Unit Filter for dead doesn't pick up the unit when it dies. But behavior count did.
The "Other+" unit seems to be a compair reference field.
In my example its referencing the last caster of that particular effect. Ie "source".
Then the apply buff effect references the initial caster of the effect (outer and caster outer). That effect is used over and over again and my tests show "outer" returns the initial unit.
Another desription of "other" would be "in relation to this"
So like: "Validate <Field> on 'Target Unit' in relation to 'Other Unit'".
This seems to be usefull in my paricular situation. There can be 20+ stacked buffs. But, unless you want to use 20 seperate behaviors, is seems that the game cannot tell which of the "stacks" you are refering to. "Other: Effect - Caster" along with "Target: Effect - Outer" tells the behavior validator that its validating the behavior with that "stack index" (for lack of a better term) on that unit that was the last "caster" of that particular effect. This seems to help the game identify which particular "effect chain" the validator is refering to. Then I just had it return the "outer" unit (aka original caster) that caste that effect on the now identified effect chain.
Edit: Right now I'm just trying to figure out how to validate that the outer unit and the source unit are within a distance of 10 from each other.
Well I found out how to aquire the unit that started the effect chain..
And I have new shit for the wiki now:
Here is my example: Farms put a buff on roads.
So what I did is created a validator that checked for the farm.
Here is the tricky part.
I set the following values:
Other Unit +: Persistant chain effect : Source (this picks up the most recent caster of this effect down this particular chain. Mutliple chains exist in the road network).
Unit +: My apply buff effect : Outer (This picks up the first caster in the effect chain of that effect. This returns the farm in my case).
And thn Value: Farm
I think I'm pretty close because I set the uni to firebat instead of farm and it returned false (ie removed the behavior) but works for farm and there is only 1 farm involved and that is the one that starts the effect chain.
Right now I'm trying to find the particular validator that will return whether the farm is alive or dead.
I tried an active system and I had a friend of mine and i tried tested it out and turns out we need a passive system.
Got that working, was pretty much the same stuff. But I need to be able to detect whether the "farm" or the unit that starts the very beginning of the chain is still alive. If its not then I need to it clear the behavior from all of the "road segments".
I've got a bit of an issue here and I'm at the end of my rope. Near as I can figure I've made it correctly but it just isn't working.
Background: This is a map like WarCraft 3's Genesis of Empires, only a little bit more appealing to the masses. It however is going to retain the Genesis of Empires Road Mechanics that made the map special to a lot of players.
Here's the general idea. Tax income (gas) is dictated by "population" on a certain capturable building. However you can build other structures that will affect the population growth, max population and in some cases a tax multiplier. Minerals are trees (that all works fine, including harvesting. I've been working with the guy making the 3dmax tools and he tells me both my issues with these models will be solved in the next tool update). I've managed to come up with a new amphibious system that plays like WarCraft 3's did (no more of that "bump" players experienced going from land to water in WW2 Diplo).
In genesis of empires you could do a mix of building these affecting structures right next to the house (in my case a capturable town - no house building) for it to grow in population. Or you could connect it by road. What road let you do is not only share the bonuses more evenly around the houses but also stack a far higher count of buildings that gave bonuses onto the same house. Basically a quasi base-building/diplomacy game.
If this can be fixed then Drac and I ought to be able to do the rest of the map.
As I said I'm pretty much at the end of my rope. I cannot see what is wrong here. I have tried doing it without the behavior durations and periods and its the same issue so I'm pretty sure thats not the cause.
Also taking away the validator that compares behaviors doesn't change anything (although each "road tile" gives the buff to every other one in range if its gone) it still has the same issue. I am starting to think that there is something screwy going on here with how the behaviors stack.
50 Max energy is the default. I was simply using it for reference on how many times the behavior was stacking.
Does anyone have any ideas on how to fix this issue?
Just a fair warning: People will troll you for posting that here.
You see this is NOT a melee forum. This is a custom map forum.
Now there are 2 kinds of custom maps which you may be confusing. There are the so-called "custom maps" that people like IronmanSC make and then there are actual custom maps that deserve the name which have modded or custom units, triggers and serious modifications to core gameplay.
You make no mention anywhere for the second, which this forum serves.
From your post you are strictly a melee clan. I will not troll you because I think it was an honest mistake but no melee promotion will recieve a warm welcome from a good share of the modders on account of the special treatment melee has had over custom maps in the last 2 years.
Sorry my snit with Sixen has caused me to act smart on his forums.. Make the title something like "Information on unit selection mechanics" or something like that.
Anyways I was busy trying to figure out why I couldn't drag select this 6+MB of WC3 models, textures, icons and sounds I was working on for a map project when I checked my inbox.
I just love it when your busting your hump over an issue that no one can solve and the answer just magically appears in your email when you finally bother to check it :P Don't get mad at me. Near as I can figure it was pure dumb luck that I got this contact.
But rather than horde this stuff like Sixen does I thought you guys would like to know the real reason you are having selection issues with your custom or ported models.
And does anybody know what he means by "matrix" here? I'm kinda thinking its the same thing but you 3dmax guys ought to know more I'm just a nub CS student.
Now guys please do me a favor. My contact asked that his name not be revealed. Its not a conspiracy or anything... he's done more than enough asking around on my/our behalf for his bosses to know about it he just asked me not to share his name and I am going to respect that. So PLEASE don't engage into speculation as to who this guy is. Its about the only real line of communication anyone I work with has into Blizzard and it just generated a huge goldmine of much needed information. So lets keep it informal please? Thanks...
Anyways just thought I'd share that information around a little bit. Hope it helps!
And Curse can up itself with a........................................................................... post formattting options.
Anyways good to see the post was finally changed. I am very lax in most areas but slandering a map in the maker's official thread is off limits to my morals.
0
@DrSuperEvil: Go
Unit Filter for dead doesn't pick up the unit when it dies. But behavior count did.
The "Other+" unit seems to be a compair reference field.
In my example its referencing the last caster of that particular effect. Ie "source".
Then the apply buff effect references the initial caster of the effect (outer and caster outer). That effect is used over and over again and my tests show "outer" returns the initial unit.
Another desription of "other" would be "in relation to this"
So like: "Validate <Field> on 'Target Unit' in relation to 'Other Unit'".
This seems to be usefull in my paricular situation. There can be 20+ stacked buffs. But, unless you want to use 20 seperate behaviors, is seems that the game cannot tell which of the "stacks" you are refering to. "Other: Effect - Caster" along with "Target: Effect - Outer" tells the behavior validator that its validating the behavior with that "stack index" (for lack of a better term) on that unit that was the last "caster" of that particular effect. This seems to help the game identify which particular "effect chain" the validator is refering to. Then I just had it return the "outer" unit (aka original caster) that caste that effect on the now identified effect chain.
Edit: Right now I'm just trying to figure out how to validate that the outer unit and the source unit are within a distance of 10 from each other.
0
Well I found out how to aquire the unit that started the effect chain..
And I have new shit for the wiki now:
Here is my example: Farms put a buff on roads.
So what I did is created a validator that checked for the farm.
Here is the tricky part.
I set the following values:
Other Unit +: Persistant chain effect : Source (this picks up the most recent caster of this effect down this particular chain. Mutliple chains exist in the road network).
Unit +: My apply buff effect : Outer (This picks up the first caster in the effect chain of that effect. This returns the farm in my case).
And thn Value: Farm
I think I'm pretty close because I set the uni to firebat instead of farm and it returned false (ie removed the behavior) but works for farm and there is only 1 farm involved and that is the one that starts the effect chain.
Right now I'm trying to find the particular validator that will return whether the farm is alive or dead.
0
Well now I've got a new problems.
I tried an active system and I had a friend of mine and i tried tested it out and turns out we need a passive system.
Got that working, was pretty much the same stuff. But I need to be able to detect whether the "farm" or the unit that starts the very beginning of the chain is still alive. If its not then I need to it clear the behavior from all of the "road segments".
Any ideas?
0
Nvm, Figured it out.
And I have something to add to the sc2mapster wiki:
The other+ field for validators is the unit the effect or behavior or ability is referenced from.
Ie in some cases when you compair a field for a target unit you need to link the source unit the action is coming from.
0
@DrSuperEvil: Go
Ok, I played around with the presistant since I saw the project (my searches before never turned it up), this was posted yesterday (my TZ).
Thanks for taking a look at it!
0
So you won't look at it?
I'm not gonna bother formatting something the person won't even take a look at.
0
Hello all,
I've got a bit of an issue here and I'm at the end of my rope. Near as I can figure I've made it correctly but it just isn't working.
Background: This is a map like WarCraft 3's Genesis of Empires, only a little bit more appealing to the masses. It however is going to retain the Genesis of Empires Road Mechanics that made the map special to a lot of players.
Here is some screen shots to show whats going on: http://photobucket.com/FockeWulfIssues
Here's the general idea. Tax income (gas) is dictated by "population" on a certain capturable building. However you can build other structures that will affect the population growth, max population and in some cases a tax multiplier. Minerals are trees (that all works fine, including harvesting. I've been working with the guy making the 3dmax tools and he tells me both my issues with these models will be solved in the next tool update). I've managed to come up with a new amphibious system that plays like WarCraft 3's did (no more of that "bump" players experienced going from land to water in WW2 Diplo).
In genesis of empires you could do a mix of building these affecting structures right next to the house (in my case a capturable town - no house building) for it to grow in population. Or you could connect it by road. What road let you do is not only share the bonuses more evenly around the houses but also stack a far higher count of buildings that gave bonuses onto the same house. Basically a quasi base-building/diplomacy game.
And just an FYI the WarCraft 3 models, once I get the bugs ironed out that I'm told will be fixed in the next 3dmax .m3 export tools (see one of my controbutions to both site and community here: http://www.sc2mapster.com/forums/development/artist-tavern/39949-how-to-prevent-imported-models-not-being-selectable/#p5) I'm going to put all of the models up on one of the community sites (see here http://www.hiveworkshop.com/forums/sc2-resources-675/warcraft-3-mortar-team-215657/?prev=r%3D20).
So anyways here are the mechanics copy n pastes:
If this can be fixed then Drac and I ought to be able to do the rest of the map.
As I said I'm pretty much at the end of my rope. I cannot see what is wrong here. I have tried doing it without the behavior durations and periods and its the same issue so I'm pretty sure thats not the cause.
Also taking away the validator that compares behaviors doesn't change anything (although each "road tile" gives the buff to every other one in range if its gone) it still has the same issue. I am starting to think that there is something screwy going on here with how the behaviors stack.
50 Max energy is the default. I was simply using it for reference on how many times the behavior was stacking.
Does anyone have any ideas on how to fix this issue?
Thanks!
0
A friend of mine had the same issue with his 9300M card.
Turned out that they are modifying the SC2 shader. We set it from low to medium and that fixed it.
0
Dear OP:
Just a fair warning: People will troll you for posting that here.
You see this is NOT a melee forum. This is a custom map forum.
Now there are 2 kinds of custom maps which you may be confusing. There are the so-called "custom maps" that people like IronmanSC make and then there are actual custom maps that deserve the name which have modded or custom units, triggers and serious modifications to core gameplay.
You make no mention anywhere for the second, which this forum serves.
From your post you are strictly a melee clan. I will not troll you because I think it was an honest mistake but no melee promotion will recieve a warm welcome from a good share of the modders on account of the special treatment melee has had over custom maps in the last 2 years.
0
Have you played WW2 Diplo (1.4) or Fate of the Empire (1.5)?
http://i1088.photobucket.com/albums/i333/marshallwellington/Terrain007.jpg
http://i1088.photobucket.com/albums/i333/marshallwellington/Terrain009.jpg
http://i1088.photobucket.com/albums/i333/marshallwellington/Screenshot2012-02-2323_48_40-1.jpg
http://i1088.photobucket.com/albums/i333/marshallwellington/Terrain057.jpg
http://i1088.photobucket.com/albums/i333/marshallwellington/Terrain056.jpg
http://i1088.photobucket.com/albums/i333/marshallwellington/Screenshot2012-02-2323_47_57.jpg
And the new Rise of the Reich project:
http://diplomunion.com/showthread.php?13710-Rise-of-the-Reich
http://i1088.photobucket.com/albums/i333/marshallwellington/m4a3e8_1A.jpg
http://i1088.photobucket.com/albums/i333/marshallwellington/WW2Diplo_Tiger2_Pic_1a.jpg
http://i1088.photobucket.com/albums/i333/marshallwellington/WW2Diplo_IS2_1a.jpg
http://i1088.photobucket.com/albums/i333/marshallwellington/P51DMustang_Render_1a.jpg
http://i1088.photobucket.com/albums/i333/marshallwellington/Terrain012.jpg
http://i1088.photobucket.com/albums/i333/marshallwellington/Terrain020-1.jpg
Then there is my World War Zombies: Reanimated
http://i1088.photobucket.com/albums/i333/marshallwellington/Screenshot2012-04-2321_13_59.jpg
http://i1088.photobucket.com/albums/i333/marshallwellington/Screenshot2012-04-2321_15_43.jpg
http://i1088.photobucket.com/albums/i333/marshallwellington/Screenshot2012-04-2321_14_08.jpg
And a new one I'm doing with the Genesis team... Greed...
A strategy based on the grate lakes set in the 1800's.
0
Sorry my snit with Sixen has caused me to act smart on his forums.. Make the title something like "Information on unit selection mechanics" or something like that.
Anyways I was busy trying to figure out why I couldn't drag select this 6+MB of WC3 models, textures, icons and sounds I was working on for a map project when I checked my inbox.
I just love it when your busting your hump over an issue that no one can solve and the answer just magically appears in your email when you finally bother to check it :P Don't get mad at me. Near as I can figure it was pure dumb luck that I got this contact.
But rather than horde this stuff like Sixen does I thought you guys would like to know the real reason you are having selection issues with your custom or ported models.
Here we go:
And does anybody know what he means by "matrix" here? I'm kinda thinking its the same thing but you 3dmax guys ought to know more I'm just a nub CS student.
Now guys please do me a favor. My contact asked that his name not be revealed. Its not a conspiracy or anything... he's done more than enough asking around on my/our behalf for his bosses to know about it he just asked me not to share his name and I am going to respect that. So PLEASE don't engage into speculation as to who this guy is. Its about the only real line of communication anyone I work with has into Blizzard and it just generated a huge goldmine of much needed information. So lets keep it informal please? Thanks...
Anyways just thought I'd share that information around a little bit. Hope it helps!
And Curse can up itself with a........................................................................... post formattting options.
Whoa that was a hate speech for sure...
0
Hey all,
This is a problem that I've been havily but luckily its also paired with a solution this time.
First of all make sure you are using the very latest m3 tools.
Now this is my particular case. Redo the "starcraft 2 conversion". IE where you start adding stuff and changing stuff for starcraft 2 and export.
The way I was able to tell whether or not it was working was whether the unit was centered or not in the previewer/cutscene editor.
Hope it helps!
0
@ZombieZasz: Go
THATS IT!!
I'll toss em an email.
Edit: To avoid rampant confusion... Turret Z is a custom attachment.
0
@Charysmatic: Go
Sigh...
Its not being discontinued atm...
Anyways good to see the post was finally changed. I am very lax in most areas but slandering a map in the maker's official thread is off limits to my morals.
0
@Leruster: Go
Ya my model also lost all of its animations when I tried to export. This was in 3dmax with v2.1 plugins.