Pretty cool, and yea, it should be fixed by blizzard. The current system is crap and it would be nice to be able to make our own subfolders without hackish methods or fear of losing the categories.
If it hasn't been done already, perhaps post this on the BNet forums as a suggestion for improvements to the Editor.
Why not? Any PC for a school that is short in money/funding would be grateful to have any kind of computer... remember this is for schools... typing programs, maybe a few kids games. We aren't talking Crysis 2 at max all settings 2500x2100 resolution capable requirements.
We're talking Microsoft Word, Excel, Power Point, a browser, and thats it.
Um... did anyone else actually "read lips" on the Ponycraft 2 video? It actually looks like it was animated specifically for this purpose... which I find awesome!!
+1 internet just because it seems like it's not cut & paste from another show... if it is... it's well timed and epic... fkin ponies!
If you added a time to the Stats - Cast Start Time field in the ability, you will likely need the next Event to stop the casting animation in case that you move the unit, or use another ability...
Ability.x.SourceCastStop
Animation Clear {Spell}
The above actor event, will play the Animation 'Spell' for a unit when it starts casting a spell. {Spell} is the name, and Spell is the selection in the Animation Properties dropdown. The brackets { and } are not seen in the Events.
This event goes in your unit's Events+. Plays an animation when using a launch effect, example for a spell. This does work for regular attacks, but there are cleaner ways of achieving attack animations on attack.
Effect.MissileLaunch.Start
AnimationPlay {Attack} Attack
this will play the animation Attack on Missile Launch.
This next one is for a buff visual, this has it's own actor and this is usually all that's needed in that actor's Events + field
Behavior.X.On
Create
ActorCreation
AnimationPlay {Attach} Stand PlayForever
Behavior.X.Off
Destroy
PlayForever is a Flag. It plays the Animation you specify, and then will play the end of the animation indefinitely. This is not a TRUE loop of the animation.
It works mysteriously, however... It does not reset to timer 0 after reaching the end of the animation. See Kerrigan's Stand Cover Start animation for example. Instead of playing the whole intro part of that animation(getting airborn and stretching her "wings") it would just continue the animation on from 11.33 second mark, she remains frozen mid air.
However,if you specify a Zealot to do Dance Varriation 02, play forever, he continues dancing, resetting the timer on the animation. Trial and Error in most cases
General Events+ actor tutorials are... none existant, basically. Going to start making entries in the Actor Events+ section of the Wiki soon... it's desperately needed!
Also, if you need any more specific help, please feel free to message me.
Donate any old left over PC parts to schools or something. I know here they have a drop off point and people will rebuild a PC using many left over PC parts and donate them to elementary schools and whatnot. Perhaps that is something they do in your area too.
Unit Compare Vital. Although if you look up "Energy" in the search bar in the Validator tab, you will see that they are already there....
Caster Energy LT50 / Caster Energy GE50.
These however are CURRENT energy compares, you could copy/duplicate them, and change Validator - Type from Current to Fraction, and that will make it a check for Less Than 50% or Greater Than or Equal To 50%.
If you put "Regeneration - Life Not Full" in Effect - Validators field, your search effect will only find targets that do not have 100% HP. And then it will run the effect you specify in the Search - Areas + field on any target it does find.
Well... yes. There's the 'Effect - Validators' field in the Search Effects.
THere's already a validator for "Life Not Full" so just use that one. It's called Regeneration - Life Not Full
EDIT: For the record Target Sorts will only prioritize targets in a different order if they meet the Target Sort requirements. It doesn't actually have anything to do with ignoring targets.
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@wOlfLisK: Go
Yes yes... someone extract Dragon right away, pronto... yes... =D
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@Kueken531: Go
Pretty cool, and yea, it should be fixed by blizzard. The current system is crap and it would be nice to be able to make our own subfolders without hackish methods or fear of losing the categories.
If it hasn't been done already, perhaps post this on the BNet forums as a suggestion for improvements to the Editor.
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Welcome to the Forums Lifias. I'm the one who referred you to the website from my youtube video :)
Good Luck with everything :)
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@Reaper872: Go
Why not? Any PC for a school that is short in money/funding would be grateful to have any kind of computer... remember this is for schools... typing programs, maybe a few kids games. We aren't talking Crysis 2 at max all settings 2500x2100 resolution capable requirements.
We're talking Microsoft Word, Excel, Power Point, a browser, and thats it.
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@ShadowDestroyer: Go
in the Actor, look for the field Actor - Filter and modify that and put a checkmark next to 'Self'
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@Vexal: Go
cool... where exactly do you go to do this test though? lol...
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Um... did anyone else actually "read lips" on the Ponycraft 2 video? It actually looks like it was animated specifically for this purpose... which I find awesome!!
+1 internet just because it seems like it's not cut & paste from another show... if it is... it's well timed and epic... fkin ponies!
LOL.
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@Keyeszx: Go
Animation Playing
If you added a time to the Stats - Cast Start Time field in the ability, you will likely need the next Event to stop the casting animation in case that you move the unit, or use another ability...
The above actor event, will play the Animation 'Spell' for a unit when it starts casting a spell. {Spell} is the name, and Spell is the selection in the Animation Properties dropdown. The brackets { and } are not seen in the Events.
This event goes in your unit's Events+. Plays an animation when using a launch effect, example for a spell. This does work for regular attacks, but there are cleaner ways of achieving attack animations on attack.
this will play the animation Attack on Missile Launch.
This next one is for a buff visual, this has it's own actor and this is usually all that's needed in that actor's Events + field
PlayForever is a Flag. It plays the Animation you specify, and then will play the end of the animation indefinitely. This is not a TRUE loop of the animation.
It works mysteriously, however... It does not reset to timer 0 after reaching the end of the animation. See Kerrigan's Stand Cover Start animation for example. Instead of playing the whole intro part of that animation(getting airborn and stretching her "wings") it would just continue the animation on from 11.33 second mark, she remains frozen mid air.
However,if you specify a Zealot to do Dance Varriation 02, play forever, he continues dancing, resetting the timer on the animation. Trial and Error in most cases
Multi-Phase Spell Tutorial.
http://forums.sc2mapster.com/resources/tutorials/8990-data-multi-phase-spells-advanced-difficulty/
This explains SourceCastStart/SourceChannelStart/SourceFinishStart etc.etc.
General Events+ actor tutorials are... none existant, basically. Going to start making entries in the Actor Events+ section of the Wiki soon... it's desperately needed!
Also, if you need any more specific help, please feel free to message me.
0
@Reaper872: Go
Donate any old left over PC parts to schools or something. I know here they have a drop off point and people will rebuild a PC using many left over PC parts and donate them to elementary schools and whatnot. Perhaps that is something they do in your area too.
0
@cstorm15: Go
Unit Compare Vital. Although if you look up "Energy" in the search bar in the Validator tab, you will see that they are already there....
Caster Energy LT50 / Caster Energy GE50.
These however are CURRENT energy compares, you could copy/duplicate them, and change Validator - Type from Current to Fraction, and that will make it a check for Less Than 50% or Greater Than or Equal To 50%.
0
@PsychoMC: Go
If you put "Regeneration - Life Not Full" in Effect - Validators field, your search effect will only find targets that do not have 100% HP. And then it will run the effect you specify in the Search - Areas + field on any target it does find.
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@PsychoMC: Go
Well... yes. There's the 'Effect - Validators' field in the Search Effects.
THere's already a validator for "Life Not Full" so just use that one. It's called Regeneration - Life Not Full
EDIT: For the record Target Sorts will only prioritize targets in a different order if they meet the Target Sort requirements. It doesn't actually have anything to do with ignoring targets.
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@nevjmac: Go
awww c'mon!?!?!
LOL nice way to leave me hanging! :( LOL jk. I look forward to it!!
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I'm gonna start contributing aswell.
I edited some fields in the Buff section last night, some of the unknowns. Still need to do some testing for some of the unknowns aswell.
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@nevjmac: Go
Thanks Nevjmac. I try to push myself and be as creative as I can be every WDE. Too bad I can't seem to push myself on actual projects... lol
xD