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    posted a message on M3 Exporter

    I'm getting an error in 3DS Max 9:

    Type error: Call needs function or class, got: undefined.

    Why is this happening and how can I fix it?

    The line of text it highlights is: id = toUpper tagID Uppercase

    all it shows is cameras but no unit or anything....

    Posted in: Third Party Tools
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    posted a message on Demon Delusion - Requesting Third person camera system

    @Zero0018: Go

    Alright. :)

    Posted in: Triggers
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    posted a message on Demon Delusion - Requesting Third person camera system

    @Zero0018: Go

    I don't know. My current project isn't out of my base testing yet. So I don't know about multiplayer.

    What don't you understand. though?

    Posted in: Triggers
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    posted a message on Demon Delusion - Requesting Third person camera system

    @Zero0018: Go

    http://www.paste.sc2mapster.com/forums/development/triggers/7277-third-person-shooter-tps-engine-download-if-you-need/#posts

    Save as a .SC2lib file. There is much editing that needs to be done to remove the "Shooter" aspect, but after that everything is pretty straightforward.

    I also recommend BossBars+ by FuzzyYD for any unit UI (boss bars for health and such) that you may need.

    BB+: http://www.paste.sc2mapster.com/assets/library-boss-bars-advanced/

    Posted in: Triggers
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    posted a message on Possible to change unit stat via triggers?

    @Aaternus: Go

    Set Unit Property works for 1 or 2 of the stats that catalogs cannot change.

    Posted in: Triggers
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    posted a message on [SOLVED]How to make a jump ability

    @DrSuperEvil: Go

    Now it's working but when my unit is on any type of cliff it will continue to jump around using the launcher. It's pretty funny but not very practical.

    EDIT: Decided to just make the effect an ability. That should stop it from jumping around and it fits the feel of the map a little more.

    Posted in: Data
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    posted a message on [SOLVED]How to make a jump ability

    @DrSuperEvil: Go

    Not sure if it was supposed to add the psi storm buff to me or the units/structures around me but it did neither.

    EDIT: Wait, just got it to work! I removed the launch effect from the periodic effects and it worked. What does that mean?

    EDIT+: The launcher works now! But when it launches and reaches the destination it kills my unit....

    Posted in: Data
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    posted a message on [SOLVED]How to make a jump ability

    @DrSuperEvil: Go

    I have a CliffLevelEqual NAND validator now, I've tried with and without the cliff greater validator, and still nothing.

    Here's the NAND validator:

    Field	CliffEqualNot
    Editor: Editor Comment	
    Editor: Editor Description	
    Editor: Editor Name	CliffEqualNot
    Editor: Editor Prefix	
    Editor: Editor Suffix	
    Validator: Combines	(CliffLevelEqual (Unnamed))
    Validator: Ignore While Channeling	0
    Validator: Negate	Enabled
    Validator: Result - Failure	Error
    Validator: Type	And
    

    I've also tried with and without the jump behavior on the unit at the same time the persistent is, which didn't make a difference.

    Also tried with and without the generic CliffLevelGreater. Didn't make a difference either.

    And finally messed with the values for the offset. from 0-500 didn't work. from 1-500 in Y and X with 0 in Z didn't work.

    Posted in: Data
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    posted a message on [SOLVED]How to make a jump ability

    @DrSuperEvil: Go Just tried both with and without validators, nothing.

    What is this Combine validator? I don't have one can you explain how to make one?

    Finally, I was thinking about something like you mention. Using a modeling program, I just need a tutorial to get started. Thinking I'll just google it.

    Just in case, here's the launcher:

    Field	Launch Climb Cliff
    Editor: Editor Categories	
    Editor: Editor Comment	
    Editor: Editor Description	
    Editor: Editor Name	Launch Climb Cliff
    Editor: Editor Prefix	
    Editor: Editor Suffix	
    Effect: AI Notify Flags	
    Effect: Alert	(None)
    Effect: Ammo Life	0.0000
    Effect: Ammo Unit	LaunchClimbCliffWeapon (Unknown)
    Effect: Chance	1
    Effect: Death Type	Impact
    Effect: Finish Effect	(None)
    Effect: Flags	Point Fallback, Validate Ability, Weapon
    Effect: Impact Effect	(None)
    Effect: Launch Effect	(None)
    Effect: Placeholder Unit	CliffClimberPlaceholder
    Effect: Placement Range	0
    Effect: Response Flags	
    Effect: Retarget Filters	
    Effect: Retarget Range	0
    Effect: Return Delay	0.0625
    Effect: Tech Aliases	
    Effect: Transfer Count	0
    Effect: Transferred Behavior	(None)
    Effect: Validators	(CliffLevelGreater)
    Effect: Visibility	Snapshot
    Movement: Mover Execute Jump	0
    Movement: Mover Execute Pattern	Stripe
    Movement: Mover Execute Range	0
    Movement: Mover Rolling Jump	0
    Movement: Mover Rolling Pattern	Stripe
    Movement: Movers - Link	(Cliff Jumper Down)
    Movement: Movers - Range Less Than or Equal	(0)
    Movement: Return Movers - Link	
    Movement: Return Movers - Range Less Than or Equal	
    Target: Impact Location - Effect	(None)
    Target: Impact Location - Value	Target Unit
    Target: Impact Offset	(0,0,0)
    Target: Impact Range	0
    Target: Launch Location - Effect	(None)
    Target: Launch Location - Value	Source Unit
    Target: Launch Offset	(0,0,0)
    Target: Marker - Count	1
    Target: Marker - Link	Effect/LaunchClimbCliff
    Target: Marker - Match Flags	(Disabled|Disabled|Disabled|Disabled)
    Target: Marker - Mismatch Flags	(Disabled|Disabled|Disabled|Disabled)
    
    Posted in: Data
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    posted a message on [SOLVED]How to make a jump ability

    @DrSuperEvil: Go

    So everything should be working...but it's not.

    I am using a CliffLevelGreater for my validator, Which checks if the origin unit or point and the target unit or point are not equal to 0 and the rest is set up like it should be. So I imagine it's the periodic offset that's wrong.

    Do you know what offset I should use and/or somewhere I can read up on persistent effects?

    In case you want to see what I have so far:

    Persistent Effect:

    Field	Cliff Climber Persistent
    Editor: Editor Categories	
    Editor: Editor Comment	
    Editor: Editor Description	
    Editor: Editor Name	Cliff Climber Persistent
    Editor: Editor Prefix	
    Editor: Editor Suffix	
    Effect: AI Notify Effect	(None)
    Effect: AI Notify Flags	
    Effect: Alert	(None)
    Effect: Chance	1
    Effect: Effect - Expire	(None)
    Effect: Effect - Final	(None)
    Effect: Effect - Initial	(None)
    Effect: Expire Delay	0.0000
    Effect: Flags	
    Effect: Height Map	Air
    Effect: Initial Delay	0.0000
    Effect: Period Count	1
    Effect: Period Durations	(0.0010)
    Effect: Period Effects	(Launch Climb Cliff)
    Effect: Periodic Offsets	((4.5,4.5,4.5))
    Effect: Periodic Validator	CliffLevelGreater
    Effect: Response Flags	
    Effect: Tech Aliases	
    Effect: Time Scale Source - Effect	(None)
    Effect: Time Scale Source - Value	Global
    Effect: Validators	
    Search: Detect Filters	
    Search: Radar Filters	
    Search: Reveal Flags	
    Search: Reveal Radius	0
    Target: Location - Effect	(None)
    Target: Location - Value	Target Point
    Target: Location Offset - End - Effect	(None)
    Target: Location Offset - End - Value	Target Point
    Target: Location Offset - Start - Effect	(None)
    Target: Location Offset - Start - Value	Source Unit
    Target: Marker - Count	1
    Target: Marker - Link	Effect/CliffClimberPersistent
    Target: Marker - Match Flags	(Disabled|Disabled|Disabled|Disabled)
    Target: Marker - Mismatch Flags	(Disabled|Disabled|Disabled|Disabled)
    Target: Offset - Expire	(0,0,0)
    Target: Offset - Final	(0,0,0)
    Target: Offset - Initial	(0,0,0)
    Target: Offset Facing Fallback - Effect	(None)
    Target: Offset Facing Fallback - Value	Source Unit
    

    Validator:

    Field	CliffLevelGreater
    Editor: Editor Comment	
    Editor: Editor Description	
    Editor: Editor Name	CliffLevelGreater
    Editor: Editor Prefix	
    Editor: Editor Suffix	
    Target: Location - Effect	(None)
    Target: Location - Value	Target Unit/Point
    Target: Other Location - Effect	(None)
    Target: Other Location - Value	Origin Unit Or Point
    Validator: Compare	Not Equal To
    Validator: Ignore While Channeling	0
    Validator: Result - Failure	Error
    Validator: Value	0
    

    The launcher is perfect I'm pretty sure so no need for that.

    EDIT: Oh and a bit off topic but, how do I make units that are fused together like a zergling and a baneling combined or an archon and an ultralisk combined and what have you.

    Posted in: Data
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    posted a message on [SOLVED]How to make a jump ability

    @DrSuperEvil: Go

    I barely ever use data, so please bare with me.

    • Are we talking about Effect: Periodic Offsets or Location Offset or Target offset?
    • How do I get the missile to launch?
    • Do I use the mover section or the launch missile effect area and then how does that work?
    Posted in: Data
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    posted a message on [SOLVED]How to make a jump ability

    @DrSuperEvil: Go

    Right, the jump behavior itself works but I didn't think I needed a parabola to get what I wanted. I'll try it out now and get back to you.

    EDIT: First of all I got it to work, thanks for the help there!

    Perhaps you can help me with these next things too.

    • Sometimes my height is higher than when I started, how do I fix this?

    Here is my jump mover:

    Field	Cliff Jumper Down
    (None): EDSTR_FIELDNAME_CMoverMissile_RespectUnitHeightAtDestination	Enabled
    (None): Motion Phases - Clearance Acceleration	(-1024)
    (None): Motion Phases - Clearance Ignores Target Proximity	(Disabled)
    Editor: Editor Comment	
    Editor: Editor Description	
    Editor: Editor Name	Cliff Jumper Down
    Editor: Editor Prefix	
    Editor: Editor Suffix	
    Movement: Flags	
    Movement: Height Map	Ground
    Movement: Motion Overlays - Axis	
    Movement: Motion Overlays - Polarity	
    Movement: Motion Overlays - Polarity Driver	
    Movement: Motion Overlays - Revolver Acceleration	
    Movement: Motion Overlays - Revolver Acceleration Range	
    Movement: Motion Overlays - Revolver Maximum Speed	
    Movement: Motion Overlays - Revolver Maximum Speed Range	
    Movement: Motion Overlays - Revolver Speed	
    Movement: Motion Overlays - Revolver Speed Range	
    Movement: Motion Overlays - Type	
    Movement: Motion Overlays - Wavelength	
    Movement: Motion Overlays - Wavelength Change Probability	
    Movement: Motion Phases - Acceleration	(0)
    Movement: Motion Phases - Acceleration Range	(0)
    Movement: Motion Phases - Arrival Test Type	(Adaptive)
    Movement: Motion Phases - Blend Type	(Logarithmic)
    Movement: Motion Phases - Clearance	(0)
    Movement: Motion Phases - Clearance Look Ahead	(-1)
    Movement: Motion Phases - Driver	(Parabola)
    Movement: Motion Phases - Flight Time	((-1,-1))
    Movement: Motion Phases - Gravity	(-1)
    Movement: Motion Phases - Ignore Terrain	(Disabled)
    Movement: Motion Phases - Maximum Speed	(1)
    Movement: Motion Phases - Minimum Speed	(1)
    Movement: Motion Phases - Orientation	((0))
    Movement: Motion Phases - Orientation Acceleration	((0))
    Movement: Motion Phases - Orientation Acceleration Range	((0))
    Movement: Motion Phases - Orientation Range	((0))
    Movement: Motion Phases - Outro	((3.1))
    Movement: Motion Phases - Outro Altitude	((0))
    Movement: Motion Phases - Overlays - Scale	
    Movement: Motion Phases - Parabola Acceleration	((1|1|1|1|1))
    Movement: Motion Phases - Parabola Clearance	((0,0.8))
    Movement: Motion Phases - Parabola Distance	((0|1|1|0))
    Movement: Motion Phases - Parabola Upright	(Disabled)
    Movement: Motion Phases - Powerslide Angle	(0)
    Movement: Motion Phases - Powerslide Deceleration	(-1024)
    Movement: Motion Phases - Rotation Actor Type	(None)
    Movement: Motion Phases - Rotation Launch Actor Type	(None)
    Movement: Motion Phases - Speed	(1)
    Movement: Motion Phases - Speed Range	(-1)
    Movement: Motion Phases - Throw Band Pitch	((0))
    Movement: Motion Phases - Throw Band Yaw	((0))
    Movement: Motion Phases - Throw Forward	((0,0,0))
    Movement: Motion Phases - Throw Rotation Type	(None)
    Movement: Motion Phases - Throw Vector	((0,0,0))
    Movement: Motion Phases - Timeout	(3.5)
    Movement: Motion Phases - Tracking	(Actual)
    Movement: Motion Phases - Turn Type	(Default)
    Movement: Pathing Mode	Jumper
    Movement: Placement - Pathing Flags	((Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled)|(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled))
    Movement: Rotation Ignored By Unit	Disabled
    
    • Is there a way to make the jump behavior run as you come up to a cliff instead of having to command your unit to move to a point at the top of the cliff? I want to use this in a Third Person game but currently it doesn't work right....
    Posted in: Data
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    posted a message on Reapplying buff behaviors after death is not working.

    @strongfoe: Go

    I could never get the internal revive system to work, so bear with me.

    But it seems to me if, after the unit is "killed", move it instantly, restore all it's health, and then "revive" wherever, that could solve this problem.

    Posted in: Triggers
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    posted a message on [SOLVED]How to make a jump ability

    I know some of the basics, but I need a specific type.

    I want a jump ability which will start at the very base of a cliff, will go directly upward vertically, and as it comes over the top of the cliff-face will move horizontally to a little more than the edge of the cliff.

    When I said some of the basics, I mean the unit climbs, but will either climb indefinitely or will get stuck in the cliff. Neither of which is close to what I am looking for.

    Can someone please help me? I don't want to just copy-paste a unit's (reaper's) jump ability, but I don't know the first thing about movers. :s

    Posted in: Data
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    posted a message on (help) modify unit data.

    @tdhsst: Go

    Just happy to provide assistance and I hope it helps you! :)

    Posted in: Triggers
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