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    posted a message on Making an enemy Hero use its abilities.

    BUMP

    If anyone has any information on how to make the Leviathan's Bio-Plasmid Discharge work (problem described above), I'd love to hear it. I'm guessing that maybe this is a problem that exists for all abilities that require targets, when you want an enemy hero or unit to be able to fire them off randomly or periodically.

    Posted in: Data
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    posted a message on Making an enemy Hero use its abilities.

    Sorry, I must have edited my last post while you were typing that reply.

    As my last post says (now) though, I got it working, except for the Leviathan's Bio-Plasmid Discharge ability.

    Posted in: Data
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    posted a message on Making an enemy Hero use its abilities.
    Quote from DrSuperEvil: Go

    As the leviathan tentacles are a passive buff they will be unaffected. Just give the unit a buff that uses a slow periodic Issue Order effect to use the abilities. Also make the abilities transient to not interrupt attacks.

    Figured it out now. Thanks.

    One issue remains though. I've created 3 seperate behaviours linked to 3 seperate effects, telling the Leviathan to use Spawn Mutalisk, Spawn Brood Lord and Bio-Plasmid Discharge periodically. Both of the spawn behaviours work fine, but the Bio-Plasmid Discharge does not. Any idea why this is, or how I can make it work?

    Thanks in advance

    Posted in: Data
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    posted a message on Making an enemy Hero use its abilities.

    Hi

    I'm currently working on a map where I have a Leviathan (Zerg Hero) spawn for the enemy at one point. However, the Leviathan will only use its basic attacks, and obviously I'd like it to do more than that. I've tried using the data editor to resolve the issue, by setting Auto Cast and Auto Cast On on all the abilities I want it to use. But it still only uses basic attacks. Is there anything I can do to the unit itself to make it just spontaneously use its abilities once in a while?

    EDIT: I also wouldn't mind if it could attack and use its abilities at the same time. In other words, that its abilities did not interrupt its normal attacks and vice versa.

    Posted in: Data
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    posted a message on [Solved] Changing the look of an ability

    UPDATE:

    I ended up having to also add the following event to the "RaynorCommando (Unnamed)" Actor:

    Abil.Snipe.SourceCast Start
    ->AnimPlaying Birth
    ->AnimClear Birth

    This got rid of a bug where the first time I used the ability it would look fine, but subsequent uses would look a little strange. Just in case anyone else wants to do the same thing, or otherwise make a unit move as if it had performed a normal attack.

    Posted in: Data
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    posted a message on [Solved] Changing the look of an ability

    @JacktheArcher: Go

    Holy crap! I made it work. And your post definately put me on the right track. Basically I went into the Actor called "RaynorCommando (Unnamed)" and added these four events:

    Abil.Snipe.SourceCast Start
    -> AnimBracketStart Attack Attack

    Abil.Snipe.SourceCast Start
    -> AnimBaseline Stop

    Abil.Snipe.SourceCast Stop
    -> AnimClear Attack

    Abil.Snipe.SourceCast Stop
    -> AnimBaseline Start

    It looks a little strange if I have him use the ability over and over again quickly, so I added a cooldown to it. I guess if I played around with these 4 events a little more, I could make it fit perfectly. I'm not sure all 4 events are necessary.

    Thank you for helping =)

    Posted in: Data
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    posted a message on [Solved] Changing the look of an ability

    @Deadzergling: Go

    The Sniper Round already fires from the right attachment point. But Raynor is standing still with his rifle held up in the air while it happens (his default standing position). I'm trying to make him actually move while firing the ability - taking aim etc. I'm not looking for anything more complex than just having him do the same movement he does when firing a normal attack.

    Posted in: Data
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    posted a message on [Solved] Changing the look of an ability

    @tdhsst: Go

    Thanks. However that seems to control how the shot itself looks. What I'm interested in changing is what the unit does to fire the shot. The bullet flying through the air looks fine. It's just that the unit does not move or aim or do anything while firing the bullet. How can I make that happen?

    Posted in: Data
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    posted a message on [Solved] Changing the look of an ability

    Hi

    I'm currently working on a map where I'm using the Jim Raynor (sniper) Hero as the main character for the player. And obviously I've given him some extra abilities, in order to make him a little more exciting. However, I'm having a problem making some of them look right. For example I've given him the Ghost's Sniper round ability. But when he uses it, he just stands still and the shot comes out sideways from the top of his rifle. So I'm wondering how I can make that ability look right? I don't need anything fancy - I'm happy if it just looks like a normal attack, where he actually moves his rifle etc. Alternatively I'd also be happy with the same animation as his Penetrator Round ability (possibly sped up a little, as it's a rather slow animation for a Ghost's Sniper Shot).

    Anyone got some insights on how I do this?

    Thanks in advance.

    Posted in: Data
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    posted a message on Fixing an old map

    Figured it out now. I found the place to edit a unit's command card (not where I remember it being 2 years ago), and realized that somehow the button for making Thors was not linking to anything, and the button for making Siege Tanks was fully functional, but another button had been placed over it, effectively hiding the Siege Tank button.

    Posted in: Data
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    posted a message on Fixing an old map
    Quote from zeldarules28: Go

    Welcome back! Lots of thing have changed in what's been nearly 2 years :P

    My first assumption would be that, perhaps, the actual melee game requirements for building a siege tank or thor changed. In that cause, it might prevent you from building them in your custom map. What prevents you from building the siege tank and thor? Is the button just not there, or is it grayed out? If it's grayed out, then what's the tooltip say?

    The buttons for Siege Tank and Thor are just not there. My custom bunker also has the ability to build Marines, Marauders, Ghosts, Ravens and Medivacs. Those all have their buttons still, and they all work.

    Also, I vaguely recall being able to see/edit some representation of a unit/building's command card in the editor itself, but I can't find that anymore. Is that gone, or have I just forgotten where it is?

    Posted in: Data
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    posted a message on Fixing an old map

    Hi

    I've recently returned to StarCraft II and map making after a 2 year hiatus. The first thing I did upon my return was to take a look at some of the old maps I created before I left. They all worked, but sadly some of them had lost some functionality. I was hoping you guys could help me restore it.

    Specifically I have a custom map where I've placed a single bunker for each player as their only building, and then edited the bunker so it can create various units (income is generated through killing incoming waves of Zerg). However, in the 2 years I've been gone, changes have apparently happened, and my bunkers can no longer build Siege Tanks and Thors. Does anyone know how/when that happened, and how I fix it?

    Please keep in mind that in my 2 years gone, my knowledge of the Galaxy Editor has also been mostly forgotten. So please keep it as simple as you can for me.

    Thanks in advance.

    Posted in: Data
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