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    posted a message on Weekly Data Exercise #12 - Recreate a WoW Spell

    @nevjmac: Go

    Nice! I'm going to be doing a Combo of spells. I played WoW and quit before the first expansion, but I had a 60 warlock and 60 rogue and my roommate had a 60 hunter & 60 paladin.

    My combo will be one I used alot with my Warlock, back in the good old days =D

    Involved 3 spells and 1 activatable talent, which I will just make it be 4 spells in the end, I guess!

    Posted in: Data
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    posted a message on What ability type should I use?

    If it only flips the one card over, Effect - Instant. If it can be targeted to turn any card, Effect - Target

    Posted in: Data
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    posted a message on Model problem with targetable "spell"

    @Wolf1322: Go

    Have your impact model be whatever you like it, lets say EMP Blast.

    Your Actor will be a Model, type SpellOneShot or whatever.

    Set your scale however you like, and then in the actor events have this...

    • Effect.Damage.Start
      • At Effect
      • Create

    That's all that's needed.

    Posted in: Data
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    posted a message on Is it possible to make an animation play backwards?

    @Nahotnoj: Go

    http://forums.sc2mapster.com/development/data/14988-playing-an-animation-backwards/#p9

    Post 9, the one that the link takes you to, will give you all the details. Basically, no.

    Posted in: Data
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    posted a message on (Solved)persistent offset question

    Um... ya, I said Location > Target Point needs to be changed in my post... and THEN you realize on your own? lol

    Posted in: Data
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    posted a message on (Solved)persistent offset question

    @aczchef: Go

    You mean you want your "once cast" persistent to follow your caster...?

    have you tried changing
    Target - Location + from Target Point to Caster Unit?

    I believe this controls where the entire effect occurs... if its at Point, it's stationary.

    Your Offsets reference this central point.

    Posted in: Data
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    posted a message on NA Map Nights

    @RCIX: Go

    I'll certainly try and be available for as many fridays as possible, but know that I work the graveyard shift from Saturday-Wednesday every week, and that my lady-friend works full time days, so we often go out friday nights since it's the only night we both don't work.

    I'd have to say the funnest map we played was Identificationary, LOL. It's simple and fun, hahaha. It's just too bad that with a full group of players that you only get to go once and there are no time options.

    Posted in: General Chat
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    posted a message on NA Map Nights

    @jaminv: Go

    I have alot of fun (Valahan) =D

    came back from last place in Line Tower Wars to take the win! MWUAHAHAHAHAHA.

    Posted in: General Chat
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    posted a message on Force beam weapon to be visible when launcher is not?

    @RCIX: Go

    Change your beam to the LaserDrillBeam??

    All the regular beams seem to be very small in size compared to the LaserDrillBeam, used by the Drakken Laser Drill in the campaign. This beam was able to attack targets across the map as long as you had visibility.

    I've noticed your problem when I was using the Colossus Beam and had 1 point permanently attached to 1 spot and walked my colossus across the map... eventually the beam just disappears if you aren't looking at the colossus.

    Like I said, maybe change the beam used?? the Bigger beam might allow a 256x256 beam length, who knows.

    EDIT: Also, don't know if this actually matters, but the Drakken Laser Drill is a UNIT, and not a Structure. *shrug*

    Posted in: Data
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    posted a message on Building erases doodads around it!

    @LazyCoder: Go

    Hmm, well, structures use the 'Building Terrain Flatten Instant' and/or 'Building Terrain Flatten' actor(s), and it has a field -> Actor - Influence Range. Change that value from 2 to 0 and give that a try??

    Eitherway, wether your terrain is flat or not, it will run this 'flatten' actor. To me it seems like this only should affect foliage, but perhaps the doodads are automatically included in 'foliage' for this kind of actor.

    Hmm, before posting this I decided to take another look at the Barracks and noticed a 'BuildingCrushQueryResponse' in one of it's events.

    Looking into that actor, it MIGHT remove certain doodads? I would think not, because this only seems to be used when landing a lifted structure, most likely preventing it from landing on trees.. But if you look into it and play around with some settings or something, perhaps you will find a solution.

    I would suggest playing around with the Flatten actors first.

    Oh and... it seems Terran and Zerg structures use the Flatten actors, but not Protoss structures. Only Terran lifted buildings seem to use CrushQuery actor.

    • shrug* Best of luck!
    Posted in: Data
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    posted a message on 2 actor questions

    @aczchef: Go

    Simple, real simple. I had to figure this out for my Hulking Horror and it didn't take too long to do it.

    Embed Removed: https://www.youtube.com/v/uUjA7ZMCxG8?fs=1

    If you notice, it has these spiked tentacles coming out near the left cannon.

    This is part of the 'ZergMorphSpire' model, except it is frozen at a specific point(and starts at that specific point - it does not play the animation and then freeze there).

    What I did for that actor was the following.:

    • UnitBirth.X
      • Create
    • UnitBirth.X
      • AnimPlay Attach Morph,Start
    • AnimPlay
      • AnimSetTime Attach 1.0000
    • AnimPlay
      • AnimSetPaused Attach
    • UnitDeath.X
      • Destroy

    The red line starts the animation at the 1 second mark, instead of from the 0 second mark. That's what you are looking for.

    You could easily set a loop to play an animation from 1 second to end, or even from 1 to 2.3 seconds over and over if you want.

    Hope that's of some help.

    EDIT:: default Actor Event for fidget.

    • UnitFidget
      • AnimPlay Fidget Fidget

    Add a second option, like you would with Morph,Start. End up with this...

    • UnitFidget
      • AnimPlay Fidget Fidget,1

    @acidragoon: Go
    Not to be an ass or anything, but that's real helpful. sarcasm
    You go find a default Actor, that actually uses the AnimSetTime Message. That's right, you probably won't find one.

    Posted in: Data
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    posted a message on Building erases doodads around it!

    @DrSuperEvil: Go

    ya it's definitely the terrain deformer.

    have your terrain be all bumpy, place a doodad, and then change the height of your terrain right near the doodad and see what happens in the editor... your doodad either moves up or down, and gets displaced.

    All buildings flatten the terrain under and slightly around themselves. Have you ever seen a lopsided Barracks? Didn't think so :P

    Posted in: Data
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    posted a message on Missile Attack won't launch from attached actor

    @Nahotnoj: Go

    Did you set the attachment as the Host in the Hosting+ field in the Attack/Action actor for your launch?

    I will tell you one thing, though. It's hit or miss with some of that launch BS. I've had many weapons work out fine, and then others just don't want to fire from the proper location. even while making a new weapon, and having the working weapon's map open aswell, sometimes I just CANNOT get the new weapon to launch from the proper point. Which is ridiculously stupid.

    Posted in: Data
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    posted a message on [Tutorial, Trigger, Semi-Beginner] How to make a Zergling Climb a Wall.

    Nice, that's awesome!

    When I first saw the video, I wondered how you got the zergling to look like it's feet were on the wall, so I looked through you little explanation... apparently the zergling's small enough to look like it's actually clinging and climbing the wall, when all it is is just raising the height of the unit and playing the run animation... as opposed to an Ultralisk, that would look like it's running in place like CJ from san andreas and floating straight up, haha. Very nice!

    Posted in: Tutorials
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    posted a message on Falsify an "AND" Combine Validator

    uploading my map.

    test this out real quick for me after you download the map.

    A: Start the map up, grab any 1 of the ships, cast the Hyper-Space ability anywhere in the same screen, and look what happens.

    • portal opens, but it fails, ship does not go into HyperSpeed. PERFECT. I want it to fail at short ranges! No buffs(of a total 3 possible displaying on the unit)

    B: then, grab the same ship or another one, and just cast it somewhere else on the map, far away.

    • portal opens, ship does not go into HyperSpeed. Exit Dummy buff remains on the ship while the main buff is removed. COMPLETE FAIL. This is bad!

    now, go into the map editor, remove from the Hyper-Space (Set Unbuff) effect, the Hyper-Space (Unbuff) effect. Save it, then go back to play the map again, doing the same tests.

    C: Cast Hyper-Space ability anywhere on the same screen.

    • Portal opens up, ship DOES go into HyperSpeed. BAH TOTAL FAIL!

    D: Cast Hyper-Space far away on the map.

    • portal opens up, ship goes into HyperSpeed. Once near it's destination, the exit dummy behavior gets removed and an exit portal is created, ship passes through it, BINGO! Perfect!!

    I want to combine result/test A with result/test D, yet it seems somewhere something just isn't quite meshing up and I've been trying to get it working properly.

    Helps anybody??

    Posted in: Data
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