• 0.965973534971645

    posted a message on Question: Is it possible to make a top down shooter map using only data editing?.

    Abilities can be given right click functionality using the Smart Command flag. Under the Cameras data type camera angle can be set and using certain actor event actions (Camera Set Active) you can force the camera of the player to follow a unit.

     

    Still do not expect more than a basic third person shooter.

    Posted in: Data
  • 0.961050724637681

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    1.1. Use an Issue Order effect to tell them to use the correct Attack ability command or use a Modify Unit effect to make them go to a Rally ability point.

     

    If it is an Effect - Instant ability you need an accompanying Rally ability to allow target allocation. Else just apply a buff using an Effect - Target ability that on unit creation using a Create Persistent effect based around the caster, the spawned units home in on based on a Buff using a Search Area effect that uses an Issue Order.

     

    1.2. Actor events. you can use buff stacks on the host unit and validators or under the actors themselves you can use the Is Status term (look at the marauder for details). There is an Ability Charge event after all (with an AbilLevel term).

     

    There are also validators (Unit Compare Charge Used) that can detect the number of charges. Just have a buff that activates/deactivates based on the charge number.

     

    1.3. Try the Uses Food flag under the Effect: Creation Options of the Create Unit effect? There also is the Player Food Available/Used validators.

     

    2. Are these units also orthogonal or able to be overwritten by other dependencies? Sounds like problems with the Ability: Commands - State field. Else your requirements have stuff in the Show field they should not.

     

    3. The queen applies a buff to the hatchery that is used as a requirement for the Spawn behaviour slot on it. As the period of this behaviour type is reset each time the slot is disabled the buff duration needs to match the spawn behaviour period.

     

    4. Try the Set Scale event action? Sounds like you may want a State Monitor actor.

     

    5. Stukov is a glorified Swarm Host. There is a global caster (invisible unit) with a Rally ability created by triggers. Structures have a Train ability with the Auto Cast On/Initially On flags. Using the Ability: Info - Effect fields they do a global search for the caster unit and then use a Modify Unit effect to target the rally destination based on the rally point of that unit.

     

    6. UI editor. For adding them to units under the Unit actor is the Combat: Custom Unit Status Frame field.

     

    7. Never done it so am not the right person to ask. I just go to XML mode and copy and paste one data type at a time.

     

    8. Try like the zerg structure morphs? Destroy the old Unit actor then create the new one?

     

    Posted in: Data
  • 0.961085972850679

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    Under the Transport ability used by your digester. You use the ability to apply a Buff to units in the cargo of the ability. This buff as a damage response when fatal does the effect.

     

    Use the Combat: Damage Response - Handled field for the effect of the damage response with the Combat: Damage Response - Fatal flag enabled

     

    Posted in: Data
  • 0.96551724137931

    posted a message on Need help on complex ability involving Transport

    Ok so you want to use a Set effect to make the target point that a Location Range validator uses to disable a Buff used for the casting. Seems you want to create a tunnel entrance unit using a Create Unit effect that uses a Teleport effect on any units ordered to move to it and are close enough. A Create Persistent effect that uses a periodic Search Area effect that has the teleport or launch missile effect validated by a Unit Compare Order Target Range validator could be used for the transportation.

     

    Rather use a Launch Missile effect like the ultralisk burrow charge. Do not order the unit to burrow but just get the effects of the ability to make the unit play/stop the burrow animation bracket.

     

    The Battery ability uses an effect on units ordered to move to the caster.

     

    Where was the Create Unit effect on impact targeting?

    Posted in: Data
  • 0.964320154291225

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    9. Under the file menu select Dependencies and press the Add Standard option. Add Liberty (Campaign), Swarm (Campaign) and Void (Campaign). These mods hold the various campaign models and sounds.

     

    10.1. Make sure the Effect: Ability Command field of the Issue Order is set to the correct index for the command of the Transport ability.

     

    1.1. Adding Unit Type validators should be the correct way.

     

    1.2. The Ability: Info Set Validators field should be able to handle that using a Location Vision type validator.

     

    2. That is because your copy has a morph ability that morphs into the standard variant. The behaviour applied to the host structure by addons can be anything you want it to be. The Buff type behaviour applied by the reactor uses the Behavior: Modification - Queue Size and Behavior: Modification - Queue Count fields to adjust the queues of the host while the buff applied by the tech lab is used for Requirements on the Train ability.

     

    3. The Worker Maintained flag under the Stats: Flags field of the Build ability.

     

    4. One cause could be the alpha needs to be set on the background parts of the icon .dds files.

    Posted in: Data
  • 0.964042759961127

    posted a message on Model not centered on unit

    Add a SOp (Local Offset) SOp to the Hosting: Host Site Operations - Operations field of the Unit actor for the unit.

    Posted in: Data
  • 0.962818003913894

    posted a message on SC2 Mapster Upgrade Discussion Thread

    At least discord supports .SC2Map files...

    Posted in: General Chat
  • 0.961116650049851

    posted a message on M3 Importer/Exporter for MakeHuman

    Ask Println about that possibility. He made the importer for Blender.

    Posted in: Miscellaneous Development
  • 0.960645812310797

    posted a message on HELP!!! Queen laying eggs not working, I dont know whats wrong

    So you are modifying the Swarm Queen Train ability.

     

    The egg creation is based on when the Train type ability stops. The not using resources indicates you are not training the unit in the first place. Do you have your alternative units set under the Ability: Info - Unit field? Are you linking to the correct ability slot in the command card?

    Posted in: Data
  • 0.960882647943831

    posted a message on [SOLVED] Enforcing Maximum Number of a Building Type

    Under the Requirements data type create a new requirement. Double click the Basic: Requirement - Node Link field to open a window. There will be two folders with one called Use and the other called Show. Right click the Use folder and select Add Requirement Node. Then left click your new node and under the Type field select Less Than. In the window right click your node and add select Add Requirement Node twice. Set the upper one to the Count Unit type and the lower one to the Constant type. Under the Count Unit node set the Alias field to the unit you want to limit the number of and the State field to Queued Or Better. Next set the Constant node to the number you want. Finally add the requirement to your Build ability.

    Posted in: Data
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