In farm actor, you can change the build model field to your construction model, and setting the event field to use all 3 stages,because farm has only one birth animation with one stage, but to know how to use them I need to test my ideas, if you send an example map, or just your model, I look for it. If you would like to experimenting on your own than try the anim.done function in event, when construction start then animation play birth stage 1, when animation play birth stage 1 done then animation play birth stage 2, when animation play birth stage 2 done then animation play birth stage 3. This not the code, it just an idea of how to do that.
My other problems are fixed, they get bugged from testing m3a addition.and when I removed those changes they work fine again. So this tutorial can work again. :)
Thats correct, the models limit you if you cant modeling, but ghost has a melee attack with lightsaber, there are two animation called spell, and spell cover (not spell A B C just spell), and when ghost use it a lightsaber,appears and ghost uses melee attack animation, the normal spell is animated with he has his basic rifle on the left hand and the saber is on right hand, the spell cover is the same but his gun is on his back, like he has when you put him on hold fire.
Few of them working if you go to attachment actor and remove the Unit Birth creat, and instead this you make a Unit Birth creat part in the host actor. It not solved all the attachment bugs but a it solved few of mine but not all of them, so I started to attach them with 3ds studio max.
Fortunatelly I had a back up, that don't used void dependencies so I have the sounds again. I just asked this because I would like to use some void models, and sounds, but not for the cost of the already used sounds. It is interesting, that if I copy the xml codes of the sounds manually from only "swarmed" to the "voided", after the saving method it disappears again. So I can continue the work without void, but I like to use void :).
Hi all. I have a mod file (Warcraft Multi) that uses the following dependencies (mod file)s:
Liberty
Liberty Multi
Liberty Campaign
Liberty Story Campaign
Swarm
Swarm Multi
Swarm Campaign
Swarm Story Campaign
Warcraft III Art Mod
Warcraftg III Data Mod
Warcraft Files(it is also a custom mod file that contains, world of warcraft models and sounds,)
The point is that if I would like to add the following dependencies:
Void
Void Multi
Void Campaign
Void Story Campaign
Every custom sound that I made in Warcraft Multi mod file is simply gone, even from xml codes.
Any ideas what could be wrong?
Any other person who has the same problem?
Hi all. I have a mod file (Warcraft Multi) that uses the following dependencies (mod file)s:
Liberty
Liberty Multi
Liberty Campaign
Liberty Story Campaign
Swarm
Swarm Multi
Swarm Campaign
Swarm Story Campaign
Warcraft III Art Mod
Warcraftg III Data Mod
Warcraft Files(it is also a custom mod file that contains, world of warcraft models and sounds,)
The point is that if I would like to add the following dependencies:
Void
Void Multi
Void Campaign
Void Story Campaign
Every custom sound that I made in Warcraft Multi mod file is simply gone, even from xml codes.
Any ideas what could be wrong?
Any other person who has the same problem?
You need 2 things to make air unit to ground (in this case, in other things you need 4)
1 make it attackable for ground weapons: Set in buff behavior effect plane delta air to -1 ground to 1.
2 visual: there is a height field in behavior fields but it can be only positive value from relative, so you cant put unit down only put up and when behavior over the height is become default.
However you can use another solutions, you can use modify unit effect, but it dont turn unit height to default after behavior expires so you need 2 of them one is set height to 0, and one set the height to 4(4 is the default air units height in starcraft 2)
So in buff behavior set field initial effect to height to 0 modify effect and set expire effect and final effect to height to 4.
initial start when behavior applied expired runs when behavior duration expired but not runs if behavior removed. final runs when duration expired or removed.
you need a validator that defines flying units because if you dont the ground units will also get the 4 height when behavior expired or removed.
you can also use triggers for visual height, and then you can use default height to air units, not just a fix 4 value, so it works on flying units that have different height then others.
Second part of the ability is stunning, set in modification modify flags to suppress movement enable(the basic ensnare only effect on movement and has no effect on ability use or attack.) but you can find them in buff behavior if you like to modify it.
That is good solution indeed, I dont suggested it earlier because, it changes all other reaper's settings(as Juxtapozition mentioned it earlier), including enemy one, etc but if you dont use other reapers it can be used.
Set Attack speed multiplier field to 1.x x is a % value that cause the % attack speed bonus. in this case it is 1.01 it means that 101 is the multiplayer so 1 % will added with each stack.
or
Set Attack Speed Factor, to 0.x x is the same then in the previous example. in this case it is 0.01 it means that 1% will added with each stack.
Set stack count to 255 or any amount you like but note this: according to other mod makers if the stack number is above 255 the game could becamo laggy, specially if you use this buff on multiple units. The editor maximum is 65535. I never tried that what number makes the lag, but I suggest you to keep that in mind in a first tests, and if no problem you can try more if you like.
So set stack count to 255. There is a field that called Stack count per caster, in this case you don't need it. This field is good when you creat Buff type abilites, and you can limit the buff per casters. If it is 1 the next buff overwrite the previous. if more it will stack until reach the max. In this case we use it in weapon that put the buff to caster, so the normal stack count nearly works as a stack per caster.
Creat an Apply behavior Effect
Set the behavior field to the behavior created before.
Set unit value to Caster. It is requires because if you dont change it, the target unit will get the bonus, because default unit value is Target.
Creat a Set type effect
Set the effects field to the created set effect before and the effect that seted in the weapon effects field.
In this example I used the marine gaus rifle. so you I put in the set effect the marine gauss rifle damage effect and the apply behavior effect.
Go to the selected weapon, in this case marine gauss rifle set the effect field to the set effect created before.
To answer the question we must define what makes a unit to air unit in starcraft 2.
1 Height: The Height of the unit, but it's only visual effect, don't effect anything else. This effect can modified by upgrade or modify unit effect or buff behavior. So it can be used.
2 Plane array: what kind of weapons and abilities effect etc. can target it. Two options here: Air or Ground. So it is air. Without this option a ground melee unit can hit an air unit. it can be changed with upgrade or buff behavior.
3. Movement: It affect on search path, a flying unit ignores every terrain doodad or ground unit, when search a path, just fly over them. It can only modified by upgrade, I found a Jump type behavior that can modify it but simply movement change dont make it fly unit. However it is good option to make jump ability, but it not solves your problem.
4 Collide: it gives what unit types can't be in the same place at the same time, the units that have a same collide can't be in the same place at the same time, air collides a little bit different, they can cross each other or stack/split in(mutalisk stack when player harrassing with mutalisks) while moving, but when they ordered to stop they split out. It can be modified only with upgrade.
So currently you can't change movement and collide to be toogleable, just change with upgrades permanently. If a patch later on make them modifyable with some functions you will can change but until then you can use only transform (morph) ability like viking does and you can change these properties in the second reaper that is flying, and then fly up is equal to a morph abilit that turn ground reaper to flying reaper, and Landing is equal to a morph ability that turn flying reaper into a ground reaper.
0
@miketwistam: Go
In farm actor, you can change the build model field to your construction model, and setting the event field to use all 3 stages,because farm has only one birth animation with one stage, but to know how to use them I need to test my ideas, if you send an example map, or just your model, I look for it. If you would like to experimenting on your own than try the anim.done function in event, when construction start then animation play birth stage 1, when animation play birth stage 1 done then animation play birth stage 2, when animation play birth stage 2 done then animation play birth stage 3. This not the code, it just an idea of how to do that.
0
@ragadozo444: Go
My other problems are fixed, they get bugged from testing m3a addition.and when I removed those changes they work fine again. So this tutorial can work again. :)
0
@willuwontu: Go
Yeah I realized that when I read again the triggers. :)
0
@Hecks567: Go
Thats correct, the models limit you if you cant modeling, but ghost has a melee attack with lightsaber, there are two animation called spell, and spell cover (not spell A B C just spell), and when ghost use it a lightsaber,appears and ghost uses melee attack animation, the normal spell is animated with he has his basic rifle on the left hand and the saber is on right hand, the spell cover is the same but his gun is on his back, like he has when you put him on hold fire.
0
@MangledMind: Go
Few of them working if you go to attachment actor and remove the Unit Birth creat, and instead this you make a Unit Birth creat part in the host actor. It not solved all the attachment bugs but a it solved few of mine but not all of them, so I started to attach them with 3ds studio max.
in host actor(xml view) type in like this:
<On index="nextqueuenumber" Terms="UnitBirth.HostID" Send="Create AttachmentID"/>
nextqueuenumber= last index +1. if your last index=10 then new one is 11
HostID means the ID of unit actor that you use as host. for example Troll
AttachmentID means the ID of attachment actor that you use as attachment. for example TrollHelmet.
then code is like this:
<On index="11" Terms="UnitBirth.Troll" Send="Create TrollHelmet"/>
0
Fortunatelly I had a back up, that don't used void dependencies so I have the sounds again. I just asked this because I would like to use some void models, and sounds, but not for the cost of the already used sounds. It is interesting, that if I copy the xml codes of the sounds manually from only "swarmed" to the "voided", after the saving method it disappears again. So I can continue the work without void, but I like to use void :).
0
Hi all. I have a mod file (Warcraft Multi) that uses the following dependencies (mod file)s:
Liberty
Liberty Multi
Liberty Campaign
Liberty Story Campaign
Swarm
Swarm Multi
Swarm Campaign
Swarm Story Campaign
Warcraft III Art Mod
Warcraftg III Data Mod
Warcraft Files(it is also a custom mod file that contains, world of warcraft models and sounds,)
The point is that if I would like to add the following dependencies:
Void
Void Multi
Void Campaign
Void Story Campaign
Every custom sound that I made in Warcraft Multi mod file is simply gone, even from xml codes. Any ideas what could be wrong? Any other person who has the same problem?
0
Hi all. I have a mod file (Warcraft Multi) that uses the following dependencies (mod file)s:
Liberty Liberty Multi Liberty Campaign Liberty Story Campaign Swarm Swarm Multi Swarm Campaign Swarm Story Campaign Warcraft III Art Mod Warcraftg III Data Mod Warcraft Files(it is also a custom mod file that contains, world of warcraft models and sounds,)
The point is that if I would like to add the following dependencies:
Void Void Multi Void Campaign Void Story Campaign
Every custom sound that I made in Warcraft Multi mod file is simply gone, even from xml codes. Any ideas what could be wrong? Any other person who has the same problem?
0
@Narudek: Go
You need 2 things to make air unit to ground (in this case, in other things you need 4)
1 make it attackable for ground weapons: Set in buff behavior effect plane delta air to -1 ground to 1.
2 visual: there is a height field in behavior fields but it can be only positive value from relative, so you cant put unit down only put up and when behavior over the height is become default.
However you can use another solutions, you can use modify unit effect, but it dont turn unit height to default after behavior expires so you need 2 of them one is set height to 0, and one set the height to 4(4 is the default air units height in starcraft 2)
So in buff behavior set field initial effect to height to 0 modify effect and set expire effect and final effect to height to 4. initial start when behavior applied expired runs when behavior duration expired but not runs if behavior removed. final runs when duration expired or removed.
you need a validator that defines flying units because if you dont the ground units will also get the 4 height when behavior expired or removed.
you can also use triggers for visual height, and then you can use default height to air units, not just a fix 4 value, so it works on flying units that have different height then others.
Second part of the ability is stunning, set in modification modify flags to suppress movement enable(the basic ensnare only effect on movement and has no effect on ability use or attack.) but you can find them in buff behavior if you like to modify it.
0
That is good solution indeed, I dont suggested it earlier because, it changes all other reaper's settings(as Juxtapozition mentioned it earlier), including enemy one, etc but if you dont use other reapers it can be used.
0
@Bayly: Go
This xml code is work fine, copy it or replace it with your's that you already have or eximine or what you like :) .
<CEffectCreatePersistent id="PhotonCannoCreatPersistent">
<EditorCategories value=""/>
<WhichLocation Value="TargetUnit"/>
<PeriodCount value="10"/>
<PeriodicEffectArray value="PhotonCannonLM"/>
<PeriodicPeriodArray value="0.1"/>
</CEffectCreatePersistent>
Set Periodic effect instead of initial effect because Periodic Duration and Periodic Period only effect on it.
So In creat persistent effect set the following fields:
Periodic effect: Photon Cannon Launch Missile
Period duration: 0.1
Period count: 10
Target Location Value: Target Unit
The last line is the key for your Creat Peristent effect, a default created CP effect have Target Point, so you have to change it.
The 2 second waiting can be set up at photon cannon weapon by setting Stats period field to 2 instead of 1.250
0
Creat a buff type behavior
Set Attack speed multiplier field to 1.x x is a % value that cause the % attack speed bonus. in this case it is 1.01 it means that 101 is the multiplayer so 1 % will added with each stack.
or
Set Attack Speed Factor, to 0.x x is the same then in the previous example. in this case it is 0.01 it means that 1% will added with each stack.
Set stack count to 255 or any amount you like but note this: according to other mod makers if the stack number is above 255 the game could becamo laggy, specially if you use this buff on multiple units. The editor maximum is 65535. I never tried that what number makes the lag, but I suggest you to keep that in mind in a first tests, and if no problem you can try more if you like.
So set stack count to 255. There is a field that called Stack count per caster, in this case you don't need it. This field is good when you creat Buff type abilites, and you can limit the buff per casters. If it is 1 the next buff overwrite the previous. if more it will stack until reach the max. In this case we use it in weapon that put the buff to caster, so the normal stack count nearly works as a stack per caster.
Creat an Apply behavior Effect
Set the behavior field to the behavior created before.
Set unit value to Caster. It is requires because if you dont change it, the target unit will get the bonus, because default unit value is Target.
Creat a Set type effect
Set the effects field to the created set effect before and the effect that seted in the weapon effects field.
In this example I used the marine gaus rifle. so you I put in the set effect the marine gauss rifle damage effect and the apply behavior effect.
Go to the selected weapon, in this case marine gauss rifle set the effect field to the set effect created before.
So final:
if you watch the weapon you can see this
Marine gauss rifle(weapon)
Effect field: Attack Speed Set
Attack Speed Set
effects field: Attack Speed Apply Behavior, Marine Gauss Rifle Damage.
Attack Speed Apply Behavior
behavior field: Attack Speed Behavior.
0
@joemart06: Go
Put marks/checks on behavior ability stats flag field to Toogle, Transient. Set the toggle off and toggle on icons.
0
@merrillphish: Go
your welcome.
0
@uroboros1987: Go
To answer the question we must define what makes a unit to air unit in starcraft 2.
1 Height: The Height of the unit, but it's only visual effect, don't effect anything else. This effect can modified by upgrade or modify unit effect or buff behavior. So it can be used.
2 Plane array: what kind of weapons and abilities effect etc. can target it. Two options here: Air or Ground. So it is air. Without this option a ground melee unit can hit an air unit. it can be changed with upgrade or buff behavior.
3. Movement: It affect on search path, a flying unit ignores every terrain doodad or ground unit, when search a path, just fly over them. It can only modified by upgrade, I found a Jump type behavior that can modify it but simply movement change dont make it fly unit. However it is good option to make jump ability, but it not solves your problem.
4 Collide: it gives what unit types can't be in the same place at the same time, the units that have a same collide can't be in the same place at the same time, air collides a little bit different, they can cross each other or stack/split in(mutalisk stack when player harrassing with mutalisks) while moving, but when they ordered to stop they split out. It can be modified only with upgrade.
So currently you can't change movement and collide to be toogleable, just change with upgrades permanently. If a patch later on make them modifyable with some functions you will can change but until then you can use only transform (morph) ability like viking does and you can change these properties in the second reaper that is flying, and then fly up is equal to a morph abilit that turn ground reaper to flying reaper, and Landing is equal to a morph ability that turn flying reaper into a ground reaper.