• 0

    posted a message on AoE Concussive Shells on Siege Tank
    Quote from MasterDinadan: Go

    That's part of the answer. I don't know why you think you need to use a missile and why you need an impact effect. That stuff is not necessary at all.

    Now, the Siege tank attack currently has a single effect, "Arclite Shock Cannon (Damage)." This effect causes units in the area to take damage, and the graphic that appears is handled by an actor so no worries there. As long as we use this effect, the explosion will appear.

    Now, we want to add an extra effect, but the Weapon effect field only calls for a single effect. So we make a Set. The Set contains multiple effects that will all go off. One of the two effects is the damage effect. The second effect is the slow. But as xhatix pointed out, "Concussive Grenade - Slow" only affects the target unit. So we create a Search that selects all of the valid units in range, centered on the target unit, and add the slow effect to them. Of course, if we are simply using the Concussive Grenade effect, the slow will only be applied if you have concussive grenades researched (because it's a validator of the effect) but you can easily remove the validator.

    Just change the Weapon to the set we just create, and now you have added an extra effect to the weapon. No missile necessary.

    I didn't think it was necessary, I just didn't know how to get it to work any other way. :P

    I've never used searches before, and I can't seem to get that part to work, although the attack works now. Any help as far as getting the search to work right?

    Posted in: Miscellaneous Development
  • 0

    posted a message on AoE Concussive Shells on Siege Tank

    Well, it took me all afternoon, but by copying parts of the marauder I was able to give concussive shells to the siege tank.

    PROBLEMS I NEED HELP WITH:

    In order to accomplish my goal, I had to create a Missile Launcher (Effect) for the siege tank, which changed the siege tank to a missile (Bullet) attack. Know of any way to change it back to instant?

    Further Explanation: To link the slow effect with the attack, I need to make a set thats linked with the slow and the damage. In order to link this set to the main attack, I need to add it to a field called "Art - Impact effect" which was not on the standard Siege Tank attack effect, only the Missile Launcher effect that the marauder used. Thats why I needed the Missile Launcher, which changed it to projectile instead of instant.

    The second problem: Although both modes slow, Siege mode tank only slows the target not all units affected by the AoE attack. Do you know what I have to do to change this?

    Thanks! Tell me if I need to upload the map!

    Posted in: Miscellaneous Development
  • 0

    posted a message on [WIP TERRAIN] - Rock/forest/thing

    @Kablamo185: Go You could raise doodads up and down in wc3 (Without them snapping back down IF you had the setting on the menu checked) with Control + Page up. That was because page up without control made the doodad bigger or smaller until it hit the max\min size of the doodad. Does anyone know how to resize the doodads in a similar fashion in sc2's editor?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Editing Troubles
    Quote from Alevice: Go

    @TheSkunk2: Go

    Chekc how other normal mele maps do. IIRC it really doesn't involve triggering, unlike WC3 preplaced units.

    @TheSkunk2: Go

    I meant GameData©WaterData.xml. It should be within the base.SC2Data file. You need an mpq viewer to open it. I would recommend either Ladik's or SF's WinMPQ

    @TheSkunk2: Go

    You really ought to check the whole hangar and and queue abilities the borrolord uses, in addition to probably requirement data. Check in detail AbilData.xml

    I've tried looking everywhere - Still no success with the broodlord.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Editing Troubles

    Thanks everybody.

    "I don't know how was it done in the beginner map, as I have never even bothered to try it our, but starting units and resources for each race is defined in raceData.xml. Again, refer to the Liberty.Sc2Mod dir."

    Yeah, that part is right. The trigger just doesn't run that gives the amounts set in there.

    "You have to add it yourself, basing it from the BaseData\WaterData.xml stored at the Liberty.Sc2Mod that lies in your SC2 beta Mods directory." The only files in Liberty.Sc2mod are: base.SC2Assets Base.SC2Data enUS.SC2Assets enUS.SC2Data

    No BaseData\WaterData.xml.

    FURTHER QUESTIONS: I attempted to make the broodlord hold more then one broodling. Now they start out with 15 (My amount) but if you make those attack and then stop they only regenerate 2.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Editing Troubles

    How do you change the tileset\water? Somebody said to edit WaterData.xml, but I don't have that. (I'm using the vjeux's tutorial map & all included files)

    Starting resources: They appear to have been removed in the tutorial map. How would I go about re-adding it? I tried adding what I though was the appropriate code to MapScript.galaxy, but it didn't do the trick.

    Obviously, I have no idea what I'm doing. Still fun making a really fast ultralisk, though. :D

    Posted in: Miscellaneous Development
  • 0

    posted a message on Tutorial Map - Get started mapping !

    Copy "Starcraft II Beta/Versions/Base13891/" to "Starcraft II Beta/Versions/Base10000/" Copy "Tutorial/Export/patch.SC2Archive" to "Starcraft II Beta/Versions/Base10000/

    ERRR... WHUT? I don't have a Starcraft II Beta/Versions/Base10000/ Am I supposed to create it?

    Posted in: Tutorials
  • To post a comment, please or register a new account.