how could i create weapons that will damage anything that incercepts the projectile, including allied units?
will have to be done through triggers i think
how do i make water non-walkable, but only to specific units?
this one isnt that easy but i dont think it's as simple as a unit flag. perhaps do it through invisible units placed in the water with a collision flag that matches the units you dont want to be able to walk in water.
how could i add an effect to a weapon that has a % chance to stun upon inflicting damage to health?
the SotIS map has stun on % effects as buffs that are made. You could check that out and expand on it.
another one: is there a way to deal reduced damage to a single target type? i need some untis to lose dmg vs shields, and setting dmg to what i want it to do to shields then giving bonuses to all other damages wont work, since shields are counted as unit type. is there a box i should check?
did you try negative damage in the armor type damage bonuses field?
is there a way to make ricocheting weapons that wont take 5 days for a noob to figure out?
copy muta attack, change missile actor. or look at proziacmuze's beam tutorial, he shows how to make chain lightning.
how could i add ammo to units, when none of them are unique, and there are a few dozen different units that need this system?
behavior that adds a stackable buff, the stackable buff will count as your ammunition. validator checks that you have the buff and dispels one when you cast. you can add the buff with an effect given by the ammunition item. I think that would work lol.
I'm not sure what code to use to make my images show, but could someone please edit them so they just show up without being opened separately? thank you. Sorry for the inconvenience.
I have seen a great deal of misunderstanding and confusion regarding how morphing works and I aim to end this with a basic tutorial.
I will make one morph for changing a hydralisk into an ultralisk.
Step 1; Buttons: One button is recommended for each morph, but in reality you can use any button you like. It is purely for aesthetic value. Images will only be posted for the creation of one, you will be able to create others on your own using the same methods. Button making instructions can be found in many unit and ability creation tutorials around www.sc2mapster.com.
Step 2; Abilities: Once again, one will be needed for each morph. I recommend using the Warp Prism - Phasing Mode morph as a base. It can be found by clicking the abilities tab then typing in Warp Prism - Phasing Mode in the search field. You will need to make a copy of this for each morph you want to make, along with renaming it something that you can remember. Don't forget to suggest a new ID. Over on the right side of the data editor we need to modify the Info + field from warp prism to ultralisk. Do this now. It is unnecessary to change anything else, it will work but you may want to go back and fine tune it later.
Step 3; Command Cards: The units cant cast their morphs if they are not found in the command cards of those units, so lets add those now. After finding our units in the units tab we must scroll to the bottom and modify both the command card + and abilities + fields. First add the ability, it makes it easier to do the command card if this is done first. In the command card after adding the button you must set it as an ability command, then choose the respective morph, in my case "Warp Prism - Ultralisk Morph" and set it as phasing mode. Phasing mode is simply the old abilities version of "Yeah i want you to transform" It is the alternative of cancel which we do not want. Repeat this for all units mentioned.
Step 4; Actors: The units will continue to look the same if we don't edit their actors, so we will be adding four actor events for each unit. One pair to change the models, and one pair to play and remove a morph animation. (The morph animation is unnecessary.) After finding our unit's actor in the actors tab, find the Event - Events + field and modify it. It will bring up a box with a long list of information that is not important to our morph, but it is important for the unit to function properly. DO NOT DELETE IT. Right click near the list on the left and press "Add Event". Click on the new event and change the fields msg type, source name, and sub name to what i show in the picture. (Or your own custom morphs if you are not following my hydralisk -> ultralisk morph in the pictures) Click on action impact below your new event and change the message type to destroy while also changing the field below from normal to immediate. Next Copy the event you just created and go straight to where it says destroy immediate and change it to create. You will have to press the button labeled actor, then change the field to baneling cocoon unnamed like the picture shows. Half done with the actor. Create a new event in the same process you created the first event, but rather than pressing start you want to press finish. Modify the action impact field to destroy and change the field below to destroy once again. Copy this new event and go straight to the field where it says destroy immediate and change it to create. Once again press the actor button and select ultralisk this time.
You now have a working morph ability! Put down a few hydralisks and some minerals and gas on the map and press test!
For me there was a problem with the unit's actor vanishing. I don't know why but sometimes this happens. To alleviate this change the actor events that destroy actors to model swaps to (none). Also take away the events that have to do with the baneling cocoon actor. I have had this work on a map done in the exact same method as above, and also had it not work. I think it is circumstantial based on the other actor events that the unit has already. I cant be sure... perhaps it has to do with the order in which they are actually done by the game engine. Not sure how to change that so at the moment the modelswap workaround is the best i can come up with.
do you already have the building able to morph into the other building? if so you just do it by setting it to autocast with a validator for the effect you have.
instead of duplicating you can add a new unit then copy settings from the unit you wanted to duplicate. Annoying yes, but the only workaround i know of.
perhaps dont make him invulnerable through the invulnerability flag, but through high base armor, health regen, or possibly even triggers that redirect damage away from him to some other unit whom has a huge health pool and immense regeneration and armor.
try defragging your hard drive, changing virtual memory settings, lowering starcraft texture settings, changing the position of the map on your hard drive. If none of those things seem to fix the error then it probably is due to the map and not your actual hardware which the error seems to imply.
PM me a link to your map and i'll test it for you. Perhaps it will work for me?
I experience "core not found" when i accidentally use beta editor instead of retail editor. Not sure if this means anything to your problem, perhaps there is a tendency for it to access the wrong application while doing certain actions? I don't know if you have the beta editor installed but hey, just checking.
0
@exelsisxax: Go
how could i create weapons that will damage anything that incercepts the projectile, including allied units?
will have to be done through triggers i think
how do i make water non-walkable, but only to specific units?
this one isnt that easy but i dont think it's as simple as a unit flag. perhaps do it through invisible units placed in the water with a collision flag that matches the units you dont want to be able to walk in water.
how could i add an effect to a weapon that has a % chance to stun upon inflicting damage to health?
the SotIS map has stun on % effects as buffs that are made. You could check that out and expand on it.
another one: is there a way to deal reduced damage to a single target type? i need some untis to lose dmg vs shields, and setting dmg to what i want it to do to shields then giving bonuses to all other damages wont work, since shields are counted as unit type. is there a box i should check?
did you try negative damage in the armor type damage bonuses field?
is there a way to make ricocheting weapons that wont take 5 days for a noob to figure out?
copy muta attack, change missile actor. or look at proziacmuze's beam tutorial, he shows how to make chain lightning.
how could i add ammo to units, when none of them are unique, and there are a few dozen different units that need this system?
behavior that adds a stackable buff, the stackable buff will count as your ammunition. validator checks that you have the buff and dispels one when you cast. you can add the buff with an effect given by the ammunition item. I think that would work lol.
0
@happy04: Go
I'm not sure what code to use to make my images show, but could someone please edit them so they just show up without being opened separately? thank you. Sorry for the inconvenience.
0
I have seen a great deal of misunderstanding and confusion regarding how morphing works and I aim to end this with a basic tutorial.
I will make one morph for changing a hydralisk into an ultralisk.
Step 1; Buttons: One button is recommended for each morph, but in reality you can use any button you like. It is purely for aesthetic value. Images will only be posted for the creation of one, you will be able to create others on your own using the same methods. Button making instructions can be found in many unit and ability creation tutorials around www.sc2mapster.com.
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Buttons1.png
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Buttons3.png
Step 2; Abilities: Once again, one will be needed for each morph. I recommend using the Warp Prism - Phasing Mode morph as a base. It can be found by clicking the abilities tab then typing in Warp Prism - Phasing Mode in the search field. You will need to make a copy of this for each morph you want to make, along with renaming it something that you can remember. Don't forget to suggest a new ID. Over on the right side of the data editor we need to modify the Info + field from warp prism to ultralisk. Do this now. It is unnecessary to change anything else, it will work but you may want to go back and fine tune it later.
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Abilities1.png
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Abilities2.png
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Abilities3.png
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Abilities4.png
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Abilities5.png
Step 3; Command Cards: The units cant cast their morphs if they are not found in the command cards of those units, so lets add those now. After finding our units in the units tab we must scroll to the bottom and modify both the command card + and abilities + fields. First add the ability, it makes it easier to do the command card if this is done first. In the command card after adding the button you must set it as an ability command, then choose the respective morph, in my case "Warp Prism - Ultralisk Morph" and set it as phasing mode. Phasing mode is simply the old abilities version of "Yeah i want you to transform" It is the alternative of cancel which we do not want. Repeat this for all units mentioned.
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Units1.png
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Units2.png
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Units3.png
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Units4.png
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Units5.png
Step 4; Actors: The units will continue to look the same if we don't edit their actors, so we will be adding four actor events for each unit. One pair to change the models, and one pair to play and remove a morph animation. (The morph animation is unnecessary.) After finding our unit's actor in the actors tab, find the Event - Events + field and modify it. It will bring up a box with a long list of information that is not important to our morph, but it is important for the unit to function properly. DO NOT DELETE IT. Right click near the list on the left and press "Add Event". Click on the new event and change the fields msg type, source name, and sub name to what i show in the picture. (Or your own custom morphs if you are not following my hydralisk -> ultralisk morph in the pictures) Click on action impact below your new event and change the message type to destroy while also changing the field below from normal to immediate. Next Copy the event you just created and go straight to where it says destroy immediate and change it to create. You will have to press the button labeled actor, then change the field to baneling cocoon unnamed like the picture shows. Half done with the actor. Create a new event in the same process you created the first event, but rather than pressing start you want to press finish. Modify the action impact field to destroy and change the field below to destroy once again. Copy this new event and go straight to the field where it says destroy immediate and change it to create. Once again press the actor button and select ultralisk this time.
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Actors1.png
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Actors2.png
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Actors3.png
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Actors4.png
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Actors5.png
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Actors6.png
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Actors7.png
http://i64.photobucket.com/albums/h165/Maxwell999/Tutorial%20SC2Mapster/Actors8.png
You now have a working morph ability! Put down a few hydralisks and some minerals and gas on the map and press test!
For me there was a problem with the unit's actor vanishing. I don't know why but sometimes this happens. To alleviate this change the actor events that destroy actors to model swaps to (none). Also take away the events that have to do with the baneling cocoon actor. I have had this work on a map done in the exact same method as above, and also had it not work. I think it is circumstantial based on the other actor events that the unit has already. I cant be sure... perhaps it has to do with the order in which they are actually done by the game engine. Not sure how to change that so at the moment the modelswap workaround is the best i can come up with.
0
@Zarakk: Go "Quote from Jinxxx123: Go
@Zarakk: Go
can i get whatever the hottest female model in wow is with some attack/spell/birth/death/idle animations? :P
Could you be a bit more specific? :) I don't know what floats your boat."
I think he means tauren
p.s. i love you zarakk thanks so much for the models
0
Any word on notifications? I had participated in a thread about this before but lost track of it. QQ No notifications....
0
@komodo1138: Go
http://www.alesrybarik.com/wp-content/uploads/2008/04/carrick-a-rede-rope-bridge.jpg
would be awesome, but i'm assuming the origional poster means something like
http://en.wikipedia.org/wiki/File:Natural_Bridge_VA_size.JPG
http://www.kitguy.com/13204.jpg
http://www.planetware.com/i/photo/stone-bridge-across-minnehaha-creek-mn233.jpg
0
@dpsygnet: Go
destroying the actor is a feature.
if the weapon is an ability or button you can set a trigger something like
Event; any unit casts X ability
Actions; (i dont know what language the editor would use, but i'm sure it has something along the lines of destory, remove, or kill) triggering unit
0
@Dhaminater: Go
do you already have the building able to morph into the other building? if so you just do it by setting it to autocast with a validator for the effect you have.
0
@zeldarules28: Go
instead of duplicating you can add a new unit then copy settings from the unit you wanted to duplicate. Annoying yes, but the only workaround i know of.
0
@Zsteven44: Go
perhaps dont make him invulnerable through the invulnerability flag, but through high base armor, health regen, or possibly even triggers that redirect damage away from him to some other unit whom has a huge health pool and immense regeneration and armor.
0
@Ratazor: Go
try defragging your hard drive, changing virtual memory settings, lowering starcraft texture settings, changing the position of the map on your hard drive. If none of those things seem to fix the error then it probably is due to the map and not your actual hardware which the error seems to imply.
PM me a link to your map and i'll test it for you. Perhaps it will work for me?
0
@Molsterr: Go
I experience "core not found" when i accidentally use beta editor instead of retail editor. Not sure if this means anything to your problem, perhaps there is a tendency for it to access the wrong application while doing certain actions? I don't know if you have the beta editor installed but hey, just checking.
0
@NotDeadYet3: Go
You would want to give it all collision flags, very high mass, very high push priority, no movement rate, no ai... long list of things...
or you could make a structure with 1x1 footprint and make it invulnerable and invisible.
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@Chamenas: Go
Drag and drop your map file onto the starcraft 2 application. It starts in single player outside of battle.net.
you should save past map versions, you can always unpublish and then publish the old version, but there may be even easier methods.
0
@TerranApocalypse: Go
I think that's about all I can do for you.
Models;
Jim Raynor Marine
Actors/GenericUnitStandard/NotDoodad/Raynor 01 (Unnamed)
Assets\Units\Terran\MarineRaynor\MarineRaynor.m3
Tychus Marine
Actors/GenericUnitStandard/NotDoodad/Tychus Chaingun
Model Assets\Units\Terran\MarineTychus\MarineTychus.m3