radius .3, 360degree arc and effect set to Paintball Impact effect, which just suicides the paintball, and runs the paintball damage effect.
Does the Units mover, or anything like that effect this?
0
@StragusMapster: Go
lol, it is, ran many Betas. And honestly you didnt give me any data that isnt already set up. I have the search area, the self-destruct, etc. All i need is it to only search the exact spot the missile is at, like a hieght validator or something? But the map is perfectly playable, alot of my Beta testers got pretty furious at me when I stopped production on this map lol.
0
First thing is first, the project already has a good deal of work into it. It is an old project I was working on waaay back in January that I would like to take another crack at. But my inability to work with the complex capability of the data editor caused me to stop working on it when I switched the firing system I was using.
The Map
The map is essentially a 3rd Person Paintballing map, with multiple styles and concepts, with many options that are interchangable during setup. If you would be interested in helping out on this project, shoot me a PM and we can discuss details.
The projectile
I am trying to make a projectile, that fires via trigger(this is done) and this projectile uses a custom trig function(wrote myself) to fire in any given direction and/or angle. This all works fine. What I need, is a data editor to get it so where the projectile itself will impact when it hits something. I already have it so it explodes after it travels max range. The projectile atm will run its traceline, but if it picks up anything under the projectile as well, it will impact as if the said unit is there, even though it is under the projectile.
For any help, or joining the project, either post here or PM me. Thanks in advance.
FYI: Competent editors only please, I am a skilled editor and dont like wasting my time on editors who arent as serious about getting shit done =D
0
@shardfenix: Go
yes, I re PM'd you, been an off night, and it does use a non RTS scheme, I built my own TPS Traceline shooter, essentially the map is a 3rd Person Shooter Paintballing map. I will have the new file to you soon with a clearer explanation on where to look. sorry bout that.
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@shardfenix: Go
PMing map file, I can work triggers like no ones business, but i have avoided learning the Data Editor for as long as I could lol.