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    posted a message on Absolute Beginner - How to remove a unit

    @Sortarius: Go

    switch to unit tab, select any unit from panel, deselect(esc, i think this is bug, without selecting/deselecting you cannot select units on map or i miss somesing), select wrong placed unit with mouse, move/delete

    also this tutorial forum, questions here: http://forums.sc2mapster.com/development/map-development/

    Posted in: Tutorials
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    posted a message on my actors for my weaopn is all fucked up

    @JacobNielsen:

    i have russian localization and some fields may have wrong names(translate English - Russian - English with loses, heh), try similar name.

    1. Create Model (Missile_model) with type Missile Effect ans set Model for chosen missile model.
    2. Duplicate any missile unit with their actor(missile_unit, Missile_actor)
    3. Change "art - model" for duplicated actor on "Missile_model"
    4. Create new actor with type:Action, based on Generic Attack (attack_actor)
    5. "attack_actor" have 3 separated fields on top Attack Effect, Launch Effect, Impact Effect. Change Launch Effect value to your Launch Effect and Impact Effect to your Damage effect
    6. for "attack_actor"
    6.1 art-missile = "missile_actor".
    6.2 mountpoint - request launch mountpoint = "Head" or "Weapon" or whatever you want - this start point for missile, also mountpoint - request impact mountpoint - endpoint for target.
    7. for your weapon
    7.1 Interface - damage effect = your damage effect (just for tooltip)
    7.2 Effect - Effect = your Persistent effect
    7.3 Weapon - Missile Unit = missile_unit
    8. for launch effect
    8.1 Effect-Effect = your damage effect
    8.2 Unit - Ammo = missile unit

    also try change movement procedure for missile_unit, some free cool effect

    Posted in: Miscellaneous Development
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    posted a message on my actors for my weaopn is all fucked up

    @JacobNielsen

    shooting animation must be apply to main unit actor, not to attack actor

    event effect.Persistent.start
    action AnimPlay (your shooting animation)
     
    or if you want play every shoot in persistent

    event effect,Search.start
    action AnimPlay (your shooting animation)

    Posted in: Miscellaneous Development
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    posted a message on Copy a unit to another map?

    @KerenskyLI:

    Save both map as SC2Components and close editor. in Base.SC2Data\GameData folder you will found xml files with objects description. Add all from tag "Catalog" from source map xml to destiation map xml(if you need only part of data find and copy only this data BUT you need copy all associated data (actors, abilities, weapons, effects etc.) also add all content from LocalizedData folder files(plain text files) to destination  text files or all object lost their names/tooltips/..

    open destination map(ComponentList.SC2Components file) and save as SC2Map

    edit1: if you have custom object in source map to copy, you need at least one of custom object this type in destination map, else xml files will not generate / read.

    Posted in: Miscellaneous Development
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    posted a message on Question: A trigger which counts amount of a unit and edits the variable.

    @Killarag

    what are you tring to do? increase global variable every second if count of supply depots > 0?
    there are standard functions "Count units in group" and "Units in region with condition" (not exactly name, have Russian localization) in UnitGroup category

    --- Events
    Timer - Every 1.0 seconds of Game Time
    --- Actions
    ----General - If (Conditions) then do (Actions) else do (Actions)
    If
    --- Count units in ( Supply Depots in (Entire Map) of (Player1 or AnyPlayer); ...condition(leave default)...) > 0
    Then
    --- Variable - Modify SupplyCount + 1

    (Triggering unit) will not work, timer event not linked to unit

    Posted in: Miscellaneous Development
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    posted a message on Why are my missiles always launching from the ground?

    some trouble

    @KratsAU: Go

    this work, thanks

    Posted in: Miscellaneous Development
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    posted a message on Some questions about buttons, tooltips, abilities.

    Yes, Link the Ability to the Damage Effect. this will work if hero has fixed weapon, but if i use Items with different attached weapon ?

    If you are using a Learn Ability (Which I highly Reccommend) there is a toggle called hide at max level. thanks

    This one is harder.... make the main tool-tip include all the levels not one what i wont, but cat is fine too, thanks.

    Posted in: Miscellaneous Development
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    posted a message on Some questions about buttons, tooltips, abilities.

    all without triggers - data editor only.

    1. Is possible give Ability damage of current equipped weapon? (may be different)

    example: StunShot Ability - hit target with you current weapon damage and stun for 2 sec

    perfect: StunShot Ability - hit target with you (current weapon damage)*factor+bonus and stun for 2 sec

    2. Is possible hide Learn <Ability> button after reach maximum level of this ability

    example: StunShot have 5 lvls, after reachig 5lvl there are two advanced ability (stun shot with area effect or stun shot with additional debuffs) i have found how replace StunShot button with one of this Abilities' button, but in Train Ability submenu Learn StunShot become grey and not hided.

    3. Is possible add to tooltip some variables?

    example:

    lvl 1 StunShot deal 10 damage and stun for 2 sec

    lvl 2 StunShot deal 20 damage and stun for 2.5 sec

    tooltip must look like:


    Stun Shot

    • $num Damage
    • $num sec. Stun

    perfect: Behavior effects(like normal weapon tooltip) example: StunShot have bonus to damage from attribute behavior "Strengh"


    Stun Shot

    • $num+$bonus Damage
    • $num sec. Stun

    ps: sorry for my engrish ;)

    Posted in: Miscellaneous Development
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    posted a message on Toggle Key

    @ShadowLance194: Go

    abilities or user made dialogs?

    in abilities you can look example in GhostCloak ability. it has "Switch" in flags and 2 actions on (Cloak) and off(Decloak) with different buttons, but with some hot key also you can place both action in one cell of CommandCard - this work correct.

    Posted in: Miscellaneous Development
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