I'll try but no promises. I enjoy playing Neverwinter Nights 2 online right now, and I run a Dairy / Frozen department at Wal-Mart. Lots of work, and I think I'm going to walk in there one day and just beat the lights out of a few Assistant Managers, hahahaha... stress :(
I am also working on another creature, but it ain't going so well. My creature uses NO unit models, just doodads...so I've been experimenting with Site Movers... :X not going too well, hahaha. Maybe my second creation will end up just being an uber. *sigh*
Again, that's total awesome Kueken! I concede defeat! ;)
And I don't know if I consider it a theme, or not... can the Zerg Aspect morph into another aspect? Or is the cube the base, and the transformation final? If it's final... well... eitherway it's still badass. :)
Have those buttons in the attached picture, pushed in. It will show all the fields available to be modified in the data editor, regardless of tab(Actor, Texture, Sounds, Unit, etc.)
The Prison Zealot is in the campaign dependency.
Just add those dependencies to your map.
File -> Dependencies -> Add.
Liberty (Mod)
Liberty (Campaign)
Liberty Story (Campaign)
I use those 3 dependencies on every map. It gives access to the special units like Maar(the Hybrid), Mercenaries, Story mode characters/portraits/sounds(Narud, The Dark Voice), etc. The Zealot Prisoner is one of these accessible units.
Thanks. I have to totally agree with you about them looking a little... out of place. I tried applying Texture Swaps to the guns but none of the textures looked good when swapped, especially the gatling gun. That's why I swapped the textures on the nomad & utility bot head instead.
The recorded video came out much more clear(color brightness?) than it was on my computer, I don't know why. When I look at it through my game, the guns and the nomad colors match EXTREMELY closely, but on the video, like I said, it seems to stand out a bit. Perhaps a tint would have helped in that case, but oh well.
Not using an Action Actor. Just playing the actor when there's an impact. Using a SOps on the "impact actor" does not keep in relation to the "caster" unit.
Yes, I did get the Hp Area Validator working perfectly, no need for a switch.
PWNED!! I finished it tonight, only because I didn't go to bed yet, hahaha. It's currently 12:15pm and I'm converting the video to AVI for upload.
Total Stats for the Map(including the fixed WarMachine Scanner Sweep Sound)
3 Abilities
48 Actors
5 Behaviors
4 Buttons
23 Effects
16 Models
13 Sounds
11 Textures
1 Unit
6 Validators
1 Gameplay Data change
made red team = black team to match the portrait (portrait doesn't take team colors into account, I wanted it to match exactly.
... Damn! I'm already uploading to YouTube but I just thought of something... I forgot to fix 1 sound! No biggie though, it does play in the video(the Scanner Sweep sound) but it plays at the very instant you select your location for War Machine, regardless of wether it's in range or not. I do not think that mattered much in the video, I was not casting too far out of range. I'll fix that before I upload the map.FIXED!
THEME
War Machine / Battle Drone
Abilities
War Machine - Scans target location. If there are 10 enemies or more, it will attack with Gatling Guns. If there are 10 enemies+ AND total health of all units is more than 2000, it will ALSO use it's cannons. War Machine "morphs", bringing forth the correct weapons for the situation.
Orbital Bombardment - Exactly that. Target a location, the unit goes into orbit and unleashes a deadly attack upon the target area. Unit will reenter orbit at target location.
Overcharge - It will expel excess power, damage itself and any unit within range. Semi-duplicate, just plays the damage effect(and accompanying visuals/sounds) from the end of the Orbital Bombardment effect. It needed some self defense, on account of WM being 10+ enemies minimum and OB having a 3 minute cooldown.
Radar - Passive. It detects enemy units and buildings in a large area.
VIDEO
EDIT: BAH! Processing the video still on Youtube. Give it a few. I'll check tomorrow morning ( in 4 hours! OMG!!! I work tomorrow!! D: ) to make sure it finished processing.
EDIT2: Bah! It finished processing while I was writing the above edit!
This picture should be sufficient. I used this in my Warlock WDE to know when to use which ability (1second cast/10 energy or 10second cast/100 energy, same end result)
I am currently working on my entry. The unit is done(attachments, "morph", textures, sounds, portrait), the one ability is all done(timing, visuals, sounds), I trashed my second ability because it just sucked, didn't seem to fit too well. The passive ability is pretty much done, I just have to do sounds and visuals. I finally decided on my second ability and HOPEFULLY I can be done by tonight, though I doubt it. I've got some errands to do and I need to get to bed early tonight, because my one week of holidays is over and I got work at 7am tomorrow. Plus I was up till 5am and I woke up at noon... should be interesting day tomorrow haha.
Another reason I probably won't be done tonight is because I spent 3 hours today tweaking sounds, actors, persistent delays, behavior durations, and turned my 'level 2' of the first ability into a stagger ability (left, right, left, right) instead of both simulaneously.
The Queen is riding on a Scantid. There are red omnilights, yamato, red lava critter, zerg spike doodads?, the beam looks like it's the Drakken Laser Drill beam. No Nydus.
EDIT: So close to being done... but I just trashed my second ability on account of not liking it... now to think of my last ability...
All I had to do was change Target - Location + from Target Point to Target Unit. I just noticed, I guess when I was formatting the copy paste I must have deleted the wrong thing, because the Combined Unit Vital + was already set to Search:Target. Eitherway, thanks again.
EDIT: I just changed the Level 1 Impact visual(Problem #2) to something else that works for me. Still would like to get an answer for any future references/people doing searches for this kind of thing.
Anyways, I've been working on my Creature for the Creature Contest and I ran into a couple of problems.
(SOLVED)Problem #1 An ability causes the unit to "attack" an area, dependent on two things. If there are 10 units or more in the area, it will "attack" with level 1.(This validator works fine(10 or more units in area). Now the problem, I want the unit to attack with 'level 2' if there are more than 10 units in the area AND the combined total health of said units is over 3000.
Here's how I have this "3000+ Health" validator setup.
Search - Areas + (360):(Equal To):(-1):(10):(0):((None))
Validator - Combined Vital Compare Greater Than Or Equal To
Validator - Combined Vital Unit + (SearchEffect):Target
Validator - Combined Vital Value 3000
Validator - Compare Greater Than
I've tried specifying the Location+ as the target point of persistent, but I don't think I need to touch that field on account that my 10+ Enemies validator works fine without a change to the Location+ field. I've been going over this validator over the last day and a half and it's(as usual, something always does) got me crawling at snail's pace.
Problem #2 It has to do with this ability, again. I've got the level 1 working perfect, except for the impact visual effect. I'm using the 'BattlecruiserMissileImpact' effect, and the thing is, when it impacts, it's always tied to the facing of the unit it is impacting. The Impact Effect looks like a little... explosion, but it's not "circular" around the unit, it... well, take a look at the screenie!
Red Arrows 1, 2, 3: This is the start of the impact, to the last of it. It hits, then does that. Blue Arrows: If left without a Site Op attachment, will always impact from the front of the unit, regardless of where the Creature is located. Green Arrows: I used "set facing" in the actor events+ message, but it only faces it in relation to the map and not to the unit. 0 facing means straight down, 90 means right, 180 means up, etc etc. I want the impacts to seem like they are coming from 1 universal direction(The Creature) regardless of the facing of the targets.
If you really want, you could make a duplicate of the Stone Zealot Base doodad, in the actor events for it, set to opacity of the Base to 0 so it is invisible, then attach a model of a rock or dumpster bin or whatever to it.
EDIT: Scratch that. Stone Zealot Base has no attachment points... OK. Use a Unit(that has no footprint/collision) that has a model that has an attachment point. Opacity 0 the Unit, attach the StoneZealot Base unit/doodad to this hidden unit. Opacity 0 the StoneZealot Base. Attach a Rock Doodad or whatever you want to walk over, onto the original unit.
You would have to test this out, I haven't, but sounds like it could work.
Here's some suggestions you might not have thought of.
Fire
If you are going with the firebat, maybe use Coal (everyone's done Blaze, Scorch(throwing an E' infront of Scorch doesn't change that fact). How many times have you seen Coal(Cole) ? Probably never? I don't think I have, at least.
Earth
Slag, Crag, Quake
Wind
Harmattan
Ice
Sleet, Floe (female?), Glaze(not sure how much I like this one myself), Frore, Algor.
These are all actual words, btw.
EDIT: Forgot about Zerg... for zerg names... my only suggestions... Charlie Sheen or Tom Cruise.
So I guess my real questions here are: 1. What is the duplicate feature so fail D= 2. How to I correct the mistakes the occur when duplicating this unit? ( "Then fix actor events to morph to valid unit" - What does that mean?)
Thanks! :D
It is not fail. The Duplicate feature works perfectly fine.
The reason you get stacked actors when you duplicate both Baneling and Baneling Burrowed units (and their actors) is because the Baneling and Baneling Burrowed each share the exact same actor. Thus, you now have 2(or more) actors tied to the same unit.
Take a look at the picture attached now. In the red squares (Bottom square controls burrowing) you will notice "Morph from/to Baneling" and Morph from/to BanelingBurrowed. When you duplicate the units, the duplicates are called Baneling2 and BanelingBurrowed2. Your actor events are not automatically updated with these duplicate units. Since you are trying to morph Baneling2(duplicate) into BanelingBurrowed(default), it does not locate the proper unit, so stuff starts going missing/invisible/out of sync.
You have to manually update the Actor Events+ to say "Morph from/to Baneling2/BanelingBurrowed2" Of course after you rename your duplicates to whatever, you would make it "Morph from/to Cheeseling/CheeselingBurrowed"(as an example). And you only need the one(same) Actor for the regular/burrowed versions.
You will likely need to also update the morph ability to point to the proper unit. If you duplicate the Burrow/Unburrow(Baneling) ability, you would have to likewise change the Ability - Info+ field of the Morph Ability to now point to the duplicated units Baneling2/BanelingBurrowed2..
0
@LordAbyss: Go
I'll try but no promises. I enjoy playing Neverwinter Nights 2 online right now, and I run a Dairy / Frozen department at Wal-Mart. Lots of work, and I think I'm going to walk in there one day and just beat the lights out of a few Assistant Managers, hahahaha... stress :(
0
That is totally badass Kueken!
I am also working on another creature, but it ain't going so well. My creature uses NO unit models, just doodads...so I've been experimenting with Site Movers... :X not going too well, hahaha. Maybe my second creation will end up just being an uber. *sigh*
Again, that's total awesome Kueken! I concede defeat! ;)
And I don't know if I consider it a theme, or not... can the Zerg Aspect morph into another aspect? Or is the cube the base, and the transformation final? If it's final... well... eitherway it's still badass. :)
0
@IcculusLizard: Go
Have those buttons in the attached picture, pushed in. It will show all the fields available to be modified in the data editor, regardless of tab(Actor, Texture, Sounds, Unit, etc.)
The Prison Zealot is in the campaign dependency.
Just add those dependencies to your map.
File -> Dependencies -> Add.
I use those 3 dependencies on every map. It gives access to the special units like Maar(the Hybrid), Mercenaries, Story mode characters/portraits/sounds(Narud, The Dark Voice), etc. The Zealot Prisoner is one of these accessible units.
0
@Kueken531: Go
Thanks. I have to totally agree with you about them looking a little... out of place. I tried applying Texture Swaps to the guns but none of the textures looked good when swapped, especially the gatling gun. That's why I swapped the textures on the nomad & utility bot head instead.
The recorded video came out much more clear(color brightness?) than it was on my computer, I don't know why. When I look at it through my game, the guns and the nomad colors match EXTREMELY closely, but on the video, like I said, it seems to stand out a bit. Perhaps a tint would have helped in that case, but oh well.
I even texture swapped the portrait hehe.
0
@DrSuperEvil: Go
Not using an Action Actor. Just playing the actor when there's an impact. Using a SOps on the "impact actor" does not keep in relation to the "caster" unit.
Yes, I did get the Hp Area Validator working perfectly, no need for a switch.
0
PWNED!! I finished it tonight, only because I didn't go to bed yet, hahaha. It's currently 12:15pm and I'm converting the video to AVI for upload.
Total Stats for the Map(including the fixed WarMachine Scanner Sweep Sound)
... Damn! I'm already uploading to YouTube but I just thought of something... I forgot to fix 1 sound! No biggie though, it does play in the video(the Scanner Sweep sound) but it plays at the very instant you select your location for War Machine, regardless of wether it's in range or not. I do not think that mattered much in the video, I was not casting too far out of range. I'll fix that before I upload the map.FIXED!
THEME
War Machine / Battle Drone
Abilities
VIDEO
EDIT: BAH! Processing the video still on Youtube. Give it a few. I'll check tomorrow morning ( in 4 hours! OMG!!! I work tomorrow!! D: ) to make sure it finished processing.
EDIT2: Bah! It finished processing while I was writing the above edit!
0
@northwind16: Go
This picture should be sufficient. I used this in my Warlock WDE to know when to use which ability (1second cast/10 energy or 10second cast/100 energy, same end result)
0
@wingednosering: Go
I am currently working on my entry. The unit is done(attachments, "morph", textures, sounds, portrait), the one ability is all done(timing, visuals, sounds), I trashed my second ability because it just sucked, didn't seem to fit too well. The passive ability is pretty much done, I just have to do sounds and visuals. I finally decided on my second ability and HOPEFULLY I can be done by tonight, though I doubt it. I've got some errands to do and I need to get to bed early tonight, because my one week of holidays is over and I got work at 7am tomorrow. Plus I was up till 5am and I woke up at noon... should be interesting day tomorrow haha.
Another reason I probably won't be done tonight is because I spent 3 hours today tweaking sounds, actors, persistent delays, behavior durations, and turned my 'level 2' of the first ability into a stagger ability (left, right, left, right) instead of both simulaneously.
Perfectionism... I hate it!
0
@zenx1: Go
No custom textures, only ones available by default. I'll link you to my tutorial that shows you how to switch textures.
The Queen is riding on a Scantid. There are red omnilights, yamato, red lava critter, zerg spike doodads?, the beam looks like it's the Drakken Laser Drill beam. No Nydus.
EDIT: So close to being done... but I just trashed my second ability on account of not liking it... now to think of my last ability...
0
@AegisRunestone: Go
THEME: a unifying or dominant idea, motif, etc.
Kueken went for a "Fire" theme. There are several posts and an example of "theme" in this very thread... like progammer's post, or Kueken's video...
0
@aczchef: Go
Yes I did.
EDIT: Ok. Apparently I did not. *sigh*
@aczchef: Go
Thanks! :D
All I had to do was change Target - Location + from Target Point to Target Unit. I just noticed, I guess when I was formatting the copy paste I must have deleted the wrong thing, because the Combined Unit Vital + was already set to Search:Target. Eitherway, thanks again.
0
Hey guys! Woo SC2Mapster is back!!
EDIT: I just changed the Level 1 Impact visual(Problem #2) to something else that works for me. Still would like to get an answer for any future references/people doing searches for this kind of thing.
Anyways, I've been working on my Creature for the Creature Contest and I ran into a couple of problems.
(SOLVED)Problem #1
An ability causes the unit to "attack" an area, dependent on two things. If there are 10 units or more in the area, it will "attack" with level 1.(This validator works fine(10 or more units in area). Now the problem, I want the unit to attack with 'level 2' if there are more than 10 units in the area AND the combined total health of said units is over 3000.
Here's how I have this "3000+ Health" validator setup.
I've tried specifying the Location+ as the target point of persistent, but I don't think I need to touch that field on account that my 10+ Enemies validator works fine without a change to the Location+ field. I've been going over this validator over the last day and a half and it's(as usual, something always does) got me crawling at snail's pace.
Problem #2
It has to do with this ability, again. I've got the level 1 working perfect, except for the impact visual effect. I'm using the 'BattlecruiserMissileImpact' effect, and the thing is, when it impacts, it's always tied to the facing of the unit it is impacting. The Impact Effect looks like a little... explosion, but it's not "circular" around the unit, it... well, take a look at the screenie!
Red Arrows 1, 2, 3: This is the start of the impact, to the last of it. It hits, then does that.
Blue Arrows: If left without a Site Op attachment, will always impact from the front of the unit, regardless of where the Creature is located.
Green Arrows: I used "set facing" in the actor events+ message, but it only faces it in relation to the map and not to the unit. 0 facing means straight down, 90 means right, 180 means up, etc etc. I want the impacts to seem like they are coming from 1 universal direction(The Creature) regardless of the facing of the targets.
0
If you really want, you could make a duplicate of the Stone Zealot Base doodad, in the actor events for it, set to opacity of the Base to 0 so it is invisible, then attach a model of a rock or dumpster bin or whatever to it.
EDIT: Scratch that. Stone Zealot Base has no attachment points... OK. Use a Unit(that has no footprint/collision) that has a model that has an attachment point. Opacity 0 the Unit, attach the StoneZealot Base unit/doodad to this hidden unit. Opacity 0 the StoneZealot Base. Attach a Rock Doodad or whatever you want to walk over, onto the original unit.
You would have to test this out, I haven't, but sounds like it could work.
@MiketheSspike: Go
I think he's looking for the ability to walk over/onto certain doodads, not just have something attached ontop of it.
@joecab: Go
You couldn't find the footprint of the StoneZealotBase because it doesn't have one :P
0
@TacoManStan: Go
Um... Flarik/Flareik, Bouldaris, Tornadis, Uoragg, Glaerescent.
Here's some suggestions you might not have thought of.
If you are going with the firebat, maybe use Coal (everyone's done Blaze, Scorch(throwing an E' infront of Scorch doesn't change that fact). How many times have you seen Coal(Cole) ? Probably never? I don't think I have, at least.
Slag, Crag, Quake
Harmattan
Sleet, Floe (female?), Glaze(not sure how much I like this one myself), Frore, Algor.
These are all actual words, btw.
EDIT: Forgot about Zerg... for zerg names... my only suggestions... Charlie Sheen or Tom Cruise.
0
It is not fail. The Duplicate feature works perfectly fine.
The reason you get stacked actors when you duplicate both Baneling and Baneling Burrowed units (and their actors) is because the Baneling and Baneling Burrowed each share the exact same actor. Thus, you now have 2(or more) actors tied to the same unit.
Take a look at the picture attached now. In the red squares (Bottom square controls burrowing) you will notice "Morph from/to Baneling" and Morph from/to BanelingBurrowed. When you duplicate the units, the duplicates are called Baneling2 and BanelingBurrowed2. Your actor events are not automatically updated with these duplicate units. Since you are trying to morph Baneling2(duplicate) into BanelingBurrowed(default), it does not locate the proper unit, so stuff starts going missing/invisible/out of sync.
You have to manually update the Actor Events+ to say "Morph from/to Baneling2/BanelingBurrowed2" Of course after you rename your duplicates to whatever, you would make it "Morph from/to Cheeseling/CheeselingBurrowed"(as an example). And you only need the one(same) Actor for the regular/burrowed versions.
You will likely need to also update the morph ability to point to the proper unit. If you duplicate the Burrow/Unburrow(Baneling) ability, you would have to likewise change the Ability - Info+ field of the Morph Ability to now point to the duplicated units Baneling2/BanelingBurrowed2..