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    posted a message on Artillery

    Firstly, I appreciate the good use of quotations. And thanks for the comprehensive help. :D

    Secondly, and after much work, my lovely artillery ability looks more like a ghost torpedoing spheres about while my screen slowly fills up with error messages. So I'm going to try to take this one step at a time.

    Now I have an Effect-Target ability but I'm not getting a Splat Curser to come up, just the regular targeting curser. Besides that, the ability doesn't work on the ground, which I can only assume is related. Within the ability, I have the "Effect:Curser Effect" set to my Search Effect (which I modeled after the HT's storm). Meanwhile I also have an actor Splat which is linked to the Effect-Target Ability through a field called "token" with the subfield "abil". The actor is set to use the Terran AOE Curser Splat (which I'm assuming is a thing). While it seems like these are linked, neither the Splat Actor nor the Search Effect shows up underneath the Ability (which they do for the HT's storm). Unfortunately the "Explain Link" function never really tells me anything, just that two Things are connected, usually as an "<Event> ->", which is meaningless because there doesn't appear to be anything called "Event" in any of the things I need to connect.

    Perhaps it would be possible to clarify further?

    Posted in: Data
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    posted a message on Artillery

    When I used to make custom Warcraft III maps, I would have a good time. It was about designing the game. I may have had ten terribly bad games for every one good one, but the going was quick and the going was easy. Working with the Starcraft II editor, there is a ton more functionality. Understandably, this makes getting what you want out of the editor something of a chore, and I often find myself spending hours trying to fit some half dozen different elements together into a simple unit ability. I have tried to learn the editor, and while I have made some progress, I'll admit that much of its workings still elude me. My request is this (if it is not too much trouble);

    A list of all the different elements I am going to need to make for this ability. That is Effects, Buttons, Actors, Movers, Models, Abilities, etc. And how to connect all these elements together.

    What I need, is to emulate the Warcraft III 'artillery' type attack function. That is, an ability which fulfills these requirements: +The ability is 'target ground' and an AOE curser is brought up to show what area/units are effected +The ability launches a missile in a parabolic arc, from the casting unit to the target point +Sound is played both when launching the missile and on impact +The ability must deal damage to units within the AOE

    I know that scattered throughout this site and other sites there is enough information to assemble what I am asking, but, with all honesty, I would really like to get back to working on this project and not spending the next week fishing and fiddling for answers. If someone could just tell me what I need to do, I would be humbly grateful.

    Yours, Velex

    Posted in: Data
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    posted a message on Research Icon Removed after Done Researching

    I dunno, I screwed with the medivac too much to restore it to its original value. It doesn't really matter at this point, I just used repair as the base ability rather than heal and its functioning basically the same, except working. Still dunno what the original problem was though.

    Posted in: Data
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    posted a message on Research Icon Removed after Done Researching

    Thanks!

    Uh, as an additional bonus question: I repurposed the medivac's healing, but it is not healing uncommandable units. I've changed the requirements in both Target Filters and Autocast Filters from disallowing Uncontrollable units as targets to allowing them as targets. The autocast seems to be working, as the medivacs will sit idly behind a damaged unit and channel their healing ability (without actually healing the target) and it heals perfectly correctly on controllable units.

    Posted in: Data
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    posted a message on How do I upgrade a building?

    On this topic, I have a building that upgrades, but keeps the same model as the original building. What did I miss?

    Posted in: Data
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    posted a message on Research Icon Removed after Done Researching

    Quick question - How do I make a custom research icon disappear after its researched. Like so after you research it, its not still there to research again.

    Thanks :D

    (Also as a side question (and probably a much more complex one to explain) whats the best way to give a building the ability to upgrade into other buildings)

    Posted in: Data
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    posted a message on Using Variables in Conditional Branch

    Hey all, I just got into the sc2 editor from the wc3 editor and was wondering if there was a way to check variables under conditions in a trigger. I can't seem to find it and it seems weird to not work. Pretty much I need a trigger to only activate if a boolean variable is set to true. Thanks.

    Posted in: Triggers
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