I tried it now with your Idea, but it seems it does not work either. (Or maybee i cant get it to work), but
Actor - Send actor message "AnimGroupApply Death" to main actor of unit Marine [130.23, 116.73]
does not work . Tried some different Properties, but the marine never does anything. And "pLAY Animationy" doesnt work either...
Thx for the reply, but i fear that wont help in my case.
I make a Turn Based RPG like Final Fantasy, and i need that for a revive system. Actually i started months ago, made a break due to a lot of RL-Work, and now wanted to continue and finish it, just to find out that this doesn´t work anymore :D )
. The Problem with your suggestion is: when i replace it with a unit and kill that unit i have nothing left so "select" for the player if he uses a reviveskill/item.... Actually it even seems i cant pause animation on dead units....
Does anybody know WHY Blizzard changed the animationsystem this way? This has no advantages over the old "1 actor - 1 unit" system... oh boy...
Hey guys, little Problem : My (actually working) trigger looks like this:
UnitIncapacitatingHPEventsUnit-AnyUnittakesFatalorNon-FatalAnydamage(fromAnyeffects)LocalVariablesConditions(Ownerof(Triggeringunit))==1ActionsGeneral-Wait0.2GameTimesecondsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If((Triggeringunit)hasValerian02a-Incapacitated)==trueThenAnimation-PlayDeathanimationfor(Actorfor(Triggeringunit))asDefault,usingNoOptionsoptionsandDefaultTimeblendtimeUI-Display"Hero down !"for(Allplayers)toSubtitleareaUnit-Set(Triggeringunit)Lifeto1.0TextTag-Createatexttagwiththetext"Hero Down "for(Allplayers),usingafontsizeof28,at(Positionof(Triggeringunit))andheightoffset0.2,initiallyVisible,andfogofwarenforcementsettofalseTextTag-SetDurationtimefor(Lastcreatedtexttag)to4.0secondsTextTag-Setthevelocityof(Lastcreatedtexttag)to0.3coordinatespersecondatanangleof90.0degreesfromhorizontalTextTag-SetfadedtransparencyofAllfor(Lastcreatedtexttag)to20.0%Action_aktualisiereBars()General-Wait1.6GameTimesecondsUnit-Add2SlowAnimationTimeto(Triggeringunit)from(Triggeringunit)Else
What this does (or shoud do) is play the deathanimation when any unit gets incapacitated, then wait for a moment and then stopping the unit animation (i used timescale behaviour to nearly pause the unit.
Actually, THIS trigger works. BUT, now the BIG BIG problem.
Wtih units like Marine this does not work. Why? The Actor "Marine" itself has no "Death" animation anymore. Instead it seems some units now use more than one actor, in this Case there is a Marine_Death Actor with several Deathvariations.
Now the Question:
Which trigger is needed to play a marines death animation? Or is there a working way in Dataeditor (i didnt find one, tried a lot within the actors with events, but nothing seemed to work ... the best i could achive is that the actor disappeared :D)
I think it has something to do with the
" Animation - Play Stand animation for (Actor connected to Actor via reference Name) as Default, using No Options options and Default Time blend time"
but i cant figure it out ... Tried for hours now...
If someone knows the answer, i would be very thankful ....
Has anyone found out how to use them "correctly" like blizzard does?
By that i mean the doodad Bridges, not the "terrainObjects" (which do work fine, but do look strange below them).
I took a look at the Campaign missions, and blizzard uses in fact the real "doodads" (Mar sara Bridge for example), with a "nobuild" pathing under them and a High of 8.11. That does work to a degree, but if i do that, units on the bridge have only sight on things on the bridge itself, which is annoying (i guess its because the unit itself is still considerd High 0.0, and the cliffs are 8.0).
I played a bit around in the campaign mission Rainer03 (Zero Hours), and it seems that the terrain under the bridge has the same high as the cliffs (Cliff High 2), BUT is shown as Cliff High 1 (you can test this, if you try to lower the terrain under the bridge, it gets actually higher the first time you lower the terrain... ). However, i did not find any terrainobjects on the map...
Maybe this is very easy, however its a very strange behaviour and i can´t figure it out :
How the ... do the animations with this skill work? First, i tired the usual, dublicate the skill, change some values (range, damage, nothing serious ) and it didn´t work at all. Then i tired the cheesy way, modifieng the "original" skill. and it does work, kinda. It does damage, but there are no animations (no lasersight, no "missle" ... )
And then the strange part starts. : I added a original "Jim Raynor (sniper) unit to the map, and guess what? whenever my Hero uses HIS Railgun Skill, the animations start fromJim Raynor .... Out of curiousity i added a second Raynor, and now the second one is the one starting the animation, even if the first one uses the skilll ....
Ok, it was a simple, but annoying Bug. I simpy deleted the "restore Unit" Action in the Load trigger, createt a new one with EXACT the same paramenters, and its working again....
In the Save Trigger there is an Action Definition, ( SAVE Integer Variable(Player, (Last opened bank))
) which does basicly nothing else than save all the Integer Values. I tried it both ways, with action defintion and as single ""save integer in bank" actions within the trigger, nothing changed. However, heres the Action definition :
And i tested it : i deleted the XML, and it got recreated. I even tried a new trigger, in which i ONLY try to recreate the unit, but doens´t work either... i have no idea, maybe it works with the release version... well see tomorrow
Hi, well , the problem is not the Save Trigger, as i have the XML File on my harddisk, and it is everything in there that i wanted to be saved (all integers, all units and so on...) The Problem is the Load Trigger...
And i had global Bank Arrays before, didn´t work either, thats why i changed it, but it did not help anything :D.
Hi there, i have a problem with my Save-Load Funktions... and i have no idea what i did wrong :D It used to work a while ago, but now it does not... nothing is restored and i don´t know where the mistake is....
Ok First Trigger : We need to preload, or else it doesn´t load after restarting the game :
**SaveGHOST**(ThistriggersavestheUnititsItems,anditsSkills(informofintegers)EventsGame-PlayerAnyPlayertypesachatmessagecontaining"SaveGhost",matchingExactlyLocalVariablesPlayer=(OwnerofHeroGHOST)<Integer>CarriedItems=(Emptyunitgroup)<UnitGroup[10]>x=1<Integer>y=0<Integer>ItemCount=0<Integer>ConditionsActionsBank-Openbank"NimoSaveGhost"forplayerPlayerBank-StoreunitHeroGHOSTas"GHOST"ofsection"HEROES"inbank(Lastopenedbank)------- CommentBank-StoreunitHeroes[Player]as"Hero"ofsection"Heroes"inbank(Lastopenedbank)UnitGroup-Addallunitsin(AllitemscarriedbyHeroes[Player])toCarriedItems[Player]Variable-SetItemCount=(NumberofAnyunitsinCarriedItems[Player])General-Foreachintegeryfrom0to10withincrement1,do(Actions)ActionsBank-Storeunit(UnitxfromCarriedItems[Player])as("Item"+(String(x)))ofsection"Items"inbank(Lastopenedbank)Variable-Modifyx:+1Bank-StoreintegerItemCountas"ItemCount"ofsection"Items"inbank(Lastopenedbank)------- CommentSAVEIntegerVariable(Player,(Lastopenedbank))------- CommentGeneral-Wait2.0GameTimesecondsBank-Savebank(Lastopenedbank)UI-Display("Saved for "+(Nameofplayer(OwnerofHeroGHOST)))for(Allplayers)toSubtitlearea
-------------------
So far so good, no Errors in this Trigger (at least it says so :D )
And then the Load Trigger :
**loadPlayer1**EventsGame-PlayerAnyPlayertypesachatmessagecontaining"LoadGhost",matchingExactlyLocalVariablesPlayer=1<Integer>x=1<Integer>y=0<Integer>Itemstobeloaded=NoUnit<Unit>ConditionsActions------- CommentBank-Openbank"NimoSaveGhost"forplayer1UI-Display("Loading for "+(NameofplayerPlayer))for(Allplayers)toSubtitleareaGeneral-Wait1.0GameTimesecondsBank-Restore"Hero"ofsection"Heroes"frombank(Lastopenedbank)forplayerPlayerat(CenterofDeckung1A)facing0.0General-If(Conditions)thendo(Actions)elsedo(Actions)If(Unittypeof(Lastrestoredunit))==Hero-GhostThenVariable-SetHeroGHOST=(Lastrestoredunit)Unit-Set(Lastrestoredunit)MovementSpeedto0.0Unit-DisabletheMoveabilityfor(Lastrestoredunit)------- CommentVariable-SetRessEnergiezellen[Player]=(Load"Energiecell"ofsection"Ress"frombank(Lastopenedbank)asintegervalue)Variable-SetRessMetalle[Player]=(Load"Metal"ofsection"Ress"frombank(Lastopenedbank)asintegervalue)Dialog-SetDialogItemRessourcen[Player][0]textto(Text(RessMetalle[Player]))for(Playergroup(Player))Dialog-SetDialogItemRessourcen[Player][1]textto(Text(RessEnergiezellen[Player]))for(Playergroup(Player))Variable-SetIntegerLevelUpgradeSchadenGhostWaffe1[Player]=(Load"WaffeGhost1Schaden"ofsection"Items"frombank(Lastopenedbank)asintegervalue)Variable-SetIntegerLevelUpgradeSchadenGhostWaffe2[Player]=(Load"WaffeGhost2Schaden"ofsection"Items"frombank(Lastopenedbank)asintegervalue)Variable-SetIntegerLevelUpgradeSchildundPanzerGhostWaffe1[Player]=(Load"WaffeGhost1ShieldBonus"ofsection"Items"frombank(Lastopenedbank)asintegervalue)Variable-SetIntegerLevelUpgradeQucikdrawGhostWaffe2[Player]=(Load"WaffeGhost1Quickdraw"ofsection"Items"frombank(Lastopenedbank)asintegervalue)Variable-SetIntegerLevelUpgradeReichweiteGhostWaffe1[Player]=(Load"WaffeGhost1Range"ofsection"Items"frombank(Lastopenedbank)asintegervalue)Variable-SetIntegerLevelUpgradeHitpointsGhost[Player]=(Load"GhostHP"ofsection"Upgrade"frombank(Lastopenedbank)asintegervalue)Variable-SetIntegerLevelUpgradeSkillGhost1[Player]=(Load"SkillGhost1"ofsection"Skills"frombank(Lastopenedbank)asintegervalue)Variable-SetIntegerLevelUpgradeSkillGhost1Range[Player]=(Load"SkillGhost1Range"ofsection"Skills"frombank(Lastopenedbank)asintegervalue)Variable-SetIntegerLevelUpgradeSkillGhost2[Player]=(Load"SkillGhost2"ofsection"Skills"frombank(Lastopenedbank)asintegervalue)Variable-SetIntegerLevelUpgradeSkillGhost3[Player]=(Load"SkillGhost3"ofsection"Skills"frombank(Lastopenedbank)asintegervalue)Variable-SetIntegerLevelUpgradeSkillGhost4[Player]=(Load"SkillGhost4"ofsection"Skills"frombank(Lastopenedbank)asintegervalue)Variable-SetIntegerLevelUpgradeSkillGhost5[Player]=(Load"SkillGhost5"ofsection"Skills"frombank(Lastopenedbank)asintegervalue)Variable-SetIntegerLevelUpgradeSkillGhost6[Player]=(Load"SkillGhost6"ofsection"Skills"frombank(Lastopenedbank)asintegervalue)Variable-SetIntegerLevelUpgradeSkillGhost7[Player]=(Load"SkillGhost7"ofsection"Skills"frombank(Lastopenedbank)asintegervalue)Variable-SetIntegerLevelUpgradeSkillGhost8[Player]=(Load"SkillGhost8"ofsection"Skills"frombank(Lastopenedbank)asintegervalue)Variable-SetTarnenergieproRunde=(Load"Tarnenergie"ofsection"Skills"frombank(Lastopenedbank)asintegervalue)------- CommentGeneral-Wait1.0GameTimesecondsVariable-SetHeroes[Player]=(Lastrestoredunit)Trigger-RunLoadP2WaffeGhost1Schaden(IgnoreConditions,Don't Wait until it finishes)Trigger-RunLoadP2WaffeGhost2Schaden(IgnoreConditions,Don't Wait until it finishes)Trigger-RunLoadP2WaffeGhost1SchieldPanzer(IgnoreConditions,Don't Wait until it finishes)Trigger-RunLoadP2WaffeGhost1Range(IgnoreConditions,Don't Wait until it finishes)Trigger-RunLoadP2Hitpoints(IgnoreConditions,Don't Wait until it finishes)Trigger-RunLoadP2WaffeGhost1Quickdraw(IgnoreConditions,Don't Wait until it finishes)Trigger-RunLoadP2SkillGhost1(IgnoreConditions,Don't Wait until it finishes)Trigger-RunLoadP2SkillGhost1Range(IgnoreConditions,Don't Wait until it finishes)Trigger-RunLoadP2SkillGhost2(IgnoreConditions,Don't Wait until it finishes)Trigger-RunLoadP2SkillGhost3(IgnoreConditions,Don't Wait until it finishes)Trigger-RunLoadP2SkillGhost4(IgnoreConditions,Don't Wait until it finishes)Trigger-RunLoadP2SkillGhost5(IgnoreConditions,Don't Wait until it finishes)Trigger-RunLoadP2SkillGhost6(IgnoreConditions,Don't Wait until it finishes)Trigger-RunLoadP2SkillGhost7(IgnoreConditions,Don't Wait until it finishes)Trigger-RunLoadP2SkillGhost8(IgnoreConditions,Don't Wait until it finishes)ElseGeneral-Wait1.0GameTimesecondsUnitGroup-AddHeroes[Player]toHeroesUnitGroup------- CommentPlayer-ModifyplayerPlayerMinerals:SetTo(Load"Mineral"ofsection"Ress"frombank(Lastopenedbank)asintegervalue)Player-ModifyplayerPlayerVespene:SetTo(Load"Vespene"ofsection"Ress"frombank(Lastopenedbank)asintegervalue)General-Foreachintegeryfrom1to(Load"count"ofsection"Items"frombank(Lastopenedbank)asintegervalue)withincrement1,do(Actions)ActionsBank-Restore("Item"+(String(x)))ofsection"Items"frombank(Lastopenedbank)forplayerPlayerat(PositionofHeroes[Player])facing0.0Variable-SetItemstobeloaded=(Lastrestoredunit)Unit-Createone(Unittypeof(Lastrestoredunit))itemintheinventoryofHeroes[Player]Unit-RemoveItemstobeloadedfromthegameVariable-Modifyx:+1UI-Display("Loading complete"+(NameofplayerPlayer))for(Allplayers)toSubtitlearea------- Comment
-----------------
And there i get an TriggerError "could not get "bank" from paramenter in (value) ", and i have NO clue why. It doesn´t matter if i restart the map or do it in the same session, it won´t restore anything. But the Bank got saved, i have the File on my HDD (C:\Users\MyName\Documents\StarCraft II Beta\Banks), and when i open it, there is everything in there...
for 1 :
Can´t check, because i can´t start the editor at the moment (EU...)
But you could give particular unit an Aura, that effects only enemy units, and applys an hidden dummy behaviour within Range X (periodic effect- Search Area and so on... ) . I think there was some "unit has behaviour" comparison, combine that with a 0,5 periodic event trigger, and you got it ;)
Lots of people here are obviously editing their map with the new patch, but i can´t use the editor anymore. (Needs a B-net login, which is "down for maintenance, try again later".
Hi, its me again, and this time with a really hard problem :D
The gameengine itself works this way : A unit is visible (because ANY unit of player 1 can see it), and can be attacked by any unit of Player 1, even if there is a cliffwall between them.
What i want (because i make a turn based taktik game like UFO or Jagged Alliance) is quite difficult. On the one hand, i need the "can attack if visible by any unit", because otherwise attacking a higher cliff level would be impossible. On the other hand, it would be neat to have somekind of "does less damage if not visible by attacker" effect. As it is for now, its really annoying, because high Range units can attack through walls as long as the units behind the wall are visible ...
Does anybody know a way to archieve this? (or does have a better idea :D)
0
I tried it now with your Idea, but it seems it does not work either. (Or maybee i cant get it to work), but Actor - Send actor message "AnimGroupApply Death" to main actor of unit Marine [130.23, 116.73] does not work . Tried some different Properties, but the marine never does anything. And "pLAY Animationy" doesnt work either...
0
Thx for the reply, but i fear that wont help in my case.
I make a Turn Based RPG like Final Fantasy, and i need that for a revive system. Actually i started months ago, made a break due to a lot of RL-Work, and now wanted to continue and finish it, just to find out that this doesn´t work anymore :D ) . The Problem with your suggestion is: when i replace it with a unit and kill that unit i have nothing left so "select" for the player if he uses a reviveskill/item.... Actually it even seems i cant pause animation on dead units....
Does anybody know WHY Blizzard changed the animationsystem this way? This has no advantages over the old "1 actor - 1 unit" system... oh boy...
0
Hey guys, little Problem : My (actually working) trigger looks like this:
What this does (or shoud do) is play the deathanimation when any unit gets incapacitated, then wait for a moment and then stopping the unit animation (i used timescale behaviour to nearly pause the unit. Actually, THIS trigger works. BUT, now the BIG BIG problem. Wtih units like Marine this does not work. Why? The Actor "Marine" itself has no "Death" animation anymore. Instead it seems some units now use more than one actor, in this Case there is a Marine_Death Actor with several Deathvariations.
Now the Question: Which trigger is needed to play a marines death animation? Or is there a working way in Dataeditor (i didnt find one, tried a lot within the actors with events, but nothing seemed to work ... the best i could achive is that the actor disappeared :D) I think it has something to do with the " Animation - Play Stand animation for (Actor connected to Actor via reference Name) as Default, using No Options options and Default Time blend time" but i cant figure it out ... Tried for hours now...
If someone knows the answer, i would be very thankful ....
0
"bumb"
0
Has anyone found out how to use them "correctly" like blizzard does?
By that i mean the doodad Bridges, not the "terrainObjects" (which do work fine, but do look strange below them). I took a look at the Campaign missions, and blizzard uses in fact the real "doodads" (Mar sara Bridge for example), with a "nobuild" pathing under them and a High of 8.11. That does work to a degree, but if i do that, units on the bridge have only sight on things on the bridge itself, which is annoying (i guess its because the unit itself is still considerd High 0.0, and the cliffs are 8.0). I played a bit around in the campaign mission Rainer03 (Zero Hours), and it seems that the terrain under the bridge has the same high as the cliffs (Cliff High 2), BUT is shown as Cliff High 1 (you can test this, if you try to lower the terrain under the bridge, it gets actually higher the first time you lower the terrain... ). However, i did not find any terrainobjects on the map...
0
Maybe this is very easy, however its a very strange behaviour and i can´t figure it out :
How the ... do the animations with this skill work? First, i tired the usual, dublicate the skill, change some values (range, damage, nothing serious ) and it didn´t work at all. Then i tired the cheesy way, modifieng the "original" skill. and it does work, kinda. It does damage, but there are no animations (no lasersight, no "missle" ... )
And then the strange part starts. : I added a original "Jim Raynor (sniper) unit to the map, and guess what? whenever my Hero uses HIS Railgun Skill, the animations start fromJim Raynor .... Out of curiousity i added a second Raynor, and now the second one is the one starting the animation, even if the first one uses the skilll ....
i am SO confused ....
0
Ok, it was a simple, but annoying Bug. I simpy deleted the "restore Unit" Action in the Load trigger, createt a new one with EXACT the same paramenters, and its working again....
Well, case closed :D
0
@Glynn: Go
In the Save Trigger there is an Action Definition, ( SAVE Integer Variable(Player, (Last opened bank)) ) which does basicly nothing else than save all the Integer Values. I tried it both ways, with action defintion and as single ""save integer in bank" actions within the trigger, nothing changed. However, heres the Action definition :
And i tested it : i deleted the XML, and it got recreated. I even tried a new trigger, in which i ONLY try to recreate the unit, but doens´t work either... i have no idea, maybe it works with the release version... well see tomorrow
0
@Glynn: Go
Hi, well , the problem is not the Save Trigger, as i have the XML File on my harddisk, and it is everything in there that i wanted to be saved (all integers, all units and so on...) The Problem is the Load Trigger...
And i had global Bank Arrays before, didn´t work either, thats why i changed it, but it did not help anything :D.
0
Hi there, i have a problem with my Save-Load Funktions... and i have no idea what i did wrong :D It used to work a while ago, but now it does not... nothing is restored and i don´t know where the mistake is....
Ok First Trigger : We need to preload, or else it doesn´t load after restarting the game :
--------------------------------------------So far so good, no Errors in this Trigger (at least it says so :D )
And then the Load Trigger :
-----------------And there i get an TriggerError "could not get "bank" from paramenter in (value) ", and i have NO clue why. It doesn´t matter if i restart the map or do it in the same session, it won´t restore anything. But the Bank got saved, i have the File on my HDD (C:\Users\MyName\Documents\StarCraft II Beta\Banks), and when i open it, there is everything in there...
0
hmmm would it be possible to create Sight Blockers that effect only a special unit? (or at least only the player owning the unit? )
0
for 1 : Can´t check, because i can´t start the editor at the moment (EU...) But you could give particular unit an Aura, that effects only enemy units, and applys an hidden dummy behaviour within Range X (periodic effect- Search Area and so on... ) . I think there was some "unit has behaviour" comparison, combine that with a 0,5 periodic event trigger, and you got it ;)
0
Lots of people here are obviously editing their map with the new patch, but i can´t use the editor anymore. (Needs a B-net login, which is "down for maintenance, try again later".
How do you guys login? :D
0
Bumb,
seems this has no solution :D
0
Hi, its me again, and this time with a really hard problem :D
The gameengine itself works this way : A unit is visible (because ANY unit of player 1 can see it), and can be attacked by any unit of Player 1, even if there is a cliffwall between them.
What i want (because i make a turn based taktik game like UFO or Jagged Alliance) is quite difficult. On the one hand, i need the "can attack if visible by any unit", because otherwise attacking a higher cliff level would be impossible. On the other hand, it would be neat to have somekind of "does less damage if not visible by attacker" effect. As it is for now, its really annoying, because high Range units can attack through walls as long as the units behind the wall are visible ...
Does anybody know a way to archieve this? (or does have a better idea :D)