If you're not going to help then why even post? =p
I'llAllow It!
Off the top of my head, yeah, use a minimum range; but then you will have to either make it leave combat when it isnt being attacked (enemy microing away) or allow it to charge in combat, so long as the target is at least X away.
A Search Area Validator doesn't have anything for a minimum range, though. Unless I'm missing something... Should I be using a different Validator? Or is there some kind of work-around I can do?
So, this is still for that Medivac Boost-based ability. When it activates the autocast, the cooldown is not charged. Normally casting the ability charges the Cooldown fine. But the autocast does not.
EDIT: Okay, I have one other thing I need for this. I need a Validator that provides a "Minimum" range, in a Search Area. No clue how to do that.
Check-List:
[✓] Unit charges at units that come in range.
[✓] Unit saves charge while in combat.
[X] If the unit it's in combat with micros away, it will use it's charge.
I'm sure that if I apply that minimum range search area, with a bit more tinkering, it'll fix that last bit.
The unit was turnable and the ability arc was already at 360. Both of which were on already, because I copied things and on the things I copied they were on.
This should be a bit easier to answer then my other questions. (I still need those answered though...)
I made a copy of Defensive Matrix and made it target units and gave it to a copy of the Warhound. But whenever I try to cast it, it gives me the Cannot Turn Towards Target error.
The Warhound has no turret, and I did not add one...I'm extraordinarily confused...
EDIT:
Sigh, When I copied the BC's Defensive Matrix and made it a Target ability, apparently there's some things you have to do.
I don't know what they are, but I just copied Feedback and applied the Effect Set to it and it's completely fine now.
I have no idea what's going on here. I only changed two flags to make it a ground unit, both in the Movement section.
I changed the Movement: Plane Array to Ground, and Movement: Mover to Ground. Am I doing something wrong? They glide, decelerating to a stop, when you give them an order, but if you order them to move and then give them no more orders they reach their destination without "Sliding"
Okay, basically what I want to do with this spell is I'm replacing Charge with a slightly different version.
Basically, what I want it to do is: (X = Not working, ✓ = Working)
[X] Still automatically activates when units come in range, regardless of if the Zealot is moving, especially when the Zealot is on Attack-Move.
[X] Charge can be activated without having a target.
[✓] Automatically activate when units comes in range when the Zealot is standing still
[✓] Zealot still gets speed bonus when Charge is activated.
[✓] Zealots can be ordered to move and move without losing the speed bonus until the spell wares off.
I am basing the spell off of Afterburner from the Medivac. Yet for some reason, it still requires a target when I use the Zealot (Apply Behavior) effect. What exactly is different between that and the Emergency Thrusters effect that the Afterburner ability uses?
Also, what validators do I need to make it be able to autocast the spell even if it's attack-moving? I can KINDA get this to work but it glitches out horribly half the time, either not activating, activating far too late, or activating so early that the Zealot loses it's target and just stops moving.
I don't think this goes in Data, but. The blue light on the Archon's face is probably from the lighting itself. Go to the Cutscene Editor, open the Window dropdown, and click Lighting. Make a new lighting profile and give that to the portrait in the Actors Data field.
As for the Archon's blue light there, I have no other way of looking at what textures it uses other then importing it into Blender and for some reason the .m3 plugin I use can't import the Archon...So I can't help you there. xD
As I said in the other thread: all mods can edit it, but most of us are reluctant to do so because screwing up just one symbol in the code messes up the entire frontpage. It's happened before. I'd love to update the window but I'm not going to burn my fingers on that again.
That seems like a very inefficient system...Is that just Curse to blame or the people that wrote the page? =p
Shadows cast weirdly, there's a box and then the normal shadow. I'm not quite sure what's up with that. But I figured since this is virtually done, I'd put it out now so people can mess with it. =)
EDIT 2: Also, Stand 02 does nothing. I know why this is, and I'll fix it once everything else is done.
Also, I have NOT put the lights on yet. I need a little bit more practice before I do so.
To test it out, I just replaced the Sensor Tower's Model with it. All textures are in-game, no need to import textures.
That's an amazing thing, for me looks identical, just add some intermitent light on the back of the model and you're done. What was the original ability of the Sensor Tower, only being able to morph to this?
EDIT: this reminds me something: would be amazing if someone could make a morph animation for the InfestedBunker.m3 which is in HotS assets, Blizzard released the unit but not an animation for morphing between and Infestable Bunker and the Infested Bunker itself.
The original Sensor Tower detected cloaked units, with that ability being removed from the Missile Turret.
The Sensor Tower morphed into the Radar Tower, which had the ability the Sensor Tower has now.
EDIT: The lights are going to be the last thing I do, because those are particles. And I don't even know where to start on Particles, I had minor experience in everything else before-hand, but not in Particles.
EDIT 2: Also when I'm done, I'm going to release both the finished product and the "Source" file, which is what I'm calling it. Which is all the shapes I used and the Sensor Tower dissected n' all that junk.
EDIT 3: Those are apparently not particles, so I guess I can figure them out easy.
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Didn't look like you were going to in the first place, so why are you still posting basically nothing?
A Search Area Validator doesn't have anything for a minimum range, though. Unless I'm missing something... Should I be using a different Validator? Or is there some kind of work-around I can do?
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@Charysmatic: Go
If you're not going to help then why even post? =p
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So, this is still for that Medivac Boost-based ability. When it activates the autocast, the cooldown is not charged. Normally casting the ability charges the Cooldown fine. But the autocast does not.
EDIT: Okay, I have one other thing I need for this. I need a Validator that provides a "Minimum" range, in a Search Area. No clue how to do that.
Check-List:
[✓] Unit charges at units that come in range.
[✓] Unit saves charge while in combat.
[X] If the unit it's in combat with micros away, it will use it's charge.
I'm sure that if I apply that minimum range search area, with a bit more tinkering, it'll fix that last bit.
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@FunkyUserName: Go
The unit was turnable and the ability arc was already at 360. Both of which were on already, because I copied things and on the things I copied they were on.
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This should be a bit easier to answer then my other questions. (I still need those answered though...)
I made a copy of Defensive Matrix and made it target units and gave it to a copy of the Warhound. But whenever I try to cast it, it gives me the Cannot Turn Towards Target error.
The Warhound has no turret, and I did not add one...I'm extraordinarily confused...
EDIT:
Sigh, When I copied the BC's Defensive Matrix and made it a Target ability, apparently there's some things you have to do.
I don't know what they are, but I just copied Feedback and applied the Effect Set to it and it's completely fine now.
0
I have no idea what's going on here. I only changed two flags to make it a ground unit, both in the Movement section.
I changed the Movement: Plane Array to Ground, and Movement: Mover to Ground. Am I doing something wrong? They glide, decelerating to a stop, when you give them an order, but if you order them to move and then give them no more orders they reach their destination without "Sliding"
0
Okay, basically what I want to do with this spell is I'm replacing Charge with a slightly different version.
Basically, what I want it to do is: (X = Not working, ✓ = Working)
[X] Still automatically activates when units come in range, regardless of if the Zealot is moving, especially when the Zealot is on Attack-Move.
[X] Charge can be activated without having a target.
[✓] Automatically activate when units comes in range when the Zealot is standing still
[✓] Zealot still gets speed bonus when Charge is activated.
[✓] Zealots can be ordered to move and move without losing the speed bonus until the spell wares off.
I am basing the spell off of Afterburner from the Medivac. Yet for some reason, it still requires a target when I use the Zealot (Apply Behavior) effect. What exactly is different between that and the Emergency Thrusters effect that the Afterburner ability uses?
Also, what validators do I need to make it be able to autocast the spell even if it's attack-moving? I can KINDA get this to work but it glitches out horribly half the time, either not activating, activating far too late, or activating so early that the Zealot loses it's target and just stops moving.
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I don't think this goes in Data, but. The blue light on the Archon's face is probably from the lighting itself. Go to the Cutscene Editor, open the Window dropdown, and click Lighting. Make a new lighting profile and give that to the portrait in the Actors Data field.
As for the Archon's blue light there, I have no other way of looking at what textures it uses other then importing it into Blender and for some reason the .m3 plugin I use can't import the Archon...So I can't help you there. xD
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That seems like a very inefficient system...Is that just Curse to blame or the people that wrote the page? =p
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I'll figure the lights out later, for now I'm going to upload it
HERE IT IS!
Link Removed: https://www.mediafire.com/?78tdqj4ka8877oc
Known Bugs -
Shadows cast weirdly, there's a box and then the normal shadow. I'm not quite sure what's up with that. But I figured since this is virtually done, I'd put it out now so people can mess with it. =)
EDIT 2: Also, Stand 02 does nothing. I know why this is, and I'll fix it once everything else is done.
Also, I have NOT put the lights on yet. I need a little bit more practice before I do so.
To test it out, I just replaced the Sensor Tower's Model with it. All textures are in-game, no need to import textures.
Edit: I'll also upload it to Mapster in a minute.
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Animations are done. I feel like they're kind of okay.
Now I need to do the lights...
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Some simple animations have been done, but the original does a lot more than what I did. So, yeah. Gotta make more/make it better. xD
The original Sensor Tower detected cloaked units, with that ability being removed from the Missile Turret.
The Sensor Tower morphed into the Radar Tower, which had the ability the Sensor Tower has now.
EDIT: The lights are going to be the last thing I do, because those are particles. And I don't even know where to start on Particles, I had minor experience in everything else before-hand, but not in Particles.
EDIT 2: Also when I'm done, I'm going to release both the finished product and the "Source" file, which is what I'm calling it. Which is all the shapes I used and the Sensor Tower dissected n' all that junk.
EDIT 3: Those are apparently not particles, so I guess I can figure them out easy.
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Okay, looks good in game. Gonna start animating it now.
Of course it doesn't look completely identical. But it looks good enough to me, how about anyone else?
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Here's another image to show my progress.
Edit: FUCK, I didn't notice this last little mess-up until I put this image up. xD
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I think I'm done with the texture. I need to figure out how to do Emissive/Specular now. I think it'll be easy, though.