A video of my project which is based around heroes and talents and such. This is all triggered though, and does not use the talent system and such that was recently added to the editor.
The easiest way to do "talents" and such, is with upgrades. Heroes, abilities, talents, stats, ect, are all managed by triggers, and a little bit of data. Really not a hard system to build; just time consuming to fill in the blanks with game content.
Thanks, but that isn't really what I was interested with this thread. It was for the most part curiosity about all these features that are unused and never discussed.
You mean like the Co-op commander triggers in the RTC 2017 template map?
I haven't looked at that map, but probably yes in terms of triggers. I don't think Co-op commanders would use a custom UI considering you could do everything with just triggers afaik.
Ah thanks, I found some Heroes and some Talents. There isn't much to them though.
I did some more looking around in the editor and here's my theory on this:
HotS obviously has two things in it that we don't have access to: The trigger library and the UI.
When Blizzard employees created the trigger library they did most of it just like any of us would do it: With normal triggers and custom scripts.
But they wanted to do some things they couldn't do in the normal editor, so they added some new native/built-in functions to do those things (e.g. pause the game when talent screen is open for the tutorial). Same thing with the data fields "Talent profiles", "Hero abilities, and "Artifacts"/"Artifactslots".
We have those new things because there is no reason for Blizzard to remove them. But they are useless without the corresponding UI elements and the trigger library.
They look interesting and I'm curious as to how they work but it's impossible for me to figure out without an example to look at. Google gives me no posts discussing them, let alone tutorials. And all the dependencies in SC2 don't seem to use them.
Apparently there exists a trigger action called "Set Talent Tree Pause Game When Selection Panel Is Shown" which would be fantastic for what I'm trying to do.
Are there any maps out there I could look at? Has anyone ever used them?
Instead of an empty set effect, create a damage effect and have a switch effect run the damage effect if the unit has the explosive behavior using a validator.
From there, just have the explosion actor get created as a result of the damage effect. No need for an actor event with a term.
I have done XML transfer before, and it was relatively easy and fast. It is way easier and faster than copying data. You also need an mpq editor so you can change the locale txt files if you have stuff like requirements, suffixes or prefixes.
save as components, open the xml files, copy your data (all types have different xml files), paste them into the other xml files. i don't have the editor open but didn't they add a feature to copy stuff? cant check right now
There the method I used previously, but it was pretty slow so I'm not too happy about it:
You can copy stuff, even multiple objects. But the problem is that you can only copy one type of data at a time (e.g. just units, or just actors). So you'd have to switch back and forth between maps multiple times, which took me quite a bit of time (even using the "Window" menu). It's also annoying that if you want to select more than one data object at a time you can't do anything other than scrolling, which again is a pain if you have to search through a large number of data objects.
Now that I think about it this method could actually be the right one but my PC is just too slow for it to work reasonably.
save as components. copy paste from one folder to the other.
or use the new editor feature of merging maps. needs a base version (let's say A), the version some1 else worked on (B) based on A and a map some1 else worked on based on A (C). now you should get a map with the changes from B and C.
or use save as components and use any external file merging software.
Hmmm, thanks.
But if I do it like that, it would copy ALL the data, right?
Say I just want to move one one unit or one ability (consisting of 10-15 data objects), does it still work?
I don't know what exactly what you're trying to do but from what you're describing it sounds like it would be easier to simply replace the items in the inventory under certain conditions and have two different items (one stackable, one unstackable) that look alike.
So when the unit gets the behavior all unstackable items in the inventory get changed to their stackable version.
The second item could also have hidden stack count.
I'm currently trying to fix a map I didn't make so it still works for 1.5.
One thing that stopped working is the cursor splats for AoE abilities. They just appear way too small.
Did anyone have the same happen to their map? How to fix?
The AoE abilities in the map are all levelable. So the 'cursor effect' field of the ability contains all the (AoE) damage effects of all levels and each damage effect has a requirement for its ability level. The displayed AoE doesn't match for any level of the ability though.
This is really strange.
Thanks for the toggle flag, I missed that one.
Now I really have no idea what's going on. Using cloak instead of my own effect it's still buggy. The unit gets cloaked but the turn-off button doesn't show up. I wait a few seconds and it reappears. Anywhere from five to thirty seconds. Now I can turn it off and on again. And there is nothing with a timer in this thing.
It makes no sense at all q.q
I'm thinking I'll start over from a new cloak copy so I can see where there is a mistake.
edit:
Nevermind, some trigger was hiding the ability button all along and I didn't know about it cause it's not my own map :7
I'm trying to set up a turn on/off ability but I can't seem to get it to work.
The turn-on button is visible in the beginning. When I press the button it vanishes. The Turn-Off button doesn't show up. My unit has no buttons.
Here's what I got:
1. The unit has the ability.
2. The unit has both buttons on the command card in separate slots.
3. The command type of both buttons is set to 'Ability Command'.
4. I made sure to select the right ability for both buttons.
5. Both buttons have the right command type, the same type I specified in the ability under 'Ability Turn On Default Button' and 'Ability Turn Off Default Button'.
6. I tried using a different behavior just to make sure that isn't the problem.
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Ah thanks, I found some Heroes and some Talents. There isn't much to them though.
I did some more looking around in the editor and here's my theory on this:
HotS obviously has two things in it that we don't have access to: The trigger library and the UI.
When Blizzard employees created the trigger library they did most of it just like any of us would do it: With normal triggers and custom scripts.
But they wanted to do some things they couldn't do in the normal editor, so they added some new native/built-in functions to do those things (e.g. pause the game when talent screen is open for the tutorial). Same thing with the data fields "Talent profiles", "Hero abilities, and "Artifacts"/"Artifactslots".
We have those new things because there is no reason for Blizzard to remove them. But they are useless without the corresponding UI elements and the trigger library.
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Are these Heroes of the Storm features?
They look interesting and I'm curious as to how they work but it's impossible for me to figure out without an example to look at. Google gives me no posts discussing them, let alone tutorials. And all the dependencies in SC2 don't seem to use them.
Apparently there exists a trigger action called "Set Talent Tree Pause Game When Selection Panel Is Shown" which would be fantastic for what I'm trying to do.
Are there any maps out there I could look at? Has anyone ever used them?
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Hey there
(God damnit why does the event editor have to be so unintuitive x.X)
I'm trying to implement spells in my map that explode explosive objects.
Some spells can blow stuff up, so in their Effect Set they have "ExplosiveEffect". It's just an empty effect.
Then there are some units that are explosive, like explosive barrels. They have a Behavior "ExplosiveBehavior". It's just an empty behavior.
When ExplosiveEffect meets ExplosiveBehavior I want there to be an explosion on the exploding unit, let's call it "BoomEffect".
How do I get an actor to do this?!
Here's what I tried so far:
I created an actor of the "Action" type, the other actor types don't make sense to me here
I created a validator "IsExplosive" that compares unit behaviour count for "Explosive Behaviour"
In the actor my Events look like this:
£ Effect .ExplosionEffect
|- -> At Effect
|--- Create
£ ActorCreation
|- -> ValidateUnit IsExplosive
|---- ??? (no idea what I'd put here)
How do I do this? Is it even possible? Is it possible for mortals to understand the event editor?
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Okay, then I'll do that.
Thanks for the help!
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There the method I used previously, but it was pretty slow so I'm not too happy about it:
You can copy stuff, even multiple objects. But the problem is that you can only copy one type of data at a time (e.g. just units, or just actors). So you'd have to switch back and forth between maps multiple times, which took me quite a bit of time (even using the "Window" menu). It's also annoying that if you want to select more than one data object at a time you can't do anything other than scrolling, which again is a pain if you have to search through a large number of data objects.
Now that I think about it this method could actually be the right one but my PC is just too slow for it to work reasonably.
0
Hmmm, thanks. But if I do it like that, it would copy ALL the data, right?
Say I just want to move one one unit or one ability (consisting of 10-15 data objects), does it still work?
0
There isn't, right?
I read about some MPQ editor magic, but that seems very tedious.
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Well, you can change catalog values.
I've never used it so I don't know all that much about it. Here are some links:
http://www.hiveworkshop.com/forums/trigger-gui-galaxy-ai-scripts-657/catalog-functions-178518/
http://www.sc2mapster.com/forums/resources/tutorials/1250-triggers-catalog-field-value-get-set/
http://paste.paste.sc2mapster.com/forums/general/general-chat/31041-catalog-field-values/
I don't know what exactly what you're trying to do but from what you're describing it sounds like it would be easier to simply replace the items in the inventory under certain conditions and have two different items (one stackable, one unstackable) that look alike.
So when the unit gets the behavior all unstackable items in the inventory get changed to their stackable version.
The second item could also have hidden stack count.
0
Hey there
Another 1.5 issue:
After the patch items stack automatically. And I don't want this to happen.
Any ideas how this could be fixed?
I didn't set up the inventory myself so maybe I'm missing something obvious.
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Hey there
I'm currently trying to fix a map I didn't make so it still works for 1.5.
One thing that stopped working is the cursor splats for AoE abilities. They just appear way too small.
Did anyone have the same happen to their map? How to fix?
The AoE abilities in the map are all levelable. So the 'cursor effect' field of the ability contains all the (AoE) damage effects of all levels and each damage effect has a requirement for its ability level. The displayed AoE doesn't match for any level of the ability though.
0
This is really strange.
Thanks for the toggle flag, I missed that one.
Now I really have no idea what's going on. Using cloak instead of my own effect it's still buggy. The unit gets cloaked but the turn-off button doesn't show up. I wait a few seconds and it reappears. Anywhere from five to thirty seconds. Now I can turn it off and on again. And there is nothing with a timer in this thing.
It makes no sense at all q.q
I'm thinking I'll start over from a new cloak copy so I can see where there is a mistake.
edit:
Nevermind, some trigger was hiding the ability button all along and I didn't know about it cause it's not my own map :7
0
Hey
I'm trying to set up a turn on/off ability but I can't seem to get it to work.
The turn-on button is visible in the beginning. When I press the button it vanishes. The Turn-Off button doesn't show up. My unit has no buttons.
Here's what I got:
1. The unit has the ability.
2. The unit has both buttons on the command card in separate slots.
3. The command type of both buttons is set to 'Ability Command'.
4. I made sure to select the right ability for both buttons.
5. Both buttons have the right command type, the same type I specified in the ability under 'Ability Turn On Default Button' and 'Ability Turn Off Default Button'.
6. I tried using a different behavior just to make sure that isn't the problem.
Anything I could have missed?