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    posted a message on Carrier Passive Launch

    @uiasdnmb: Go Well, here's an idea. For the Carrier's weapon (Carrier - Interceptor Launch) change the Weapon - Allowed Movement field to Moving instead of Slowing, change Weapon - Options, uncheck Only Fire At Attack Target and uncheck Only Fire While Attacking. Your carrier can now freely move without having to stop attacking, although by default, once launched, as long as you stayed within 12 units of the attack target, you could move all you want and your interceptors will swarm.

    I went above and beyond and also changed how the Interceptors are while not attacking. Check the video.

    Embed Removed: https://www.youtube.com/v/ARrGBUnFc4Q?fs=1

    Here's the attached mapfile, you'll want to look at Abilities tab, Carrier - Hangar to see what was changed (fields Ability - Info+ and Data - External Angle)

    Posted in: Data
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    posted a message on [Resolved] Create Unit - Issue Order

    @beatlefan: Go

    Yes you can. In the Create Unit effect, notice there's a field Effect - Spawn. You just place your Issue Order effect in here and the unit will run whatever effect is there, if it's properly set up/if your unit has the required energy, etc.

    Posted in: Data
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    posted a message on Creating effects to attach to units?

    @RCIX: Go

    follow this link to see how to get the range ring setup. http://www.stardepot.org/47/range-indicators

    You create a new actor, type Model, based on Model Animation Style One Shot. in the Art field you choose the model you want, and then in the Events+ field, make the following events.

    • Behavior.X.On -> Create
    • Behavior.X.Off -> Destroy
    Posted in: Data
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    posted a message on Making a nydus worm move

    @bulletbutter: Go

    http://forums.sc2mapster.com/development/data/15214-naruto-void-dementions-data-only-map/

    In that map file is a Moving Nydus Worm. It's called the Pain Gen-do or something like that. Be sure to credit lunarDoom if you're going to copy it down exactly.

    Posted in: Data
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    posted a message on Weekly Data Exercise #5 - What moves you?

    @Kueken531: Go

    Woops, nice catch on the width! hehe, if I would have thought about it for a minute I would have realised, lol, because I use 1680x8?? resolution for SC2, hehe.

    You are probably right on the short range weapon being missile based. I know that the long range weapon is just an impact effect kind of like the marine. I didn't think that the missile for the Short Range weapon would be targetable, but you are correct, I did not set ANY filters to the AOE Damage. So I guess it will even target invuln missiles. My bad!

    Good video, btw! That's pretty much exactly what I was going for.

    I don't know what I was doing wrong, but I tried doing just Spiral missile exactly specified in the tutorial, and every other exactly specified, then I tried combining different types of motion phases, to get like, a grenade lobbing arc, then a straight down guidance, then some zig zag... I tried it all. :\

    If you take a look at the Drunken Missile mover, there are 2 Motion Phases and 2 Motion Overlays(or whatever it's called) and they don't "link up" the same way that the tutorial would suggest (Outro [-1,-1] in a Motion Phase).

    Anyways, I think that's it for me for Movers. I like enjoying myself while in the DE, otherwise I just get bored. DE is the only reason I still have SC2 Installed. :\

    Posted in: Data
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    posted a message on Weekly Data Exercise #5 - What moves you?

    I gave up trying to make my own custom movers. I copied Drunken Missile mover and applied them to the Wraith's Gemini Missiles (Renamed to Yellow Jackets), and made the wraith shoot 8 of them at once.

    One thing I noticed is that the Custom Movers tutorial seems completely wrong. Nothing matched up from the Drunken Missile mover to the tutorial's Spiral missiles, or how to make them spiral, or anything. Everything seems backwards, and I mean no offense to ProzaicMuze, but I think some things have changed since the tutorial was put up??

    Anyways, I modified several fields to make the missiles have a tighter spiral, and less of a "wide" and "Weird" pattern. The missiles still move randomly in the spiral however. Easily noticeable because you can see the individual missiles.

    Basically it was just a bunch of random tweaks until I got sick of switching windows 3 trillion times.

    Oh and... yes that is a Jackson's Merc Battlecruiser, and I guess my Wraith was within the minimum range of 2 for the "super weapon" so it uses the weaker weapon, which happens to be EXTREMELY weak because I didn't lose a single Wraith in that test. But usually it's a much closer battle than that!

    Embed Removed: https://www.youtube.com/v/6hLV9iLFD6c?fs=1
    Posted in: Data
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    posted a message on Weekly Data Exercise #5 - What moves you?

    I followed THE GOD DAMN FKING tutorial to the letter and my movers never work. I mean, I tried making the wraith shoot out EVERY type of missile in that tutorial and it always ends up not working. It will start off working just fine, and then the missile accelerates on its own to like 300000 speed and explodes on impact but won't do any damage.

    My end goal is to have the wraith shoot out both missiles into high altitude, and then having them spiral downwards and track the target and cause impact.

    Posted in: Data
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    posted a message on Weekly Data Exercise #5 - What moves you?

    @nevjmac: Go

    I use Virtual Dub 1.9.10 to compress my videos with the XVid MPEG-4 Codec, and I save the output file as AVI

    You won't get better than 480p video if your resolution in SC2 is lower than 720(width).

    Posted in: Data
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    posted a message on What are you getting for Christmas?

    Meh. I like Xmas for a few reasons... like getting to see my aunts and uncles. Also, I'm 26 now, nearly 27, and I'm WAAAAAAAAAAAAAAAAY over XMas. I honestly hate the whole gifting idea part of it.

    Basically what me, my 2 sisters and 2 bothers-in-law and my dad do is just like, exchange gift cards to our favourite stores, and honestly I just wish we didn't even bother with the gift cards for each other. Just spend some time together and whatnot. Example: I spend X amount of money on them, and they spend X amount of money on me... why don't we just spend X amount on ourselves?? LOL.

    Exception: when it comes to my nieces and nephews. It's nice seeing them excited, their smiles and their eyes light up at Christmas when we tell them Santa came and he gave them all presents, and they get presents from their parents/aunts/uncles.

    Honestly though, I'll spend most of my XMas Season doing what I do all year round... sitting at my computer! lol.

    Posted in: Off-Topic
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    posted a message on Question on Helios/The Amazing Probe

    @progammer: Go

    High Movespeed and no Lateral Acceleration means crap like that will happen.

    Embed Removed: https://www.youtube.com/v/N8VSX7KgE14?fs=1
    • Battlecruisers have Lateral Acceleration of 0. Giving 5 speed to them, I was able to recreate this never ending circle.
    • Carrier's have a Lateral Acceleration of 46. Giving 5 speed to them, I was unable to create this effect. Changing their Lateral Acceleration to 0, I was able to have the carrier go around in circles.
    • Banshees have an extremely high Turn rate of 1499.9414, and lowering it to 720 and giving it a speed of 5, I was able to create the Circling phenomenon, HOWEVER it was in a much tighter circle.
    • giving Banshee/Battlecruiser/Carrier/Helios a Lateral Acceleration of 46 stopped this from happening.

    Banshee's Radius is 0.75 while battlecruiser/helios/carrier is 1.25. The bigger ships had larger circles.

    Turning Rate, Lateral Acceleration, Movement Speed, and even Radius it would seem(to an extent) can affect this. The mover that the helios has (FlyLow) doesn't seem to change anything).

    Posted in: Data
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    posted a message on Weekly Data Exercise #4 - Aerial Support
    Embed Removed: https://www.youtube.com/v/M1oCWJ9bVlU?fs=1

    I gave Kerrigan, The Queen of Blades the ability to call in Reinforcements to her position in the form of Zerg Drop Pods! And 3 different kinds, too!

    Posted in: Data
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    posted a message on Prevent units from leaving creep?

    @shardfenix: Go

    Certain units can only move on creep?

    Set the unit's Move Speed to 0. Create a new Behavior, call it whatever. In the Modifications + field, find the Movement section and give it a movement speed Bonus of 3 or whatever you want. Press OK, and then again, in that Behavior, add the validator 'On Creep' in the Behavior - Validators (Disable) field. Head back to your unit, and give it this new Behavior in the Behaviors + field. All done!

    Ends up being if your unit is on creep, it gets Speed X. If not on creep, Speed ZERO. You can still order the unit to move off the creep though and then they are screwed.

    Posted in: Data
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    posted a message on Weekly Data Exercise #3 - All About Auras

    @ftbhrygvn:

    Virtual Dub is great for compressing. You just need the XVid MPEG-4 Codec. Turns a 1Gig file into 40~ megs.

    Posted in: Data
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    posted a message on Custom Abilities

    @Kueken531: Go

    ya pretty much how you said it. I plan to do just that, it's just I uploaded the final late last night, and now I just woke up after a couple hours of sleep and threw up a storm. Not feeling good enough, and I dont think I can sit here for long and type out a tutorial. Soon, though, I will.

    Posted in: Data
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    posted a message on Custom Abilities

    @Tmills301: Go

    Update, V2 of Hyperspace!

    Embed Removed: https://www.youtube.com/v/xEh-yt1mhC8?fs=1
    Posted in: Data
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