Yes I am lol. I just grew a bit bored with the assets we had on hand, figured I'd give it a rest until HotS came out... and like I said, I can't get the editor to stay open for more than 20 seconds. It crashes during load map/create new map process.
I still have many ideas floating around, I'd like to try to finish my "force" WDE idea, among a few others, see what assets are available and maybe make a couple more ubers.
There are plenty of data editors to answer data questions so I just lurked from time to time without logging on.
Hmmm... that's all there is to upload, really. Any other things I posted are in their respective threads, buried(and most likely not worth the time since they are likely small edits - most of my files are already here in this thread, the WDE files and a few custom ubers - Also, some of my videos of the Prime Tank are just incomplete files, same as the Dreadnought battlecruiser, Adun Uber Templar etc etc.)
I don't use any of it for myself... at all. Read the description, it's basically free to use for anyone, credit's not even needed if you don't want to bother.
Many other things I uploaded were just basic edits, like my black carrier that shot black lasers at multiple random targets... I wasn't going to upload that for literally a 1 minute edit. The only real ability that I had never released but talked about was the HyperSpace ability but I did fix and upload it eventually... maybe point out any links with something you think I should look at that isn't on this list?
Don't know if I can even edit... I can't open any old maps or create new ones to play around with the new HotS files... which makes me sad. I had a nice little break from editing, I'd like to maybe start up again... if the editor just wouldn't crash on me within 20 seconds.
I dont know what you did, but it was the exact same thing as the VRay. I looked at the Actor for the Stalker, looked at the model it used for Warp Ins, modified that and the base Stalker models, and bam. It works no problems, no errors.. Here's the same map as the gold Void Rays, with the addition of the Gold Stalkers.
you have one ability with 8 effects! ( use a set EFFECT ) ( damaga , aoe , poison , slow ect... )
each effect is blocked untill you reseach ( upgrade ) that specific effect. via a upgrade system .
one button to use the custom spells 8 buttons for each effect you research.
I tryed doing this but my Abillity has al l he 8 effects avaiable , not sure how to make it work :( no matter what rewqirements i seem to use all 8 of them are active all the time!!
This is not a Requirements challenge. That is purely Validator controlled. Think of the Marauders with the Punisher(Slow Grenade) upgrade. The Marauder's weapon is a Set Effect, which does the Damage and Applies the Slow Behavior on the targetted unit. It is always there, but only validates if the upgrade is researched. I suggest taking a look at the Marauder's Punisher Grenades effect(s).
There are plenty of buttons that already disappear once the research is underway/completed, so that should be simple and easy enough for you to copy/duplicate/modify to your liking, for each of your Research buttons.
@Sylveslexi: Go
-Somehow having each mine check it's own proximity area and those of it's cohorts ( I don't know how to get the mines to know and act on the position of the effect that spawned them )
As you can see, multiple nuke towers cannot target the Marker location of other Nuke Towers. I have a persistent effect run a search at the marker position, and if moving enemies are found, orders the Marker's creator(the tower) to launch the nuke. It always finds it's "parent" unit, and never orders other towers to launch.
It was quite simple.
I have the Issue Order effect, the Unit+ field, set to CreateUnit effect:Caster, and the Target+ field set to CreateTarget:TargetPoint. The game automatically filters for the owning Tower and launches from proper tower to proper target point.
For more details and hands on, go to my link ASSETS and download the NukeDefenseTower map.
So perhaps...
Create Persisten effect, Effect - Initial creates the mines. The persistent flag "Persist Until Destroyed" should be checked.
When the first mine detonates, have it destroy the persistent aswell. Set the Destroy Persistent's Location+ field to CreatePersistent:TargetPoint
The Effect - Final in the Create Persistent should destroy all remaining mines. Set the Location+ field to CreatePersistent:TargetPoint/Unit
Profit?
As with everything, I would have to test this out to be sure but it seems sound.
ALTERNATIVE: Thinking this through... I believe you MIGHT need 2 persistents and a Set effect. Set effect creates persistent #1 and #2. #1 creates the mines, #2 Persists until expired. You point the Destroy Persistent to Persistent#2, which is set to on Effect- Final, destroy the mines by pointing to the proper mines via Location+ field(CreatePersisten1:TargetPoint/Unit).
I got a system working around, pretty basic, slightly hacky, I'll tell you why.
I used Marines in my test map.
First time you click the button, Marine costs 50 minerals, no requirement on it, it works like normal.
The instant you have a Marine training, it automatically switches to the 100 cost Marine button,(button 2) and that is fine.
I cannot get it to switch to button 3(150 minerals) while you have a Marine completed and are training a second one, which allowed me to train Marines 2 and 3 for 100 minerals cost by queuing it up. Same thing happened with Button 4, I could train Marine 3 and 4(if I did not queue up marine 3) for 150 minerals each.
I went a bit hacky because it just doesn't want to work how it should. Added use requirements on Buttons 2 and 3.
Basically the use requirements, if you queue up Marine 2 and 3 or 3 and 4, auto cancels the queue after Marine 2(from 2 and 3) or after Marine 3(from 3 and 4), FORCING the player to train another marine for the proper cost.
No need for any requirements on the 4th button (200 mineral Marines).
It seems slightly less than it should be, I tried MANY different ways of making the buttons show up properly, input many different scenarios and it just doesn't behave as it should.
I ended up having to throw in a, seeming useless/redundant Show requirement(the very last one for Button2 and Button3 requirements). The button would disappear and not display any button while training if/when that final Show requirement was not in.
Let me know if you need anything more solid than that. I do intend to go back and try to solve this minor annoyance at a later time.
All I did was make Barracks Train with 3 extra Marine entries, each with their own button/requirement(no requirement for the final/max cost button), and I added a 50 mineral cost for the Button 2 Marine, a 100 cost to button 3 marine, 150 cost for button 4 marine. Then stacked the Barracks Command Card with the proper Marine button(on the same slot as the original marine) pointing to the proper Barracks Train index(Marine 1, 2 or 3 buttons).
that's pretty easy. Just give me a bit, I gotta eat supper first and put the kids to bed afterwards. I'll poke my head in the editor and set it up, and then right back into Diablo 3 for me :P
EDIT: Right now the kids are being total monsters and I can't concentrate with all this god damned f*ing noise. I've got a friend hopping on D3 who I haven't played with yet so I'll be doing that soon. I will get back to this later on however.
It is more complicated than I thought, and I don't understand why, when it should be straight forward. There is a work around but it means the requirements are going to be much more complex than they SHOULD be. I'll try and finish this up tomorrow for ya.
So... I'm curious as to how much stuff you can put into a requirement.
So, I ask you, to give me a challenge. Come up with a requirement that is absurd beyond imaginings. The reason I ask you to challenge me is that everything I think up, I know I can do quite easily.
A single rule that I can think of
The entire challenge must be for a single race
I do not feel like allowing an SCV to build a Spawning Pool to meet a requirement(don't want to do useless data edits like that - I'll modify build times/cooldowns/costs, however)
Basically, I'm just bored, waiting for Diablo 3 to come out. At which point I won't be doing too much Data Editor work for a tiny bit seeing as I know I'll sink too much time into Diablo 3, hehe. I am trying to pass the time on other video games, but I usually play for 10 minutes before turning it off. I literally not gaming at all right now, and I'm bored when I'm on the PC.
Be complex about it! Like... the requirement to USE the ability/button/upgrade must meet certain requirements, while for it to SHOW on the command card, another set of requirements must also be met. Of course, let's not do mutually exclusive SHOW/USE requirements... if it can only Show when there's no Supply Depot, but can only be used while there's a Supply Depot... that'd be just stupid.
Requirements I've already done before
Only ever allowed 1 of the unit, whether it's dead or alive or being produced. Once made, can never be made that entire match again.
Here are the nodes that are possible in a requirement.
Ability Allowed
And
Behavior Allowed
Constant(Constant 1 would check for 1 of X)
Count Ability
Count Behavior
Count Unit
Count Upgrade
Division
Equals
Exclusive Or
Greater Than
Greater Than or Equal To
Less Than
Less Than or Equal To
Modulus
Multiplication
Not
Not Equal To
Odd Number
Or
Sum
Unit Allowed
Upgrade Allowed
Also, the States for any of the Count X requirements
Enjoy. I was going to tweak the AutoCast Ghost, but the basics are there and anyone can do it really easily. So I'm leaving AutoCast Ghost as is indefinitely.
Best bet is to HIDE the button of any hero you already have, and just disabling the other buttons if you don't meet the building requirements.
Here it is.
Hero 1 Requirements (USE)
Or
And (Tootip: No Heroes)
Equals
CountUnit Hero2 Queued or Better
Constant 0
Equals
CountUnit Hero3 Queued or Better
Constant 0
Equals
CountUnit Hero4 Queued or Better
Constant 0
Or (Tooltip: 1 Hero + Building 2)
And
Or
And
Equals
CountUnit Hero2 Queued or Better
Constant 1
Equals
CountUnit Hero3 Queued or Better
Constant 0
Equals
CountUnit Hero4 Queued or Better
Constant 0
And
Equals
CountUnit Hero2 Queued or Better
Constant 0
Equals
CountUnit Hero3 Queued or Better
Constant 1
Equals
CountUnit Hero4 Queued or Better
Constant 0
And
Equals
CountUnit Hero2 Queued or Better
Constant 0
Equals
CountUnit Hero3 Queued or Better
Constant 0
Equals
CountUnit Hero4 Queued or Better
Constant 1
Equals
CountUnit Building2 In Progress or Better
Constant 1
Or (Tooltip: 2 Heroes + Building 3)
And
Or
And
Equals
CountUnit Hero2 Queued or Better
Constant 1
Equals
CountUnit Hero3 Queued or Better
Constant 1
Equals
CountUnit Hero4 Queued or Better
Constant 0
And
Equals
CountUnit Hero2 Queued or Better
Constant 1
Equals
CountUnit Hero3 Queued or Better
Constant 0
Equals
CountUnit Hero4 Queued or Better
Constant 1
And
Equals
CountUnit Hero2 Queued or Better
Constant 0
Equals
CountUnit Hero3 Queued or Better
Constant 1
Equals
CountUnit Hero4 Queued or Better
Constant 1
Equals
CountUnit Building3 In Progress or Better
Constant 1
Hero 1 Requirements (SHOW)
Equals
CountUnit Hero1 Queued or Better
Constant 0
... so I write this all down and it looks much more complicated than it does in the editor... don't feel like deleting all my formatting!
Uh, I'll just attach the map I tested this on.
Build your Heroes from the Evolution Chamber(Aberration, Brutalisk, Kerrigan, Leviathan). Build 1 hero, cannot build anymore. Upgrade to Lair, build 1 more hero, cannot build anymore. Upgrade to Hive, build 1 more hero, cannot build anymore.
That's the basics. If you burrow Kerrigan/Aberration, you can train another Kerrigan/Aberration. You would have to take that into account on your map with the requirements if you have any heroes that morphs into another unit(Burrow is a morph). Just send me a PM if you require a fix for that kind of thing.
Also, the reason you want to put stuff down in the tooltip box is because if you don't, your tooltip ends up taller than the screen is, it gets cut off, and you can't really make heads or tails of the requirement.(Trust me, it looks horrible)
Here is the EXPRESS Requirements Node for USE field.
Copy/Paste the above code(One giant line basically) into the Express Use box in the requirements. Get to that by clicking on the circle/button when in the requirement, it will change to Express Mode. Then just change the units/building around to suit your needs(after clicking on Tree mode button, of course).
Here is the EXPRESS Requirements Node for the SHOW field.
I just did some tests after reading about the ability limit(makes more sense than limiting the units themselves), and I've come up with a max of 29 abilities through testing. At 30 abilities total connected, buttons started disappearing.
0
Yes I am lol. I just grew a bit bored with the assets we had on hand, figured I'd give it a rest until HotS came out... and like I said, I can't get the editor to stay open for more than 20 seconds. It crashes during load map/create new map process.
I still have many ideas floating around, I'd like to try to finish my "force" WDE idea, among a few others, see what assets are available and maybe make a couple more ubers.
There are plenty of data editors to answer data questions so I just lurked from time to time without logging on.
0
@strhsxx: Go
Hmmm... that's all there is to upload, really. Any other things I posted are in their respective threads, buried(and most likely not worth the time since they are likely small edits - most of my files are already here in this thread, the WDE files and a few custom ubers - Also, some of my videos of the Prime Tank are just incomplete files, same as the Dreadnought battlecruiser, Adun Uber Templar etc etc.)
I don't use any of it for myself... at all. Read the description, it's basically free to use for anyone, credit's not even needed if you don't want to bother.
Many other things I uploaded were just basic edits, like my black carrier that shot black lasers at multiple random targets... I wasn't going to upload that for literally a 1 minute edit. The only real ability that I had never released but talked about was the HyperSpace ability but I did fix and upload it eventually... maybe point out any links with something you think I should look at that isn't on this list?
Don't know if I can even edit... I can't open any old maps or create new ones to play around with the new HotS files... which makes me sad. I had a nice little break from editing, I'd like to maybe start up again... if the editor just wouldn't crash on me within 20 seconds.
0
Just make the necessary changes.
0
I dont know what you did, but it was the exact same thing as the VRay. I looked at the Actor for the Stalker, looked at the model it used for Warp Ins, modified that and the base Stalker models, and bam. It works no problems, no errors.. Here's the same map as the gold Void Rays, with the addition of the Gold Stalkers.
0
This is not a Requirements challenge. That is purely Validator controlled. Think of the Marauders with the Punisher(Slow Grenade) upgrade. The Marauder's weapon is a Set Effect, which does the Damage and Applies the Slow Behavior on the targetted unit. It is always there, but only validates if the upgrade is researched. I suggest taking a look at the Marauder's Punisher Grenades effect(s).
There are plenty of buttons that already disappear once the research is underway/completed, so that should be simple and easy enough for you to copy/duplicate/modify to your liking, for each of your Research buttons.
0
As you can see, multiple nuke towers cannot target the Marker location of other Nuke Towers. I have a persistent effect run a search at the marker position, and if moving enemies are found, orders the Marker's creator(the tower) to launch the nuke. It always finds it's "parent" unit, and never orders other towers to launch.
It was quite simple.
I have the Issue Order effect, the Unit+ field, set to CreateUnit effect:Caster, and the Target+ field set to CreateTarget:TargetPoint. The game automatically filters for the owning Tower and launches from proper tower to proper target point.
For more details and hands on, go to my link ASSETS
and download the NukeDefenseTower map.
So perhaps...
As with everything, I would have to test this out to be sure but it seems sound.
ALTERNATIVE: Thinking this through... I believe you MIGHT need 2 persistents and a Set effect. Set effect creates persistent #1 and #2. #1 creates the mines, #2 Persists until expired. You point the Destroy Persistent to Persistent#2, which is set to on Effect- Final, destroy the mines by pointing to the proper mines via Location+ field(CreatePersisten1:TargetPoint/Unit).
I say try method 1 first, slightly less work.
0
I got a system working around, pretty basic, slightly hacky, I'll tell you why.
I used Marines in my test map.
No need for any requirements on the 4th button (200 mineral Marines).
It seems slightly less than it should be, I tried MANY different ways of making the buttons show up properly, input many different scenarios and it just doesn't behave as it should.
I ended up having to throw in a, seeming useless/redundant Show requirement(the very last one for Button2 and Button3 requirements). The button would disappear and not display any button while training if/when that final Show requirement was not in.
Let me know if you need anything more solid than that. I do intend to go back and try to solve this minor annoyance at a later time.
All I did was make Barracks Train with 3 extra Marine entries, each with their own button/requirement(no requirement for the final/max cost button), and I added a 50 mineral cost for the Button 2 Marine, a 100 cost to button 3 marine, 150 cost for button 4 marine. Then stacked the Barracks Command Card with the proper Marine button(on the same slot as the original marine) pointing to the proper Barracks Train index(Marine 1, 2 or 3 buttons).
0
@KingRadical: Go
that's pretty easy. Just give me a bit, I gotta eat supper first and put the kids to bed afterwards. I'll poke my head in the editor and set it up, and then right back into Diablo 3 for me :P
EDIT: Right now the kids are being total monsters and I can't concentrate with all this god damned f*ing noise. I've got a friend hopping on D3 who I haven't played with yet so I'll be doing that soon. I will get back to this later on however.
It is more complicated than I thought, and I don't understand why, when it should be straight forward. There is a work around but it means the requirements are going to be much more complex than they SHOULD be. I'll try and finish this up tomorrow for ya.
0
give them wander, keep their leash at 0? Try it out, don't know if that would work or not.
Or try leash 0.25, they might look like they fidget. Keep the fidget time very very low.
0
Give them a custom Wander behavior. Set the timer really low, and make the move area/leash whatever size you like?
I believe the flag "worker" factors into the idle workers button
0
So... I'm curious as to how much stuff you can put into a requirement.
So, I ask you, to give me a challenge. Come up with a requirement that is absurd beyond imaginings. The reason I ask you to challenge me is that everything I think up, I know I can do quite easily.
A single rule that I can think of
I do not feel like allowing an SCV to build a Spawning Pool to meet a requirement(don't want to do useless data edits like that - I'll modify build times/cooldowns/costs, however)
Basically, I'm just bored, waiting for Diablo 3 to come out. At which point I won't be doing too much Data Editor work for a tiny bit seeing as I know I'll sink too much time into Diablo 3, hehe. I am trying to pass the time on other video games, but I usually play for 10 minutes before turning it off. I literally not gaming at all right now, and I'm bored when I'm on the PC.
Be complex about it! Like... the requirement to USE the ability/button/upgrade must meet certain requirements, while for it to SHOW on the command card, another set of requirements must also be met. Of course, let's not do mutually exclusive SHOW/USE requirements... if it can only Show when there's no Supply Depot, but can only be used while there's a Supply Depot... that'd be just stupid.
Requirements I've already done before
Here are the nodes that are possible in a requirement.
Also, the States for any of the Count X requirements
0
@JacktheArcher: Go
Enjoy. I was going to tweak the AutoCast Ghost, but the basics are there and anyone can do it really easily. So I'm leaving AutoCast Ghost as is indefinitely.
0
No problem. Completely doable from Data only.
Best bet is to HIDE the button of any hero you already have, and just disabling the other buttons if you don't meet the building requirements.
Here it is.
Hero 1 Requirements (USE)
Hero 1 Requirements (SHOW)
... so I write this all down and it looks much more complicated than it does in the editor... don't feel like deleting all my formatting!
Uh, I'll just attach the map I tested this on.
Build your Heroes from the Evolution Chamber(Aberration, Brutalisk, Kerrigan, Leviathan). Build 1 hero, cannot build anymore. Upgrade to Lair, build 1 more hero, cannot build anymore. Upgrade to Hive, build 1 more hero, cannot build anymore.
That's the basics. If you burrow Kerrigan/Aberration, you can train another Kerrigan/Aberration. You would have to take that into account on your map with the requirements if you have any heroes that morphs into another unit(Burrow is a morph). Just send me a PM if you require a fix for that kind of thing.
Also, the reason you want to put stuff down in the tooltip box is because if you don't, your tooltip ends up taller than the screen is, it gets cut off, and you can't really make heads or tails of the requirement.(Trust me, it looks horrible)
(CountUnit(Brutalisk,QueuedOrBetter)[TechTreeCheat] == 0 && {No Heroes}CountUnit(KerriganChar,QueuedOrBetter)[TechTreeCheat] == 0 && {No Heroes}CountUnit(Leviathan,QueuedOrBetter)[TechTreeCheat] == 0) || ((((CountUnit(Brutalisk,QueuedOrBetter)[TechTreeCheat] == 1 && CountUnit(KerriganChar,QueuedOrBetter)[TechTreeCheat] == 0 && CountUnit(Leviathan,QueuedOrBetter)[TechTreeCheat] == 0) || (CountUnit(Brutalisk,QueuedOrBetter)[TechTreeCheat] == 0 && CountUnit(KerriganChar,QueuedOrBetter)[TechTreeCheat] == 1 && CountUnit(Leviathan,QueuedOrBetter)[TechTreeCheat] == 0) || (CountUnit(Brutalisk,QueuedOrBetter)[TechTreeCheat] == 0 && CountUnit(KerriganChar,QueuedOrBetter)[TechTreeCheat] == 0 && CountUnit(Leviathan,QueuedOrBetter)[TechTreeCheat] == 1)) && CountUnit(Lair,InProgressOrBetter)[TechTreeCheat] == 1) || {1 Hero + Lair}()) || ((((CountUnit(Brutalisk,QueuedOrBetter)[TechTreeCheat] == 1 && CountUnit(KerriganChar,QueuedOrBetter)[TechTreeCheat] == 1 && CountUnit(Leviathan,QueuedOrBetter)[TechTreeCheat] == 0) || (CountUnit(Brutalisk,QueuedOrBetter)[TechTreeCheat] == 1 && CountUnit(KerriganChar,QueuedOrBetter)[TechTreeCheat] == 0 && CountUnit(Leviathan,QueuedOrBetter)[TechTreeCheat] == 1) || (CountUnit(Brutalisk,QueuedOrBetter)[TechTreeCheat] == 0 && CountUnit(KerriganChar,QueuedOrBetter)[TechTreeCheat] == 1 && CountUnit(Leviathan,QueuedOrBetter)[TechTreeCheat] == 1)) && CountUnit(Hive,InProgressOrBetter)[TechTreeCheat] == 1) || {2 Heroes + Hive}())
Copy/Paste the above code(One giant line basically) into the Express Use box in the requirements. Get to that by clicking on the circle/button when in the requirement, it will change to Express Mode. Then just change the units/building around to suit your needs(after clicking on Tree mode button, of course).
CountUnit(Leviathan,QueuedOrBetter)[TechTreeCheat] == 0
... I like toying around with requirements. ALOT.
0
Actually I just tested the ability limit today and I got to 29. At 30 abilities, buttons started disappearing/not showing up.
0
I just did some tests after reading about the ability limit(makes more sense than limiting the units themselves), and I've come up with a max of 29 abilities through testing. At 30 abilities total connected, buttons started disappearing.