For Stettman's needles... I'm not sure, maybe they went and separated it in 3dSMax, or they make Stetmann smaller than the unit, and then attached center to center... those needles & shields stick out quite far...
If you want to duplicate a unit, basically duplicate the Unit and it's Actor... in the case of the marine, you would duplicate the unit "Marine" and the actor "Marine"
You can also duplicate the weapon and any effects tied to that weapon, but these are so easy to make new ones that you shouldn't even bother.
I will usually give all my newly created actors/weapon items a prefix, and I will usually give Effects a prefix and a suffix.
Lets say I made a new Marine called a Gunner. The unit and the actor will be simply called 'Gunner'. The weapon will be called 'Chain Gun' with the prefix 'Gunner -'... yes, including the space and the dash.
Lets say my Chain Gun creates 1 bullet every 0.1 seconds for a duration of 1 second... my persistent effect will be called 'Chain Gun', the ID will be 'ChainGunPersistent', prefix set as 'Gunner -' and suffix set as '(Persistent)'. At the end of the day, all my effects tied to a weapon or ability will all be named 'Chain Gun'(the first box when making new/editing), but the ID(the box under the name box) I set as custom(I barely use "Suggest" button), instead of having ChainGun, ChainGun2, ChainGun3... I change the 2's and 3's to Persistent or Damage or whatnot.
My effects list looks something like this...
Gunner - Chain Gun (Persistent) [ID ChainGunPersistent]
Gunner - Chain Gun (Launch Missile) [ID ChainGunLaunch]
Gunner - Chain Gun (Damage) [ID ChainGunDamage]
Name your actors/anything however you like... spaces, no spaces, whatever. I tend to follow a little bit of the Blizzard style of formatting their stuff, like any Site Op actors I create will be called SOpsChainGunOffset or whatnot, otherwise I tend to usually put spaces between words, unless it's really long.
Once you save your map, if you notice the search bar in the Object Viewer side of the editor, next to it will be 3 buttons and then next to that is a dropdown menu with the name DataSource... use that dropdown menu to select the last option, and make sure your Search bar has no text in it... anything and everything you have customized will show up, now, no default(blue & grey) entries will show up, just green(your customs).
Again, adding prefixes can help also. If you are working on a Gunner, just leave DataSrouce as All Data and input Gunner in the Search bar... anything with "gunner" in its name, prefix or whatnot will show up.
Even when the tank is currently stopped it won't unload. I'm just gonna leave it for the time being and get back on that in a day. Or two... or three LOL.
lol. Discovered a bug thanks to your extra challenge. Grrr :P
My load/unload tank ability gives a buff to the Tank when it unloads, which happens automatically when it Sieges, because the Siege Tank in Siege Mode has no cargo space. Works perfect. When it goes from Siege Mode to Tank Mode, the validator triggers, removing the buff and running the Final effect, which searches for marines and orders the tank to load them up. Again, works perfect.
What I never tested is that this also gets applied when trying to unload while in Tank mode... it unloads, gets the behavior, behavior validates and destroys itself, but not before it runs the search effect and loads up marines... I cannot unload marines while in tank mode, LOL. :|
If I validate the Unload, well I'm screwed eitherway, lol. I can try and validate that it's a Siege Tank in Siege mode for the units to be unloaded, but it already does that automatically. If I validate that it's a Tank, well same problem... it's a regular tank, unloads units, runs its buff, does the above, auto loads the marines... gaaaah KEYBOARD SMASH!!!
Should be seperate validators both for Cargo Behavior and Transport Behavior...
Hmm, this would ACTUALLY be something very useful for Blizzard to add in the Editor in the near future... gonna go make a post in the Bnet forums!
EDIT: Gah!! I figured out the problem... I'm going to have to give the Sieged Tank cargo space... This will allow me to validate both Unload behaviors if and only if the Tank is in Siege Mode... i'll rework it so that it will order the unload automatically while in siege, and that should hopefully fix this stupid ass issue... eitherway it would be nice to have a Validator for each Load/Unload Cargo/Transport Behavior field.
EDIT 2: Gah that fixed nothing! KEYBOARD DOUBLE SMASH!!!
Basically what you want to do is setup a Requirement.
If your button/ability is called 'Grenade Launcher', then make a Requirement of type Ability, call it 'Not Using Grenade Launcher'.
When you go to modify the Requirement + field of the requirement, make sure the little button is checked for Tree, you will notice green folders called 'Not Using Grenade Launcher', 'Use' and 'Show'.
Right click on Show, select add Requirement. Change the default AND to NOT.
Right click on NOT, select add Requirement. change AND to Count Behavior, change the Alias dropdown to the buff your unit has when using the grenade launcher, then change State dropdown section to Completed At Unit. This button will now only show when you are NOT using the grenade launcher/accompanying buff.
That's 1 way.
I've never tested this next idea out but I imagine it would work... It's basically doing the same as above, but putting all that into the USE folder instead of the SHOW folder... Shouldn't be allowed to use the button(might grey it out???) if you are using the grenade launcher.
Science Vessel: Rendered invisible, unselectable.
Goliaths/Merc Goliaths: No top, Legs with a platform. BONUS: the Merc Goliath has an underhull turret build right in... looks damn cool.
Infested Missile Turret: Looks much the same as the regular, except it has those tentacles attached to it.
Diamondbacks: These look like futuristic speed boats, pretty cool.
Hive Mind Emulator: Looks alright, radar dish is missing.
Drakken Laser Drill: Giant Platform on 3 legs without the laser turret.
Virophage/Spore Cannon: Green/top area missing, only the base with 2 tentacles/spined circles remain.Can see the ground in the middle of it.
Terratron: No longer has a head, unselectable
Perdition Turrets: picture a steel ring, you can see the ground in the middle of it.
0
If only I had a scanner... :\
Still practicing with the Tablet.... find it extremely odd to drawn on the PC than on Paper... I'm always drawing 'too big' for my PC-canvas. *sigh*
Good stuff from all of you by the way.
Looking at the buckles/straps on his jacket makes my eyes wanna bleed!! lol ;)
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@JJ436: Go
For any unit that has a turret, refer to this post... http://forums.sc2mapster.com/development/data/18329-weekly-data-exercise-10-all-turrets-active-commander/?page=4#p69
For Stettman's needles... I'm not sure, maybe they went and separated it in 3dSMax, or they make Stetmann smaller than the unit, and then attached center to center... those needles & shields stick out quite far...
0
@Rainther: Go
If you want to duplicate a unit, basically duplicate the Unit and it's Actor... in the case of the marine, you would duplicate the unit "Marine" and the actor "Marine"
You can also duplicate the weapon and any effects tied to that weapon, but these are so easy to make new ones that you shouldn't even bother.
I will usually give all my newly created actors/weapon items a prefix, and I will usually give Effects a prefix and a suffix.
Lets say I made a new Marine called a Gunner. The unit and the actor will be simply called 'Gunner'. The weapon will be called 'Chain Gun' with the prefix 'Gunner -'... yes, including the space and the dash.
Lets say my Chain Gun creates 1 bullet every 0.1 seconds for a duration of 1 second... my persistent effect will be called 'Chain Gun', the ID will be 'ChainGunPersistent', prefix set as 'Gunner -' and suffix set as '(Persistent)'. At the end of the day, all my effects tied to a weapon or ability will all be named 'Chain Gun'(the first box when making new/editing), but the ID(the box under the name box) I set as custom(I barely use "Suggest" button), instead of having ChainGun, ChainGun2, ChainGun3... I change the 2's and 3's to Persistent or Damage or whatnot.
My effects list looks something like this...
Gunner - Chain Gun (Persistent) [ID ChainGunPersistent]
Gunner - Chain Gun (Launch Missile) [ID ChainGunLaunch]
Gunner - Chain Gun (Damage) [ID ChainGunDamage]
Name your actors/anything however you like... spaces, no spaces, whatever. I tend to follow a little bit of the Blizzard style of formatting their stuff, like any Site Op actors I create will be called SOpsChainGunOffset or whatnot, otherwise I tend to usually put spaces between words, unless it's really long.
Once you save your map, if you notice the search bar in the Object Viewer side of the editor, next to it will be 3 buttons and then next to that is a dropdown menu with the name DataSource... use that dropdown menu to select the last option, and make sure your Search bar has no text in it... anything and everything you have customized will show up, now, no default(blue & grey) entries will show up, just green(your customs).
Again, adding prefixes can help also. If you are working on a Gunner, just leave DataSrouce as All Data and input Gunner in the Search bar... anything with "gunner" in its name, prefix or whatnot will show up.
Hope this helps.
0
@Hookah604: Go
I believe that in the Target - Impact Location + field for your damage effect is set to (None):Target Unit/Point, simply change (None) to Persistent
0
@Paranoiks: Go
Basically to spy upon from a distance.
Like when a Wizard looks into his crystal ball and can see someone or some event far away... that is Scrying.
0
@houndofbaskerville: Go
I have VLC... since when does that record?
It's VLC Media Player. there are no options or buttons to capture screen/audio, at least none that I can see...
0
@Samiur: Go
Dude that's pretty sweet. I like it!
0
@Tekaichi: Go
Yes, Fraps captures all Output Sound, including game sounds and music. All my vids are recorded using Fraps.
0
@DrSuperEvil: Go
There already is one on the search... only marines.
0
@DrSuperEvil: Go
Even when the tank is currently stopped it won't unload. I'm just gonna leave it for the time being and get back on that in a day. Or two... or three LOL.
0
@nevjmac: Go
Thanks there Nevjmac!
:|
lol. Discovered a bug thanks to your extra challenge. Grrr :P
My load/unload tank ability gives a buff to the Tank when it unloads, which happens automatically when it Sieges, because the Siege Tank in Siege Mode has no cargo space. Works perfect. When it goes from Siege Mode to Tank Mode, the validator triggers, removing the buff and running the Final effect, which searches for marines and orders the tank to load them up. Again, works perfect.
What I never tested is that this also gets applied when trying to unload while in Tank mode... it unloads, gets the behavior, behavior validates and destroys itself, but not before it runs the search effect and loads up marines... I cannot unload marines while in tank mode, LOL. :|
If I validate the Unload, well I'm screwed eitherway, lol. I can try and validate that it's a Siege Tank in Siege mode for the units to be unloaded, but it already does that automatically. If I validate that it's a Tank, well same problem... it's a regular tank, unloads units, runs its buff, does the above, auto loads the marines... gaaaah KEYBOARD SMASH!!!
Should be seperate validators both for Cargo Behavior and Transport Behavior...
Hmm, this would ACTUALLY be something very useful for Blizzard to add in the Editor in the near future... gonna go make a post in the Bnet forums!
EDIT: Gah!! I figured out the problem... I'm going to have to give the Sieged Tank cargo space... This will allow me to validate both Unload behaviors if and only if the Tank is in Siege Mode... i'll rework it so that it will order the unload automatically while in siege, and that should hopefully fix this stupid ass issue... eitherway it would be nice to have a Validator for each Load/Unload Cargo/Transport Behavior field.
EDIT 2: Gah that fixed nothing! KEYBOARD DOUBLE SMASH!!!
0
@SewTwo: Go
Try removing the 'NOT' part in the requirement then??
0
@SewTwo: Go Oh ya. You place this requirement in the Ability + field (i'm pretty sure it's that field), not on the command card.
0
@SewTwo: Go
Basically what you want to do is setup a Requirement.
If your button/ability is called 'Grenade Launcher', then make a Requirement of type Ability, call it 'Not Using Grenade Launcher'.
When you go to modify the Requirement + field of the requirement, make sure the little button is checked for Tree, you will notice green folders called 'Not Using Grenade Launcher', 'Use' and 'Show'.
Right click on Show, select add Requirement. Change the default AND to NOT.
Right click on NOT, select add Requirement. change AND to Count Behavior, change the Alias dropdown to the buff your unit has when using the grenade launcher, then change State dropdown section to Completed At Unit. This button will now only show when you are NOT using the grenade launcher/accompanying buff.
That's 1 way.
I've never tested this next idea out but I imagine it would work... It's basically doing the same as above, but putting all that into the USE folder instead of the SHOW folder... Shouldn't be allowed to use the button(might grey it out???) if you are using the grenade launcher.
0
@Pyandonea: Go
Found some more units with Turrets...
Science Vessel: Rendered invisible, unselectable.
Goliaths/Merc Goliaths: No top, Legs with a platform. BONUS: the Merc Goliath has an underhull turret build right in... looks damn cool.
Infested Missile Turret: Looks much the same as the regular, except it has those tentacles attached to it.
Diamondbacks: These look like futuristic speed boats, pretty cool.
Hive Mind Emulator: Looks alright, radar dish is missing.
Drakken Laser Drill: Giant Platform on 3 legs without the laser turret.
Virophage/Spore Cannon: Green/top area missing, only the base with 2 tentacles/spined circles remain.Can see the ground in the middle of it.
Terratron: No longer has a head, unselectable
Perdition Turrets: picture a steel ring, you can see the ground in the middle of it.