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    posted a message on Creating a "ramming" weapon

    @EmperorCee: Go

    You could create a behavior that has a periodic effect to add another behavior,

    Behavior: "Ramming" periodic 1s, effect add behavior "charges"

    the behavior that checks if the unit is moving or not should always be on, then add or remove charges accordingly

    have a high max stack count on charges, have these charges increase the damage of the weapon, have a validator in the "apply behavior" effect that checks to see if the unit is moving.

    You could also use a switch effect that checks if unit is moving, add behavior, if unit is stopped, remove all behaviors.

    Though, if you want it to count powerslides and stuff you may need to trigger in a dummy behavior that can be used to check for if the moving validator fails, so it will still charge the ramming while sliding.

    Alternatively, you could also use the "charging" buff like acceleration, and have the buff not only increase weapon damage but speed as well, to more accurately reflect momentum. Though if you use a trigger base, you can probably grab exact speed and set the stack count based on that.

    Posted in: Data
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    posted a message on Request Heroes of the Storm alpha models

    @Metalking1417: Go

    Blizzard allows usage of all of their assets within their editor (thus the usage of WoW models), however, I'm not sure if that extends to unreleased titles.

    Posted in: Art Assets
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    posted a message on Player must not see his units

    @wisesquirrel: Go

    make replica units of the units you want, have them uncommandable, set their vision to 0, set their minimap size to 0. It should make them unable to be seen by the player.

    Now give them a buff that has a periodic search area effect, and make the search area cast an attack command on the target. Set the filters of the search area to be what you want. Then give them the wander buff to walk around and such, maybe edit it to make them walk further away.

    For the rest of your events use triggers, or give the player some sort of "call swarm" ability that signals all nearby units to focus the players objective, or however you want it to happen.

    In theory this should work, but I promise nothing.

    Posted in: Data
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    posted a message on [Solved] Passing a target to Effect - Instant

    well that's the problem, multiple units in the map would all have that ability, and many of them multiple per player. If it just registered the buff, it would hit the targets other players mark as well, making your own marking counter-productive. I ended up making all the abilities work through weapons, and just have the "target unit" the unit's current attack target, so when casting an ability that requires target, apply buff to caster, buff = swap weapon

    the validator idea would not only need to register the buff, it would need to know if the casting unit of the buff is the same unit casting this ability

    Posted in: Data
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    posted a message on Unit from UnitTag

    @Mille25: Go

    This is a sad day, I know there was a way back in war3, came in super handy for MUI jass coding and stuffs. I suspose data tables it is then, thanks broski

    Posted in: Galaxy Scripting
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    posted a message on Frozen animation after ModelSwap

    @HeroLief: Go

    I know this may be super late, but seeing as I both ran into this problem and a fix, I'll necro dis a bit

    Use the actor message "animation baseline start" after model swapping it doesn't seem to register the baselines (probably to make it easier to play specific animations after the swap) , just start em up again with the message and it should be fine

    Posted in: Triggers
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    posted a message on Turret Z /w Viking

    @Alceister: Go

    Hey dudes, I'm going to necro this as I am searching for the same thing

    I managed to get a copy of the original viking assault with turret z, but I need one with "walk attack" animations, and preferably a fighter mode with turret z as well, for I never got that one when it was available.

    EDIT: if any one of the 413 people who managed to download this: http://www.sc2mapster.com/assets/viking-w-turret-z/

    when it was available could send it my way, that'd be great.

    Posted in: Art Assets
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    posted a message on Unit from UnitTag

    Hey guys, I can call a unit tag from a unit, but how do I call a unit from a unit tag? Would make MUI far more feasible for me

    Used to do it in War3, can't imagine they wouldn't put it in SC2, but I can't seem to figure this out, at least not with basic GUI, thus why I came here.

    I'm guessing it's pretty simple in galaxy, I just don't know how :(

    Posted in: Galaxy Scripting
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    posted a message on [Solved] Passing a target to Effect - Instant

    The idea is to have 1 effect-target ability that applies a persistent, then have multiple other abilities that all fire to that target, I think the best way to do it is unfortunately triggers cause it seems you can't pass targets unless both effects using them are part of the same data stream, separate abilities just won't work.

    Which is rather unfortunate, I was hoping to expand my knowledge of data a bit, shame.

    In theory, it could however be done with a crazy switch effect, and have the persistent periodically cast said switch effect every .5 seconds after targeting the unit, the switch effect would register what behavior the caster had (also validating distances etc) then casting the required effect accordingly. (removing the behavior from the caster of course)

    So the persistent created will set the target, and the other abilities will just give the caster different behaviors for the persist to register which ability it should be casting. In theory

    However it would be much less time consuming to use triggers, and then the abilities could be dynamically set as well, soo, prolly going to do that. Whata shame

    Posted in: Data
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    posted a message on [Solved] Passing a target to Effect - Instant

    @rutegar: Go

    Yes I could, but I'm looking for a data solution specifically

    Posted in: Data
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    posted a message on [Solved] Passing a target to Effect - Instant

    Sorry to revive this a bit, was wondering if anyone found a better solution to this

    I want a targetting persistent effect, then have the other instant abilities call targets from that effect

    For now It seems I cannot do this thing I require, I might be able to do it if I had a very elaborate switch effect on the persist effect itself, that would do my desired effect if the caster had a certain behavior on him, then have each ability be a "add behavior" that adds what I need it to, persist registers and removes it then carries on

    Though this sounds clunky, and kind of strange considering they have options for effect targets in the effect itself.

    I could probably do the search area solution but since I have multiple units using this, I think the targetting from the other units would mess it up would it not?

    Maybe my answer is to have the "targetting" behavior cast a persist on creation?

    Posted in: Data
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    posted a message on Importing Causes Crashes

    @JacktheArcher: Go

    Maybe one of the models is corrupted?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Request: Slash Missile

    iunno, but if a modeller comes on at any point, I'm looking for an edited version of the Shape Cresent Moon, wondering if you could make it look like a slash spell effect. Like, wind scar or some shit. I'm giving the zealot an energy beam slash projectile. If you could make it white that'd be great so I can tint it in-game with TC

    basically need a cresent beam of energy, if, that helps. So far I'm just using the shape crescent, and it's not bad, but it doesn't have any shiny effects

    Posted in: Art Assets
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    posted a message on Making a gate open when a unit is within range

    @DrSuperEvil: Go

    ^ this guy knows what's up

    @yaksman I asked this same question myself, use the search better buddeh :P

    Posted in: Data
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    posted a message on Request: Medieval Tournament Arena

    @Daara87: Go

    hey sorry for the forever late replay, if you could remove the cover on the top (I want to be able to see the combatants) or even just replace the entire wall with fence, it'd be perfect

    Posted in: Art Assets
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