I am trying to create an new action definition that takes a variable as one of it's parameters
Alternatively, you could tell me how to convert a variable's name to a string and back again
Both are things I have never done
I know C/C so I will probably be able to do some custom scripting if it is required
To Clarify: I don't want it to take the value of a variable. I the parameter to be that variable.
I generate all my launch and impact events through seperate actors, none of which are using the marine launch model
this yellow lighting has me at my wits end as i struggle to remove such a freaking basic thing from my unit
EDIT: the yellow lighting seems to be inherent with the marine's model as I edited around the model file field at the lowest level and the lighting effect would only appear for the marine model
TL;DR: Need the Wow-type inventory system to display unmorphed models (IE marine without shield) when the unit they are attached to is unmorphed
Just put an inventory system into my map using the data editor.
The inventory is derived from the WOW type inventory (one with the 3d unit model)
Problem is, it has trouble with morphs
For example, my main unit is called infantry and it uses the marine model
the wow inventory model displays the fully morphed model with the shield while the actual unit I have is a marine without a shield
plox helpz
btw how does the wow inventory system work because I cant see much difference data wise from the 10 slot bag system
thank you
I will try experimenting with event macros and action types (although I do not know where to find those) until I give up or get an acceptable result
On a side note, blizzard is fond of adding cryptic names to their variables that often have little to do with their function
TL;DR: Need a way to change the animation speed of my marine model based on the weapon it's using using only data members from the weapon
I am building the frame work for a map I am putting together and want a way to change the animation speed my unit's attack animation through data members
of my weapon class
While this method is basically functional it's time consuming, messy, ugly to look at, and difficult to chage considering I have to change it for every.single.actor that i want to equip a weapon to. Thus far in my design I have managed to keep dependancies of my weapon contained in it's linked data members for purposes of reproducability and eloquence
And there is an ugly yellow lighting effect that seems to be inherent in the marine's attack animation that doesnt go well with single shot weapons
Any way to remove that or make it flash less
Well I'm not sure about being able to put it in the XML like that, but a switch effect that checks for varying ranges/distances would probably get the same effect.
Thank you
Im going to try that and see how well it works
There is a problem though
This would add to my workload once I start mass producing weapons
I have an idea for a shortcut but im not sure.
I am new to XML so would it be legal (and how would i do it) to set the value of one field equal to the value of another field. To save time
TL;DR version: Need to edit integer XML values to use functions
I made a machine gun weapon called 15mm Auto Cannon based off of OneTwoSC's shotgun
My custom weapon uses CEffectCreatePersistant from the effects tab of the data editor
This effect type has a field named [Periodic Offsets +] which holds an array of points (The classic int X, int Y, int Z values)
When an attack is initiated one of the points I entered
(0,0,0)
(1,1,0)
(-1,1,0)
(1,-1,0)
(-1,-1,0)
And subtracts or adds that from the coordinate of the target to find the offset (AKA point of impact for 15mm Auto Cannon's bullet)
The problem with this is that this system is not effected by range
Attacking a unit at range of 30 has the same bullet spread as a range of 2, 5, or even 1.
This flaw results in close quarter's shooting being illogically inaccurate with bullets flying with a 150 degree spread
I partially fixed this problem by implementing short, medium, and long range versions of the same weapon and assigning them in the trigger editor to individual units when they start an attack below or above certain ranges but this is a clunky, inefficient, and unelegant solution to this problem
What I need is a way to edit the XML of the [Periodic Offsets +] ideally to be something like
If XML cannot handle these kinds of interactions, as I am fearing, then please present a work around if you know of one
I am experienced in C so don't be afraid to suggest ideas for scripting
0
I am trying to create an new action definition that takes a variable as one of it's parameters Alternatively, you could tell me how to convert a variable's name to a string and back again Both are things I have never done
I know C/C so I will probably be able to do some custom scripting if it is required
To Clarify: I don't want it to take the value of a variable. I the parameter to be that variable.
0
Art - Launch Assets - Model field has been empty
I generate all my launch and impact events through seperate actors, none of which are using the marine launch model
this yellow lighting has me at my wits end as i struggle to remove such a freaking basic thing from my unit
EDIT: the yellow lighting seems to be inherent with the marine's model as I edited around the model file field at the lowest level and the lighting effect would only appear for the marine model
0
TL;DR: Need the Wow-type inventory system to display unmorphed models (IE marine without shield) when the unit they are attached to is unmorphed
Just put an inventory system into my map using the data editor.
The inventory is derived from the WOW type inventory (one with the 3d unit model)
Problem is, it has trouble with morphs
For example, my main unit is called infantry and it uses the marine model the wow inventory model displays the fully morphed model with the shield while the actual unit I have is a marine without a shield
plox helpz
btw how does the wow inventory system work because I cant see much difference data wise from the 10 slot bag system
0
thank you I will try experimenting with event macros and action types (although I do not know where to find those) until I give up or get an acceptable result
On a side note, blizzard is fond of adding cryptic names to their variables that often have little to do with their function
0
TL;DR: Need a way to change the animation speed of my marine model based on the weapon it's using using only data members from the weapon
I am building the frame work for a map I am putting together and want a way to change the animation speed my unit's attack animation through data members of my weapon class
Currently I have it rigged to
Marine Unit
Marine Actor - Events
Event: WeaponStart.35mmAutoCannon
Action: AnimationBracketStart (Type=Duration;Factor=1.25)
While this method is basically functional it's time consuming, messy, ugly to look at, and difficult to chage considering I have to change it for every.single.actor that i want to equip a weapon to. Thus far in my design I have managed to keep dependancies of my weapon contained in it's linked data members for purposes of reproducability and eloquence
And there is an ugly yellow lighting effect that seems to be inherent in the marine's attack animation that doesnt go well with single shot weapons Any way to remove that or make it flash less
0
I need to create a validator that determines whether the distance between two points (caster and target) excedes 3
Any ideas?
The clarify; I am trying to create a switch to determine what range a certain weapon is engaging at as to know what effect to use
EDIT: Solved my problem
For necros: The function was the CValidatorLocationCompareRange under validator type Location Range
0
Thank you Im going to try that and see how well it works There is a problem though
This would add to my workload once I start mass producing weapons I have an idea for a shortcut but im not sure. I am new to XML so would it be legal (and how would i do it) to set the value of one field equal to the value of another field. To save time
0
TL;DR version: Need to edit integer XML values to use functions
I made a machine gun weapon called 15mm Auto Cannon based off of OneTwoSC's shotgun My custom weapon uses CEffectCreatePersistant from the effects tab of the data editor This effect type has a field named [Periodic Offsets +] which holds an array of points (The classic int X, int Y, int Z values)
When an attack is initiated one of the points I entered
(0,0,0) (1,1,0) (-1,1,0) (1,-1,0) (-1,-1,0)
And subtracts or adds that from the coordinate of the target to find the offset (AKA point of impact for 15mm Auto Cannon's bullet)
The problem with this is that this system is not effected by range Attacking a unit at range of 30 has the same bullet spread as a range of 2, 5, or even 1. This flaw results in close quarter's shooting being illogically inaccurate with bullets flying with a 150 degree spread
I partially fixed this problem by implementing short, medium, and long range versions of the same weapon and assigning them in the trigger editor to individual units when they start an attack below or above certain ranges but this is a clunky, inefficient, and unelegant solution to this problem
What I need is a way to edit the XML of the [Periodic Offsets +] ideally to be something like
((1+[distance to target]) / [range])
If XML cannot handle these kinds of interactions, as I am fearing, then please present a work around if you know of one I am experienced in C so don't be afraid to suggest ideas for scripting