Taking a closer look the projectile comes out of the origin for both models. In my action actor the field "Launch Attachment Query" is set to AMFilterWeapon with center as fallback. Launch site is GenericAttackLaunchSite.
Hello. I have a projectile ability correctly spawning at a ghost's weapon, but when I modelswap in a spectre model, the projectile comes from the actor's center (or base, or foot, can't tell.).
Okay I have the actor model set up to attach the blip to the unit with the behaviour applied by the mine. However, there are two things I'm looking for:
a) The blip is visible outside the fog of war. Right now it is only visible in vision. It would be good if the vision was of ONLY the blip, not the attached unit. [SOLVED]. Didn't notice the Actor - Fog Visibility field.
b) (This one is a bit more complicated, and is not absolutely necessary, but would be nice) The blip is only visible to enemies of the player whose unit it was applied to, not visible even to the applied player.
One more thing, I'm trying to make the actor purple and on the ground. I have the event ActorCreation to Set Z to 0 and SetTintColor to purple. However, the event doesn't seem to fire. What should I be using?
Sorry this is in the trigger forums, when it's clearly turned into a data problem!
Beautiful, thank you so much. Now all I need is for you to fly out here and yell at me over my shoulder whenever I write a bad algorithm. Then I'll get good.
Alright I came up with a bit of a work-around. I created two hidden towers, one for each team, with enough range to cover the entire map and its range actor hidden. These radars only detects units who can have shields and, since the units I'm dealing with have no shields, I simply set the max shields of the unit who steps onto the trap to 1. They then are added to the radar of the trapper's team!
I'm having some issues having banks store the correct values. Here's what I have:
At map init:
Preloads bank for each player,
Loads bank for playergroup active and, if no bank exists, sets integer at "C", "C" to 0.
Banks are saved.
At the end of the game, with a while loop, banks are loaded and I increment the integer at "C" "C" by 20 if player wins and 7 if player loses using the statement: BankValueSetFromInt(BankLastCreated, "C, "C", AritInt(BankValueGetInt(BankLastCreated "C", "C"), +, 20). Then the bank is saved.
Then I create a dialog where I load the bank, display the match's point gain (20 or 7), and display the total number of points gained in this and previous matches (ie. the value at "C", "C"). My issue is that, 100% of the time, the value at "C" "C" is 0. When I inspect the banks after a match, the value is 0.
So I tried saving the value at C for each player at map init in an array. Then at the end I increment the array values by 20 or 7, then use the statement BankValueSetFromInt(BankLastCreated, "C, "C", points[i]) to set the integer. The debug output for points[i] is always correct, but the value never correctly saves to the bank!
Sorry for all my questions lately, once I build up my chops I promise to start giving more to the community!
Hello there. I'm working on an ability in which one would lay a trap which, when triggered, causes an enemy hero to appear outside of vision in the 3d game world as a radar blip a la from a sensor tower. I'm having difficulty figuring this one out . . .
I have an ability which has no effect but I am using as an event to trigger an action. However, the ability does not appear on the list provided by TriggerAddEventUnitAbility. Adding AbilityCommand("Recon", 0) as custom script does not work either.
The ability DOES appear in various lists for Data, including under Actor Events, ability.
Thanks!
EDIT: PROBLEM SOLVED, it was listed under its old name in the trigger GUI, but listed under its new one in the data GUI
So for checking for cliff level difference (I don't care if it collides with ramps), do I add some sort of validator to my search area effect? I cannot find any fields that can accept such a thing.
Hi there - for my map Snipers 2.0 I have a bullet projectile that persists until it reaches the point clicked or hits an enemy.
Right now the vision is such that it never has to deal with cliffs, however, in my next versions of the game I want the bullet to persist until either it hits an enemy, it reaches maximum range, or it hits a cliff. How do I incorporate the persist until at-range and the cliff check?
0
@DrSuperEvil: Go
Taking a closer look the projectile comes out of the origin for both models. In my action actor the field "Launch Attachment Query" is set to AMFilterWeapon with center as fallback. Launch site is GenericAttackLaunchSite.
0
Hello. I have a projectile ability correctly spawning at a ghost's weapon, but when I modelswap in a spectre model, the projectile comes from the actor's center (or base, or foot, can't tell.).
Thanks!
0
Okay I have the actor model set up to attach the blip to the unit with the behaviour applied by the mine. However, there are two things I'm looking for:
a) The blip is visible outside the fog of war. Right now it is only visible in vision. It would be good if the vision was of ONLY the blip, not the attached unit. [SOLVED]. Didn't notice the Actor - Fog Visibility field.
b) (This one is a bit more complicated, and is not absolutely necessary, but would be nice) The blip is only visible to enemies of the player whose unit it was applied to, not visible even to the applied player.
One more thing, I'm trying to make the actor purple and on the ground. I have the event ActorCreation to Set Z to 0 and SetTintColor to purple. However, the event doesn't seem to fire. What should I be using?
Sorry this is in the trigger forums, when it's clearly turned into a data problem!
0
Beautiful, thank you so much. Now all I need is for you to fly out here and yell at me over my shoulder whenever I write a bad algorithm. Then I'll get good.
0
@DarlD: Go
Nope it's not a ping. It's that the unit starts appearing on a radar ie from the sensor tower behaviour until it dies.
0
Alright I came up with a bit of a work-around. I created two hidden towers, one for each team, with enough range to cover the entire map and its range actor hidden. These radars only detects units who can have shields and, since the units I'm dealing with have no shields, I simply set the max shields of the unit who steps onto the trap to 1. They then are added to the radar of the trapper's team!
It's not the most graceful method, but it works.
0
Hi there folks,
I'm having some issues having banks store the correct values. Here's what I have:
At map init:
Preloads bank for each player,
Loads bank for playergroup active and, if no bank exists, sets integer at "C", "C" to 0.
Banks are saved.
At the end of the game, with a while loop, banks are loaded and I increment the integer at "C" "C" by 20 if player wins and 7 if player loses using the statement: BankValueSetFromInt(BankLastCreated, "C, "C", AritInt(BankValueGetInt(BankLastCreated "C", "C"), +, 20). Then the bank is saved.
Then I create a dialog where I load the bank, display the match's point gain (20 or 7), and display the total number of points gained in this and previous matches (ie. the value at "C", "C"). My issue is that, 100% of the time, the value at "C" "C" is 0. When I inspect the banks after a match, the value is 0.
So I tried saving the value at C for each player at map init in an array. Then at the end I increment the array values by 20 or 7, then use the statement BankValueSetFromInt(BankLastCreated, "C, "C", points[i]) to set the integer. The debug output for points[i] is always correct, but the value never correctly saves to the bank!
Sorry for all my questions lately, once I build up my chops I promise to start giving more to the community!
0
@CrazyTwigman: Go
Your suggestion confuses me a bit. What does a hero killer timer and unit group have to do with the radar blip?
0
@CrazyTwigman: Go
Would this not add the entire opposing team to the radar? I'm looking for it to affect just the triggering unit.
0
Hello there. I'm working on an ability in which one would lay a trap which, when triggered, causes an enemy hero to appear outside of vision in the 3d game world as a radar blip a la from a sensor tower. I'm having difficulty figuring this one out . . .
Thanks!
VelRa
0
Hi there,
I have an ability which has no effect but I am using as an event to trigger an action. However, the ability does not appear on the list provided by TriggerAddEventUnitAbility. Adding AbilityCommand("Recon", 0) as custom script does not work either.
The ability DOES appear in various lists for Data, including under Actor Events, ability.
Thanks!
EDIT: PROBLEM SOLVED, it was listed under its old name in the trigger GUI, but listed under its new one in the data GUI
0
@Kueken531: Go
So for checking for cliff level difference (I don't care if it collides with ramps), do I add some sort of validator to my search area effect? I cannot find any fields that can accept such a thing.
Thanks for the help :)
0
Hi there - for my map Snipers 2.0 I have a bullet projectile that persists until it reaches the point clicked or hits an enemy.
Right now the vision is such that it never has to deal with cliffs, however, in my next versions of the game I want the bullet to persist until either it hits an enemy, it reaches maximum range, or it hits a cliff. How do I incorporate the persist until at-range and the cliff check?
0
You have to make an SC2mapster map project and get it approved :) Then it should work!
0
@Monictor: Go
Hey there I checked out the video but couldn't find anyoen to play with. Want to play?