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    posted a message on WoW Ulduar or Whole New RPG?

    I vote for ulduar, my favorite WoW raid ever.

    Posted in: Map Suggestions/Requests
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    posted a message on Event filtering help request.

    http://i1117.photobucket.com/albums/k589/AnOddRadish/Screenshot2012-07-27at102143PM.png

    Using switch is how I would do it, you can either use a type of unit (as seen here) or a specific unit. Just set up your variables accordingly.

    Posted in: Triggers
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    posted a message on Trouble with Triggered Morph and Unit Commands

    Have you tried making it cancel all other commands before it issues the morph command?

    Posted in: Miscellaneous Development
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    posted a message on Point Creation assistance

    Thank you, polar offset seems to be exactly what I am looking for.

    As for your first question, I'm using this to get (x) seconds to turn over. That way it doesn't take 1 second to turn 2 degrees and 1 second to do a complete 180.

    -Edit - *Squee* 100 posts!

    Posted in: Triggers
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    posted a message on Point Creation assistance
    Photobucket

    How can I get that point? It seems that everything that is done is in absolute values. It doesn't matter the distance that the point is from the unit, but It needs to be in the direction that the unit is facing. Is there a way to do this or am I screwed?

    (BTW this is to turn a unit towards the mouse over a certain period of time based on the angle, if you know a better way, please feel free to share!)

    Any and All help is appreciated, -AnOddRadish
    Posted in: Triggers
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    posted a message on Tips for balanced terrain

    Hello, this is my first attempt at creating a terrain that is not only functional, but reasonably good looking. I have an idea of what I want to create, but I want to make sure that it is reasonable balanced I.E. acceptably symmetrical. What is the best way to achieve this? Is it to turn on grid and count the cells till I get to the middle, and use points to determine distance from there? Or is there a simpler way to do this?

    Any help would be really appreciated, -AnOddRadish

    P.S. The terrain editor acts weird sometimes, for example I made the ground as low as possible (cliff levels, not actual z-level increase with the hill brush) to be able to work with the maximum number of positive cliffs. It takes a long while to right-click drag (The camera moves very little in proportion to the mouse) and zooming acts all wonky. Is this just my editor, or an effect of lowering the terrain. (I can work the camera editor well enough, so this isn't a huge issue.)

    Posted in: Terrain
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    posted a message on SotIS Dead?
    As a longtime (SC2Beta) SotIS player/community lurker member , I can honestly say that I didn't see that coming. There was always a little tension between the staff, but I have no clue what could have sparked this. Sidd (the maintainer of the site AFAIK, not the map author) seems to have been upset by something/someone. Maybe Ekco can provide us with a bit more information, I know he lurks around here a bit.
    Posted in: General Chat
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    posted a message on does the 1.5 editor just seem "slower"??

    My main problem that I have with it is the bugs that it only seems to be causing me. Maybe Blizzard hates mac map creators?

    1. I can't use records, at all (Won't compile, give an error that has nothing to do with the record)

    2. I can't use multi-dimensional arrays (Editor crashes if I give it more than one)

    3. As was said before, we can't view animation names...

    Posted in: Off-Topic
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    posted a message on 2 trigger questions

    Nope, I figured it out.

    Whenever a unit attacks, I control the damage and chance to hit via a trigger. I can spawn an invisible unit that runs between the attacker and the defender. If it passes through a certain distance of the 'cover' unit (Whether it be a rock, tree, or building), then it will modify the chance to hit accordingly.

    Posted in: Triggers
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    posted a message on Creating points and regions

    Is it possible to do this in the new editor? I suppose invisible units could be used, but a point would be better.

    Posted in: Triggers
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    posted a message on (Solved) How to make the visual part of explosions and abilities?

    Grab your jungling boots and get ready for an adventure. The problem is probably caused by an incorrectly hooked up unit.

    This occasionally happens when one unit actor (lets say a zergling) gets away from the zergling unit itself and attaches itself to EVERYTHING. Missiles are now mere skateboards for zerglings and everything from battlecruisers to colossi seem to be piloted by ace zerglings. The fix?

    Remember Source Name? This is probably unset in the actor in questions events. For me it was during actor birth, but for you it seems to be born when any actor dies. So go find the source and re-set it to where it's supposed to go (or just reset the whole dang thing to parent :P)

    Posted in: Data
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    posted a message on (Solved) How to make the visual part of explosions and abilities?

    Gah, photobucket is being stupid, so I'll just walk you through it a bit.

    To set to death, that's easy. Just create a new event, set it to Unit Death, set the SOURCE NAME (It's right below where you pick the event type) to the unit you want the animation to play on when it dies. Set the automatically created action to create.

    For your second question: This might feel stupid to someone who is used to the trigger editor, but you hook an actor up to an effect. Rather than an effect asking for an actor, you make the actor say "I'm gonna play when x effect happens." You do this with the event Effect and set the source name to the effect in question. Once again, the source name is found directly under where you chose Effect. Right below that there is a sub name, you can set that to something like start or stop, based on your need (I.E. setting up a delay using effects.)

    As for joining your map, I'm sorry but I'm going to have to decline. I'm working on my map ATM and my data editing (especially actor editing), skills are fairly paltry compared to what your map needs. And if I could provide what your map needs, you might as well just do it yourself because it really wouldn't take too long :P. If you have anymore questions I would be more than happy to try to answer them, but just know that my actor skills don't go much beyond what I've told you already lol.

    -AnOddRadish

    Posted in: Data
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    posted a message on (Solved) How to make the visual part of explosions and abilities?

    Short answer - Actors.

    Long answer - Go into your tabs and open up actors under 'Edit Actor Data', This is where your actors are kept. From the wiki

    The Actors tab in the data editor is a list of all effects objects (visuals, sounds, etc.) that can be displayed on the map. It is event based. You can define response of all kind of Event. You can compare it with a Trigger.

    A basic actor animation is a model type actor. A good tutorial to learn to use the trigger portion of the data editor (I.E. actors) is

    http://www.sc2mapster.com/forums/resources/tutorials/17869-data-z-offset-projectiles-its-raining-cows/

    and for any references you might need to check, here is a listing of the different actor types and their functions

    http://www.sc2mapster.com/forums/resources/tutorials/4656-data-working-with-actors-beginner-difficulty/

    (All work goes to their respective authors.)

    EDIT: mini tutorial

    An explosion actor would basically look like this.

    Create new actor, type model, parent ModelAnimationStyleOneshot

    Under events, add a new event and set the event to unit birth with the Source name set to your unit (if it is an effect, for example damage is dealt and you want an explosion, use effect instead of unit birth, and set the source name to the name of your effect)

    When you create a new event, it automatically creates an action underneath, set that to create.

    Exit the events section, and change the art to whatever explosion you want to use (I like exploding barrel death)

    That's all. Whenever your effect triggers, it will create an explosion at the source point. You can do all sorts of nifty things with effects also. For example if you were to add a new event, set it to actor creation and set the action to 'Set Tint Color' , set the color to a cool blue, and double the HDR, you could make a blue fire explosion. If you're feeling even more creative (and fruity), you could slow down the animation bracket, phase in and out of all the colors of the rainbow (in light spectrum order please!) to make a RAINSPLOSION.

    Hope this was insightful.

    Posted in: Data
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    posted a message on 2 trigger questions

    Thank you for all the responses. As much as I hate the data editor, I decided to use Neonsz's idea, and an extra validator made it work just like I wanted. Thank you guys so much :)

    Does anyone have any advice for the cover system, or should I just go implement this one?

    Posted in: Triggers
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    posted a message on 2 trigger questions

    Sorry to be a nuisance, but I can't find a way to trigger an event when any 2 units gets close to each other. It would be even better if I could check if they both have a behav.

    Another question, I want to create a cover system. I already have a chance to hit system based on whatever I want (Unit type, range, time spent firing, whether either unit recently moved, veterancy, height difference etc.) but I want to create a system of cover based on a randomly generated terrain (Rocks in the mountains, trees in the forest etc). I'm guessing the best way to go about it would be to draw a line of points between the attacker and the atackee and see if there is anything in the way. Is there a more efficiant way to do this?

    Posted in: Triggers
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