• 0

    posted a message on How can I consolidate the co-op mods?

    Hi there,

     

    Pretty sure it is in the Allied Commanders mod by Blizzard, but however, I think that all Stetmann and Mengsk data have been set to Blizzard only, which means we can't open it and that it won't show up in our editor. 

     

    As for Starcoop, it has been set to a standard dependency (before Stetmann), which means there will not be further updates for that dependency by Blizzard and that implies that it is short of Stetmann and Mengsk too.

     

    I think Blizzard is putting a brake on all the coop mods that exist, probably because there are lesser people playing coop and that there might be competition in that there are other coop mod alternatives. 

    Posted in: Data
  • 0

    posted a message on How can I consolidate the co-op mods?

     Hi there,

     

    In regard to Coop dependencies, there is one standard dependency - Coop mission (which does not include certain Stetmann and Mengsk data) and another under other dependency - Allied Commanders by Blizzard (which includes all data but is constantly being updated, in other words, choosing this dependency will mess up your data especially when Blizzard makes a patch update with new commanders). 

     

    There is no need to consolidate mods or add additional mods in between. You only have to select the Allied Commanders mod by Blizzard and you have all the latest data including Mengsk and Stetmann commanders. As to why your spawn starting units did not work, perhaps you did not create for example - Terran Mengsk melee starting units action and link it with your initialization trigger. I will give you a sample of my old Faction wars project and perhaps, you can get the idea on how to set up the triggers if it is becoming an issue to you.

     

    The link as below :-

     

    https://www.sc2mapster.com/projects/faction-wars-pvp-extended

     

    At the mean time, I have just completed my Faction Wars mod entitled Faction Wars COOP Melee PvP and available only in the Americas region, whereby in the said project, I have turned each commander into sub-races or factions with additional campaign units and abilities for each faction. Do take a look if you are interested and let me know your opinion about the said mod.

     

    Lastly, thanks.

     

    Posted in: Data
  • 0

    posted a message on Triggers for making buildings capturable and spawn units on a timer

    Hi, there,

     

    Welcome to Mapster. In regard to your question, I've made a demo map below.

     

    What this map demonstrates is that when you hit the command center with your marines and once the command center's life drops to half of its maximum value, it will change ownership to player 1 and spawns a marine each 30 seconds for 10 rounds.

     

    I hope that this will answer the said request, and if you do have further queries, feel free to ask. Thanks.

    Posted in: Triggers
  • 0

    posted a message on [Data] Creating A Blaster Missile With Physics Impact

    Hi, guys,

     

    The below is a simple tutorial on how to create a missile ability with physics impact on unit death.

     

    Models Tab

     

    1. Blaster Cannon Missile 

         Parent: Missile

         Set Model -> WraithLaserMissile.m3

     

    2. Blaster Cannon Beam

         Parent: Persistent Spell

         Set Model -> Liberator_GroundCannon.m3

     

    3. Blaster Cannon Attack Impact

         Parent: Impact

         Set Model -> Liberator_GroundCannon_Impact.m3

     

    Units Tab

     

    1. Blaster Cannon Weapon

         Parent: Default Settings (Unit)

         Object Type: Projectile

         Set Movement:Mover -> Liberator AG Missile

     

    Effects Tab

     

    1. Blaster Cannon Damage

         Effect Type: Damage

         Amount: 75

         Death: Fire

         Effect:Kind -> Ranged

         Effect:Visibility -> Visible

         Target:Impact Location -> Target Unit

     

    2. Blaster Cannon LM

         Effect Type: Launch Missile

         Set Impact Effect -> Blaster Cannon Damage

         Set Ammo Unit -> Blaster Cannon Weapon

     

    3. Blaster Cannon Targeting Dummy

         Effect Type: Set

     

    Actors Tab

     

    1. Blaster Cannon Missile

         Actor Type: Missile

         Parent: GenericAttackMissile

         Set Model -> Blaster Cannon Missile

         Set Unit Name -> Blaster Cannon Weapon

         Set Scale -> X: 2.5   Y:2.5   Z:2.5

     

    2. Blaster Cannon Holding Site

         Actor Type: Site

         Parent: CActorSite

     

    3. Blaster Cannon Beam

         Actor Type: Beam (Simple)

         Parent: Beam Simple Animation Style One Shot

         Add Event:Events+

            Effect.BlasterCannonLM.Start

            -> At Caster

            Create

     

            Effect.BlasterCannonDamage.Start

            -> At Target

            Create BlasterCannonHoldingSite

     

            Effect.BlasterCannonDamage.Start

            RefSet ::HostImpact BlasterCannonHoldingSite

     

         Set Hosting: Host Launch Site Ops -> SOpAttachWeapon

     

    4. Blaster Cannon Attack

         Actor Type: Action

         Parent: Generic Attack

         Add Event:Events+

             Effect.BlasterCannonDamage.Start

             -> From EffectTreeDescendant

             ActionImpact

     

             Effect.BlasterCannonDamage.Stop

             -> From EffectTreeDescendant

             ActionImpactPhysics

     

             Effect.BlasterCannonLM.Start

             -> At Caster

             Create

     

         Set Impact Effect -> Blaster Cannon Damage

         Set Launch Effect -> Blaster Cannon LM

         Set Art:Beam -> Blaster Cannon Beam

         Set Art:Missile -> Blaster Cannon Missile

         Set Art:Shield Flash Type -> Full

         Action Flags -> Tick Launch Force Site

         Set Beam Scope -> Caster

         Set Impact Map+

              Model: Blaster Cannon Attack Impact

              Sound: Liberator_AG_Launch_Impact

         Set Launch Assets+

              Sound: Liberator_AG_Launch

     

         Impact Physics:

              Index:0

              Attack Model Variation: -1

              Match Keys: Basic

              Name: RailgunImpact

              Physics: Railgun Attack Death Force

     

    Buttons Tab

     

    1. Blaster Cannon Targeting

         Set Icon -> btn-ability-terran-detectionconedebuff.dds

     

    2. Blaster Missile

         Set Icon -> btn-ability-terran-detectionconedebuff.dds

     

    Abilities Tab

     

    1. Blaster Missile

         Ability Type: Effect-Target

         Set Default Button: Blaster Missile

         Set Target Filters: Excluded -> Air, Dead, Hidden, Invulnerable, Missile, Stasis, Structure

                                          Required -> Ground, Visible

         Check Enemy

         Set Range -> 11

         Set Effect -> Blaster Cannon LM

     

    2. Blaster Cannon Targeting Dummy

         Ability Type: Effect-Target

         Set Default Button: Blaster Cannon Targeting

         Set Target Filters: Excluded -> Air, Dead, Hidden, Invulnerable, Missile, Stasis, Structure

                                          Required -> Ground, Visible

         Check Enemy

         Set Range -> 11

         Set Effect -> Blaster Cannon Targeting Dummy

         Set Vitals -> 25 Energy

     

    Actors Tab

     

    1. Actor Unit for Ghost

         Add Event:Events+

             Abil.BlasterCannonTargetingDummy.SourceCastStart

             AnimPlay Rearm Spell,A

     

             AnimDone

             -> AnimName Rearm

             AnimClear Rearm

     

    Units Tab

     

    1. Ghost

         Abilities : Add Blaster Missile & Blaster Cannon Targeting Dummy abilities, then add the Blaster Cannon Targeting

                           Command Card and put the Blaster Cannon Targeting Dummy ability for the Command Card.

     

    Triggers Tab

     

    1. Create a New Trigger -> Blaster Cannon Targeting Dummy

         Event: Any Player uses Effect Blaster Cannon Targeting Dummy

         Local Variable: Player = (Triggering Player)<Integer>

         Actions:

         Wait 0.6 Game Time Seconds

         Order (Triggering Effect Unit(Caster)) to ( Blaster Missile targeting (Triggering Effect Unit(Target)))

     

    Finally, add a Ghost in your map and put some SCVs along in your map to test the Physics Impact from the missile ability.

     

    Attached a Demo map for further clarification. The end result as shown in the link below.

     

    https://streamable.com/a0ebu

     

    Thanks.

     

     

     

     

         

         

    Posted in: Tutorials
  • 0

    posted a message on Custom Morphing Animation via Blender

    [Update]

     

    The StarFighter can now morph in between three modes:- Fighter mode, Strafe mode and Assault mode thanks to the ValidateMorphFrom validator term. Added the map in my Morphing Assets project -https://www.sc2mapster.com/projects/morphing-assets. For anyone interested, do have a look into it.

    Posted in: Data
  • 0

    posted a message on [Data,Triggers] Referencing Actors

    The sixth to last attachment for Point 4 in the first post above as attached.

    Posted in: Tutorials
  • 0

    posted a message on [Data,Triggers] Referencing Actors

    Hi, guys,

     

    Below is a simple tutorial on how to reference an actor from another actor via actor events or even triggers.

     

    1. Referencing actor from unit actor with triggers via string or Actor ID.

    Example Usage

    Create a trigger with the following and place a few Oracles as well as some enemy Siege tanks in your map.

     

    Event: Any Unit has Revealed change Create

    Actions: Send message "SetTintColor 255,0,0" to actor (Actor connected to (Actor for (Triggering Unit) via reference "OracleRevelationBehaviorModel")

     

    Do note that the "OracleRevelationBehaviorModel" string is based on the Actor ID.

     

    Next, go to your map and use the Oracle's Revelation ability to reveal the enemy siege tanks. You will notice that the blue reveal model above the tanks now becomes red.

     

    2. Referencing actor from unit actor with triggers via global system referencing.

    Do note that a global actor can only be used to reference one actor at a given time.

    Example Usage

    Place a few Oracles as well as some enemy Siege tanks as in Example 1 in the above.

     

    Next, go to the Oracle Revelation Behavior Model Actor, and under Actor Events, add in the following:-

     

    Actor Creation

    -> RefSet ::global.revelationtest ::Self

    Refer to the second attachment as below.

     

    Then, create a trigger with the following:-

     

    Event: Any Unit has Revealed change Create

    Actions: Send message "SetTintColor 255,0,0" to actor (Actor connected to (Actor for (Triggering Unit) via reference "::global.revelationtest")

     

    Go to your map and use the Oracle's Revelation ability to reveal the enemy siege tanks. You will then realize that there is only one blue reveal model above the siege tanks that becomes red. This shows that global reference will only reference one actor at a time.

     

    3. Referencing actor from actor via target referencing.

    Example Usage

    Place a few Tempests in your map. Then go to the Tempest's Unit Actor and under Actor Events, add in the following:-

     

    Actor Creation

    -> Target:StormSphereAttachment

    -> SetTintColor 255,0,0

    Refer to the fourth attachment as below.

     

    You will notice that the Tempests' blue sphere model now turns red.

     

    4. Referencing actor from actor via signal.

    Example Usage

    Place a few Bunkers in your map. Then go to the Bunker's Unit Actor and under Actor Events, add in the following:-

     

    Actor Creation

    -> Target:OracleRevelationBehaviorModel

    -> Signal Revelation

    Refer to the sixth attachment as below.

     

    Then, go to the Oracle Revelation Behavior Model Actor and under Actor Events, add in the following:-

     

    Signal.*.Revelation

    -> Create

     

    You will notice that a blue reveal model is attached to the bunkers' overhead as shown.

     

    Conclusion

    With the 4 examples as given, I do hope that this simple tutorial will at least help those who still struggle at this topic. 

     

    Lastly, thanks.

     

     

     

     

     

     

     

     

     

    Posted in: Tutorials
  • 0

    posted a message on Coop mission Top Bar UI

    Yes, sure. You can change the model assets under the model name -> 2testmodel and 1testmodel  to change the appearance of the top bar in any way as you wish.

    Posted in: UI Development
  • 0

    posted a message on Coop mission Top Bar UI

    Hi,

     

    Welcome to the SC2Mapster community. With regard to your request on the Coop Commanders Top Bar UI, do have a look at DrSuperEvil's Global Calldown customized top bar UI which draws similarities with the ones from Coop albeit some minor concept differences. The link as below:

     

    https://www.sc2mapster.com/projects/the-assets-of-evil/files/2497486

     

    Thanks.

     

     

    Posted in: UI Development
  • 0

    posted a message on Custom Functions

    Updated.

     

    Example usage for Point 7 in the first post above :-

     

    Create a trigger with the following and place a few Tempests in your map:-

     

    Event : Any Unit Enters (Entire Map)

    Condition : (Unit Type of (Triggering Unit)) == Tempest

    Actions : Send message "SetTintColor 255,0,0" to actor (Return Actor Ref "StormSphereAttachment" from Triggering Unit Actor)

     

    You will notice that the Tempest's blue sphere weapon now turns red.

     

     

    Another Example Usage of Point 7 in the above:-

     

    Create a trigger with the following and place a few Oracles as well as some enemy Siege Tanks in your map:-

     

    Event : Any Unit has Revealed change Create

    Actions : Send message "SetTintColor 255,0,0" to actor (Return Actor Ref "OracleRevelationBehaviorModel" from Triggering Unit Actor)

     

    Next, go to your map and use the Oracle's Revelation ability to reveal the enemy Siege Tanks. You will notice that the blue reveal model above the tanks now becomes red.

     

    Hope that these 2 examples as stated will be of great use to anyone who has troubles linking an attached actor to the triggering Unit Actor as shown. Thanks.

     

     

    Posted in: Triggers
  • 0

    posted a message on Custom Functions

    1. Only returns the owner of the first unit in a unit group

     Hi, it works on my map as attached regardless of the unit index in the unit group. See the trigger -> Squadron Strike Cooldown Reset under the File Bomber Precision Strike in the map as attached. Also, use the Squadron Strike Ability from the Orbital Command and see that the strike platform group cooldown works as intended for player 1 (Owner of the Strike Platform Unit Group). 

     

    Did you save the Unit Group Variable (Global) as a string in the Save Unit Group in the Data Table action?, then use it as a parameter for the Function?.

     

    and assumes the unit group is made of units belonging to only one player.

     Yes. That is working as intended.

    Posted in: Triggers
  • 0

    posted a message on Custom Functions

    Hi, guys,

     

    Below are some of the custom functions which I think might be helpful. I do hope that others will also post in this thread if they do find any other useful functions.

     

    1. Owner of Unit Group

        Options : Functions

        Return Type : Integer

        Parameter : -> Unit Group = (Name from the Global data table)

        Hint Text : Used in Conjunction with Save Unit Group in the data table. Returns the Owner of the Unit Group.

        Action : 

        Unit Group - Pick Each Unit in Unit Group[Parameter] and do Actions

           -> Actions

              General - Return (Owner of (Picked Unit))

        General - Return 0

     

    2. Get Unit Closest to Unit Group with less than Distance

        Options : Function

        Return Type : Unit

        Parameters : Unit = Triggering Unit

                                Unit Group = Empty Unit Group

                                Distance = 0.0

        Hint : This function addresses the Unit from Unit Group that is closest to the triggering unit/main unit with distance of

        less than.

        Actions :-

        If then Else Conditions

            If

            -> Distance between (Position of Unit [Parameter]) and Position of (Closest Unit to (Position of Unit [Parameter]) in

                 Unit Group [Parameter]))) < Distance [Parameter]

            Then

            -> Return (Closest Unit to (Position of Unit [Parameter]) in Unit Group [Parameter])

     

        -> Return No Unit [Preset]

     

    3. Get Created Unit/Magazine Unit from Arm Magazine Ability

        Options : Function

        Return Type : Unit

        Parameters : Ability = No Game Link

        Hint : This function addresses the created unit from the arm magazine ability.

        Used in conjunction with Unit Is Created event.

        Actions:-

        If Then Else Conditions

            If

            -> (Ability that created unit) == Ability [Parameter]

            Then

            -> Return (Created unit)

     

        -> Return No Unit [Preset]

     

    4. Get Magazine Ammo Unit from Unit Effect

        Options : Function

        Return Type : Unit

        Hint : This function addresses the magazine unit from unit.

        Used in conjunction with Effect Used event.

        Actions:-

        Return (Triggering Effect Unit(Target))

     

    5. Return Search Area Effect From Unit On Straight Line Points

        Options : Action

        Return Type : None

        Parameters : 

           -> Effect = No Game Link

           -> Unit = No Unit

           -> Point = No Point

        Grammar Text : Return Search Area Effect (Effect) From Unit (Unit) To Point (Point)

        Local Variables :

           -> Points Array = ((Position of Unit) offset by 500.0 towards (Angle from (Position of Unit) to Point) degrees) <Point[125]>

           -> i = 0

        Actions :

           General - For Each Integer i from 1 to 125 with increment 1, do (Actions)

              Actions

                 Variable - Set Points Array[i] = ((Position of Unit) offset by (i * 4.0) towards (Angle from (Position of Unit) to Point) degrees)

                 Environment - Execute Effect at Points Array[i] from Unit

           

    6. Return Actor Ref from Unit Actor

         Options : Function

         Return Type : Actor

         Parameters : 

            -> Actor ID = ""<string>

            -> Unit Type = No Game Link <Game Link-Unit>

         Grammar Text : Return Actor Ref Actor ID from Unit Actor Unit Type

         Hint Text : Links the Actor Reference from the Unit Actor and used in conjunction with the Unit Enters Region event and the Send Actor Message action.

         Actions :

         If Then Else Conditions

            If

            -> (Unit Type of (Triggering Unit)) == Unit Type

            Then

            -> General - Return (Actor connected to (Actor for (Triggering Unit) via reference Actor ID)

         -> Return No Actor

     

    7. Return Actor Ref from Triggering Unit Actor

         Options : Function

         Return Type : Actor

         Parameters : 

            -> Actor ID = ""<string>

         Grammar Text : Return Actor Ref Actor ID from Triggering Unit Actor

         Hint Text : Links the Actor Reference from the Triggering Unit Actor and used in conjunction with the Unit Enters Region event and the Send Actor Message action. Use this when you already have a condition Unit Type of (Triggering Unit) in the trigger.

         Actions :

            General - Return (Actor connected to (Actor for (Triggering Unit) via reference Actor ID)

     

    Thanks.

     

     

    Posted in: Triggers
  • 0

    posted a message on HotS and LotV Dependencies

    In reply to g79nukedpenguin:

     

    Hi,

     

    Please try Scan and Repair in the Battle.Net Launcher. It will fix corrupted files or patches.

     

    Patch 4.9.3 addressed the Swarm and LOTV dependencies issue, so it shouldn't be a problem.

    Posted in: Data
  • 0

    posted a message on A question about projects.

    One more question,

     

    I just added a project and it stated that it was under review. Roughly, how long is the review process? 

     

    A bit curious to know.

     

    Thanks.

    Posted in: General Chat
  • 0

    posted a message on So the editor seems broken now? Anyone know workaround

    In reply to bilxor:

     

    Hi, William here,

     

    If you have troubles loading Swarm and LOTV dependencies, I suggest that you try Scan and Repair. 

     

    Patch 4.9.3 addressed the Swarm and LOTV dependencies log-in issues.

     

    Thanks.

    Posted in: General Chat
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