You have your weapon's main effect as a Set effect. Your set effect calls 2 effects, the buff effect which applies the buff, and the damage effect. Your buff effect's modification + field, in the combat tab, under death respone, set chance to 1, and Effect set to 'Spawn Marine' or whatever. Your spawn effect set to spawn count 1, spawn unit marine ? That's the basic way of doing it. This is how I had it setup on an old 'test map' I did a few months back and it worked perfectly, no double spawns or anything.
I'm just wondering if on death you have the effect run twice for some reason. Create Persistent effects for one can cause effects to run several times, as can Behaviors and whatnot.
But if you are going for the Marine Merging challenge, you would also have to have some Create Persistent effects, Issue Order effects, a Merge ability requiring 2 marines, and possibly a few other things that I can't think of right now.
Turn shield into warmth? Unless you are using shield? I just mention that because you mention Health and Energy, but no Shields(wether or not you are using it)
The only problem I am having with the beam is having the Beams connect from the Colossus' head to a unit, PERMANENTLY, so that it would follow that unit.
I do not ever duplicate crap, I havent duplicated anything since like november. Always some odd little 'bugs' happen when I do, so I've learned to make from scratch.
My great idea is this... I gave the Colossus the Carrier - Hanger Ability, and I made 12 interceptors "external" of the colossus. I made the Interceptors "invisible" and no radius on minimap. I got it working fine, and they move... hangar's are real easy to do. Anyways, the problem I am having is having the "beam" connect from the Colossus' Head attachment to the Interceptors.
if 'unitbirth/death' = colossus, nothing shows up. Even when I had my 2 closest working "looks"(read below). For some reason it HAS to be Interceptor birth.
Host Impact +
Host Impact Site Ops +
Host Launch +
Host Launch Site Ops +
Impact/Launch +: one is Colossus, the other is Interceptor.
Impact Site Ops/Launch Site Ops +: set to SOpAttachHead or SOpAttachCenter, switch them around depending on whatever.
I've tried just using _Selectable/_Unit, Scope Target/Source/Caster, nothing seems to work. The closest I got it to working, was, there was a beam connected to the ground, under the colossus, and went to each interceptor. But the center point never moved with the colossus. Second best, there's the beam AT the interceptor but not connected.
Nothing I do seems to make it work... why are beams so RETARDED? SIMPLE? LOL bull. *sigh*
I see #6 as like, a High Templar has a Behavior that casts Psi Storms continuously, random period, random offset.
I see #8 as like, the beams are always active and move around and hunt down nearby units.
I've already got most of #8 done, I just can't get the beam to create from the colo to the 'target point'. I've gotten target point to 'colossus middle' and it doesn't follow...
haha your welcome! I thought it was pretty damn cool so I messaged Progammer and told him to check it out, and wondering if it was newsworthy... he replied with a "yep its news worthy" and there ya go :P Keep up the good work.
I think everyone loves Ubers, lol. They're just so fun to make, trying to 1-up every other uber in one department or the other. I went for Look... I just think my Hulking Horror is just... amazing looking. I knew it looked awesome when I FINALLY got the 'MorphZergSpire' to "freeze" it's animation at the right time (Left Auto Cannon, those "toothed-appendages") and suddenly it just looked.... ridiculously cool, in my opinion, haha.
PS: Thor's SUCK to work with... originally I had the Collector's Edition Thor as the base model, but it's got very craptacular attachment points, found the Merc Viking had ALOT of attachment points that are actually connected and move WITH the animation.
Really?? Hmm, I dunno, I always thought ProzaicMuze was the one who did it 100%. Now I may be mistaken, LOL.
By the way, is that "Uber" enough for you? I think it fits the bill, at least in the "look" department. Depending on the challenge, I might make it like, Morph or something... Oh god, lol.
0
@aczchef: Go
OK.
You have your weapon's main effect as a Set effect. Your set effect calls 2 effects, the buff effect which applies the buff, and the damage effect. Your buff effect's modification + field, in the combat tab, under death respone, set chance to 1, and Effect set to 'Spawn Marine' or whatever. Your spawn effect set to spawn count 1, spawn unit marine ? That's the basic way of doing it. This is how I had it setup on an old 'test map' I did a few months back and it worked perfectly, no double spawns or anything.
I'm just wondering if on death you have the effect run twice for some reason. Create Persistent effects for one can cause effects to run several times, as can Behaviors and whatnot.
But if you are going for the Marine Merging challenge, you would also have to have some Create Persistent effects, Issue Order effects, a Merge ability requiring 2 marines, and possibly a few other things that I can't think of right now.
0
@aczchef: Go
Here's a link with all the basic WikiCreole stuff (how to format the posts on this forum)
http://kb.wowace.com/markup-types/wiki-creole/
so lets say my youtube video link is what I would do is <youtube uUjA7ZMCxG8> , but instead of just 1 < and 1 >, I would do double < and double >
if that isn't clear enough, just search "youtube" on the WikiCreole markup link I gave. Clear example :)
0
@cinicraft: Go
Turn shield into warmth? Unless you are using shield? I just mention that because you mention Health and Energy, but no Shields(wether or not you are using it)
0
@wingednosering: Go
The only problem I am having with the beam is having the Beams connect from the Colossus' head to a unit, PERMANENTLY, so that it would follow that unit.
I do not ever duplicate crap, I havent duplicated anything since like november. Always some odd little 'bugs' happen when I do, so I've learned to make from scratch.
My great idea is this... I gave the Colossus the Carrier - Hanger Ability, and I made 12 interceptors "external" of the colossus. I made the Interceptors "invisible" and no radius on minimap. I got it working fine, and they move... hangar's are real easy to do. Anyways, the problem I am having is having the "beam" connect from the Colossus' Head attachment to the Interceptors.
Actor, Beam(Simple), Beam Simple Animation Style Continuous.
Events +
Impact/Launch +: one is Colossus, the other is Interceptor.
Impact Site Ops/Launch Site Ops +: set to SOpAttachHead or SOpAttachCenter, switch them around depending on whatever.
I've tried just using _Selectable/_Unit, Scope Target/Source/Caster, nothing seems to work. The closest I got it to working, was, there was a beam connected to the ground, under the colossus, and went to each interceptor. But the center point never moved with the colossus. Second best, there's the beam AT the interceptor but not connected.
Nothing I do seems to make it work... why are beams so RETARDED? SIMPLE? LOL bull. *sigh*
0
@ftbhrygvn: Go
I see #6 as like, a High Templar has a Behavior that casts Psi Storms continuously, random period, random offset.
I see #8 as like, the beams are always active and move around and hunt down nearby units.
I've already got most of #8 done, I just can't get the beam to create from the colo to the 'target point'. I've gotten target point to 'colossus middle' and it doesn't follow...
0
@AgoutiByte: Go
http://forums.sc2mapster.com/resources/tutorials/4855-data-customized-movers-advanced-difficulty/
0
@nevjmac: Go
I can tell you right now that I am going to combine Challenge 1(partial) and Challenge 8.... OMG!
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@wingednosering: Go
haha your welcome! I thought it was pretty damn cool so I messaged Progammer and told him to check it out, and wondering if it was newsworthy... he replied with a "yep its news worthy" and there ya go :P Keep up the good work.
0
@Lilianna: Go
Ahh I see. Good to know, thx for the input!
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@Adelios: Go
I provided you a link so you could have something. Last time I try and help out in any way.
0
@Kueken531: Go
Timeout field?
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@shardfenix: Go
http://forums.sc2mapster.com/development/data/15505-weekly-data-exercise-4-aerial-support/
check out some of Keuken's stuff. He's done this. Post #2 of the entire thread should be a starting point.
0
@ftbhrygvn: Go
I think everyone loves Ubers, lol. They're just so fun to make, trying to 1-up every other uber in one department or the other. I went for Look... I just think my Hulking Horror is just... amazing looking. I knew it looked awesome when I FINALLY got the 'MorphZergSpire' to "freeze" it's animation at the right time (Left Auto Cannon, those "toothed-appendages") and suddenly it just looked.... ridiculously cool, in my opinion, haha.
PS: Thor's SUCK to work with... originally I had the Collector's Edition Thor as the base model, but it's got very craptacular attachment points, found the Merc Viking had ALOT of attachment points that are actually connected and move WITH the animation.
0
@Adelios: Go
http://forums.sc2mapster.com/development/data/15998-secret-units-in-map-editor/
first post has the Hurricane Battlecruiser. You have to load all dependencies and you can find it in the previewer.
0
@nevjmac: Go
Really?? Hmm, I dunno, I always thought ProzaicMuze was the one who did it 100%. Now I may be mistaken, LOL.
By the way, is that "Uber" enough for you? I think it fits the bill, at least in the "look" department. Depending on the challenge, I might make it like, Morph or something... Oh god, lol.