Hey I tried starting a new project as I made a pathfinding lib I wanted to make available to the community but every time I try to create a new project, fill out all the info and hit start project, it loads for a second then just returns to the page like nothing happened. No new projects showing in my list, is there an approval process or something, there's no indication of what went wrong?
Hey I tested this a week or so ago and forgot to post. Didn't get into it too extensively but it seemed to work pretty well, the creep spread was smart and well spread out. I like the fact it checks different ranges and tries to select an optimised spot for spread, didn't seem to cluster tumours when it had an option. Only criticism I would have is if multiple tumours spread at once they can select a target point very near each other due to the spell of the first being in progress and there being no actual tumour in position when the next do their searches.
Hmm I just tested the standard unit filter and it worked fine, also tab button changing my selection to post reply instead of indenting is annoying XD.
My method for testing: placed a unit for player 2 who is hostile to player 1.
Test 1:
General -If (Conditions) then do (Actions) else do (Actions)
If (Construction 5 [121.50, 130.50] is Excluded: Missile, Dead, Hidden for player 1) == True
Then UI -Display "True" for (All players) to Subtitle area
Test 2:
General -If (Conditions) then do (Actions) else do (Actions)
If (Construction 5 [121.50, 130.50] is Excluded: Enemy, Missile, Dead, Hidden for player 1) == True
Then UI -Display "True" for (All players) to Subtitle area
Test one returned true, test two did not. Only change was excluding enemies from the filter.
Hey, you need to work on shortening your questions and making them more to the point, I have this problem too.
As I understand it you want to play your custom sound file as the music for your map? I've never actually messed with the game music but I tested some stuff and think I have what you want. The trigger is pretty simple, it's the fact you need to set your imported sound up as a "sound" AND a "soundtrack" in the map's data that makes it a little tricky.
Step 1 - Import your sound file, I see you have this done already
Step 2 - Go into the data editor, open the sounds tab, find a music sound and duplicate it, go to the sound asset field and change it to your imported sound
Step 3 - Open a sound track tab in the data editor, duplicate a music soundtrack, go into the cues field, under master layer change the sound to the sound you just made, other layers don't matter unless you want to have multiple sounds on this soundtrack
Step 4 - Open the trigger editor, make a new trigger with the action Play Soundtrack. Change the soundtrack ID to the track you just created. I'd set make default to Do as well, rest you can leave as is. Only thing remaining is setting the event for the trigger, guessing you want this as map init.
That should work, people with music turned off will not hear it of course. You can mess around with the settings in the sound to change how it sounds.
I've built a unit by adding 11 model additions onto the invisible unit model. They are positioned using rotation and offset Siteops. I want 6 of these model additions to raise and lower depending on which 1 of 5 behaviours is on the unit. I've tried just about every height related actor msg in the events of the model additions themselves and the models haven't budged. I've used the attach offset msg on the unit actor and this gets only one of the 6 models to move, whether I directly select the model actors or use an alias they all share.
So my question is how can I get all 6 models to move with one actor event/msg for each behaviour?
DrSuperEvil you've gotta be the heart of this community, over a year since I last posted and you're still one of the first to reply. Anyway I was thinking the same but I have zero experience with model editing. Can you think of any workarounds, alternate models that may work, or other options?
I've put a fair amount of work into this project, if there is someone who can create a suitable solider model I might be willing to pay for it.
As the title says I want a marine to move and shot at the same time. I'm using a wasd movement system with a top down camera. I know how turrets work and how to make this mechanically happen, it's just going to look terrible because the rine will probably stutter between it's attack and walk animation while doing both. I'm wondering if anyone has a solution to this, my only idea atm would be a new model with a turret bone at the rine's waist and that would still probably look funky.
Ideally the rine will be able to shoot about 135 degrees in front of him, and be able to walk backwards and shot at the same time.
So I'm trying to use the actor force system to throw dead bodies away from a blast zone like siege tanks and other abilities in SC 2 do but I can't for the life of me get it working.
The ability I want to get it working for is a grenade. The grenade is launched, upon impact it creates an active grenade unit which times down and then deals aoe damage to everything including itself in the area. I suspect this odd effect chain is causing me part of the problems and I've tried so many combinations of site ops, impact maps and everything else I'm just tired to shit of it and am hoping someone actually knows how these things work and can explain it or give me an idea because I can't find much solid information about it.
I copied the siege tank attack and 2 force actors directly and tried to set them up with my ability to no avail. So if anyone knows this stuff I'd appreciate the help.
Thanks for the reply. The speed isn't actually the property I want to modify, I just don't want to give too much about my map away and this feature is something unique to it as far as I know and took me a while to figure out. Only other option I've come up with is saying screw using movers all together and trying to do it through triggers so I can just use variables and modify them as I please.
Bumping this. If nobody can think of a better alternative I'm probably going to end up making like 300+ movers each with a very slight difference than the others. Yeah it will suck big time, someone save me!
Yeah movers can determine how missiles move, there's a field in the launch missile effect type to select the mover. I've got a mover set up for my missile and it works fine, but what I want is to be able to change the values of that mover, dependent on stat gains the unit might get from leveling. So say the unit levels up and I want the fireballs it throws to move faster, I want to modify the speed field in the mover while the game is playing and add say 1 to it.
Not exactly what I want to do but its a good example.
So I'm not very hopeful of a good solution to this but; I need to modify specific fields of a mover during the game.
The mover is used to control the flight path of some missiles and I want to modify values in the motion phases based on other numbers. I've tried using edit catalog field value and it gives me some error in game that reads: Core: access denied to required object or service. I've dug a bit and it looks like there are some fields that are read only and can't be edited in game, and this seems to be one of them?
The best workout around I can think of is having like.. 50 movers each modified by a small increment so if the number I'm basing off changes I could just change the mover itself used by the launch effect. I'm not sure if this will work though as I am going to have a lot of weapons. Each player only has one unit so that isn't an issue.
Hey so I got this working fairly well with the system I explained above. Refined it and now it just detects possible covers, finds the point on the opposite side of the nearest hostile, and sends the covering unit there if it's path able.
There's an issue I know I'm going to run into however and that is travel distance. Currently units will consider any cover point within a circle the size of the engagement range I set for that unit type. The problem is they might find a cover across a canyon or wall or something, that might be 6 distance as the crow flies, but to run around to it is more like 30 distance. So I need a condition that says target point is less than X, but I have no idea how to measure movement distance.
So: I need to measure movement distance or travel distance.
I've found the path display triggers, which have an option for measuring travel distance, have not been able to get these working at all though and don't know if it will solve my problem. The only work around I can think is send out extremely fast test units from the cover unit to the cover point, measure the time it takes them to get there, divide by whatever to get the distance. Seems really sloppy and annoying to implement. So does anyone know how I could do this?
So no idea if this was solved but off the top of my head I don't think it would be super hard to do:
First create a behavior of type buff (infectious), this will be the buff that makes a unit contagious. In a behavior there is an option for period and periodic effect, period = the interval at which the periodic effect happens. We want that periodic effect to search the area for possible victims to infect.
So then we create an effect of type search area (Search for Victims). Open the area field, click the + button and set how big you want the search radius to be, maybe like 2-6. The effect field says what effect will happen to targets found. So,
Create a new effect of type apply behavior (Infect) set the behavior it applies to (infectious) if you want victims to spread the virus too, if not you'll need a separate behavior.
Now we need to go back and connect them, so for (infectious) set the period effect to (Search for Victims). In (Search for Victims) go into the area field and set the effect there to (infect).
All that is left to get this working is to set up the chance of infecting people over time. The period field in (infectious) says how often it searches, I would set this to about .25, I think this means every quarter of a game second it will search. You can then either set the chance field in (infect) or (search for victims). Using infect will give each unit an independent chance of being infect, using search for victims will mean they are all either infected or not. I'd set the field in infect. You could make it like 2.5% or 0.025 X 4 times per second = 10% chance per second of any unit in range being infected.
For the initial infection attack
Not at editor atm but my thinking is you'll need to create an effect that has a random chance of infecting that fires along side the weapons regular damage, so:
Create an effect of type apply behavior (Initial infect) give it whatever chance you want of it infecting the unit per attack in the chance field, set the behavior it applies to (infectious)
Create an effect of type set (Poison attack set) and add the (initial infect) effect as well as your weapon damage to the effects field.
Go to your weapon, set the effect to (Poison attack set) now any attack will damage and have a chance to infect the victim.
0
Hey I tried starting a new project as I made a pathfinding lib I wanted to make available to the community but every time I try to create a new project, fill out all the info and hit start project, it loads for a second then just returns to the page like nothing happened. No new projects showing in my list, is there an approval process or something, there's no indication of what went wrong?
Thanks
0
Hey I tested this a week or so ago and forgot to post. Didn't get into it too extensively but it seemed to work pretty well, the creep spread was smart and well spread out. I like the fact it checks different ranges and tries to select an optimised spot for spread, didn't seem to cluster tumours when it had an option. Only criticism I would have is if multiple tumours spread at once they can select a target point very near each other due to the spell of the first being in progress and there being no actual tumour in position when the next do their searches.
0
Hmm I just tested the standard unit filter and it worked fine, also tab button changing my selection to post reply instead of indenting is annoying XD.
My method for testing: placed a unit for player 2 who is hostile to player 1.
Test 1:
General -If (Conditions) then do (Actions) else do (Actions)
If (Construction 5 [121.50, 130.50] is Excluded: Missile, Dead, Hidden for player 1) == True
Then UI -Display "True" for (All players) to Subtitle area
Test 2:
General -If (Conditions) then do (Actions) else do (Actions)
If (Construction 5 [121.50, 130.50] is Excluded: Enemy, Missile, Dead, Hidden for player 1) == True
Then UI -Display "True" for (All players) to Subtitle area
Test one returned true, test two did not. Only change was excluding enemies from the filter.
0.951271186440678
Hey, you need to work on shortening your questions and making them more to the point, I have this problem too.
As I understand it you want to play your custom sound file as the music for your map? I've never actually messed with the game music but I tested some stuff and think I have what you want. The trigger is pretty simple, it's the fact you need to set your imported sound up as a "sound" AND a "soundtrack" in the map's data that makes it a little tricky.
Step 1 - Import your sound file, I see you have this done already
Step 2 - Go into the data editor, open the sounds tab, find a music sound and duplicate it, go to the sound asset field and change it to your imported sound
Step 3 - Open a sound track tab in the data editor, duplicate a music soundtrack, go into the cues field, under master layer change the sound to the sound you just made, other layers don't matter unless you want to have multiple sounds on this soundtrack
Step 4 - Open the trigger editor, make a new trigger with the action Play Soundtrack. Change the soundtrack ID to the track you just created. I'd set make default to Do as well, rest you can leave as is. Only thing remaining is setting the event for the trigger, guessing you want this as map init.
That should work, people with music turned off will not hear it of course. You can mess around with the settings in the sound to change how it sounds.
0
I've built a unit by adding 11 model additions onto the invisible unit model. They are positioned using rotation and offset Siteops. I want 6 of these model additions to raise and lower depending on which 1 of 5 behaviours is on the unit. I've tried just about every height related actor msg in the events of the model additions themselves and the models haven't budged. I've used the attach offset msg on the unit actor and this gets only one of the 6 models to move, whether I directly select the model actors or use an alias they all share.
So my question is how can I get all 6 models to move with one actor event/msg for each behaviour?
0
DrSuperEvil you've gotta be the heart of this community, over a year since I last posted and you're still one of the first to reply. Anyway I was thinking the same but I have zero experience with model editing. Can you think of any workarounds, alternate models that may work, or other options?
I've put a fair amount of work into this project, if there is someone who can create a suitable solider model I might be willing to pay for it.
0
As the title says I want a marine to move and shot at the same time. I'm using a wasd movement system with a top down camera. I know how turrets work and how to make this mechanically happen, it's just going to look terrible because the rine will probably stutter between it's attack and walk animation while doing both. I'm wondering if anyone has a solution to this, my only idea atm would be a new model with a turret bone at the rine's waist and that would still probably look funky.
Ideally the rine will be able to shoot about 135 degrees in front of him, and be able to walk backwards and shot at the same time.
0
So I'm trying to use the actor force system to throw dead bodies away from a blast zone like siege tanks and other abilities in SC 2 do but I can't for the life of me get it working.
The ability I want to get it working for is a grenade. The grenade is launched, upon impact it creates an active grenade unit which times down and then deals aoe damage to everything including itself in the area. I suspect this odd effect chain is causing me part of the problems and I've tried so many combinations of site ops, impact maps and everything else I'm just tired to shit of it and am hoping someone actually knows how these things work and can explain it or give me an idea because I can't find much solid information about it.
I copied the siege tank attack and 2 force actors directly and tried to set them up with my ability to no avail. So if anyone knows this stuff I'd appreciate the help.
0
Thanks for the reply. The speed isn't actually the property I want to modify, I just don't want to give too much about my map away and this feature is something unique to it as far as I know and took me a while to figure out. Only other option I've come up with is saying screw using movers all together and trying to do it through triggers so I can just use variables and modify them as I please.
0
Bumping this. If nobody can think of a better alternative I'm probably going to end up making like 300+ movers each with a very slight difference than the others. Yeah it will suck big time, someone save me!
0
Yeah movers can determine how missiles move, there's a field in the launch missile effect type to select the mover. I've got a mover set up for my missile and it works fine, but what I want is to be able to change the values of that mover, dependent on stat gains the unit might get from leveling. So say the unit levels up and I want the fireballs it throws to move faster, I want to modify the speed field in the mover while the game is playing and add say 1 to it.
Not exactly what I want to do but its a good example.
0
So I'm not very hopeful of a good solution to this but; I need to modify specific fields of a mover during the game.
The mover is used to control the flight path of some missiles and I want to modify values in the motion phases based on other numbers. I've tried using edit catalog field value and it gives me some error in game that reads: Core: access denied to required object or service. I've dug a bit and it looks like there are some fields that are read only and can't be edited in game, and this seems to be one of them?
The best workout around I can think of is having like.. 50 movers each modified by a small increment so if the number I'm basing off changes I could just change the mover itself used by the launch effect. I'm not sure if this will work though as I am going to have a lot of weapons. Each player only has one unit so that isn't an issue.
Any ideas?
0
Damn how'd I miss that >< thanks man it seems to be working.
0
Hey so I got this working fairly well with the system I explained above. Refined it and now it just detects possible covers, finds the point on the opposite side of the nearest hostile, and sends the covering unit there if it's path able.
There's an issue I know I'm going to run into however and that is travel distance. Currently units will consider any cover point within a circle the size of the engagement range I set for that unit type. The problem is they might find a cover across a canyon or wall or something, that might be 6 distance as the crow flies, but to run around to it is more like 30 distance. So I need a condition that says target point is less than X, but I have no idea how to measure movement distance.
So: I need to measure movement distance or travel distance.
I've found the path display triggers, which have an option for measuring travel distance, have not been able to get these working at all though and don't know if it will solve my problem. The only work around I can think is send out extremely fast test units from the cover unit to the cover point, measure the time it takes them to get there, divide by whatever to get the distance. Seems really sloppy and annoying to implement. So does anyone know how I could do this?
0
For the virus
So no idea if this was solved but off the top of my head I don't think it would be super hard to do:
First create a behavior of type buff (infectious), this will be the buff that makes a unit contagious. In a behavior there is an option for period and periodic effect, period = the interval at which the periodic effect happens. We want that periodic effect to search the area for possible victims to infect.
So then we create an effect of type search area (Search for Victims). Open the area field, click the + button and set how big you want the search radius to be, maybe like 2-6. The effect field says what effect will happen to targets found. So,
Create a new effect of type apply behavior (Infect) set the behavior it applies to (infectious) if you want victims to spread the virus too, if not you'll need a separate behavior.
Now we need to go back and connect them, so for (infectious) set the period effect to (Search for Victims). In (Search for Victims) go into the area field and set the effect there to (infect).
All that is left to get this working is to set up the chance of infecting people over time. The period field in (infectious) says how often it searches, I would set this to about .25, I think this means every quarter of a game second it will search. You can then either set the chance field in (infect) or (search for victims). Using infect will give each unit an independent chance of being infect, using search for victims will mean they are all either infected or not. I'd set the field in infect. You could make it like 2.5% or 0.025 X 4 times per second = 10% chance per second of any unit in range being infected.
For the initial infection attack
Not at editor atm but my thinking is you'll need to create an effect that has a random chance of infecting that fires along side the weapons regular damage, so:
Create an effect of type apply behavior (Initial infect) give it whatever chance you want of it infecting the unit per attack in the chance field, set the behavior it applies to (infectious)
Create an effect of type set (Poison attack set) and add the (initial infect) effect as well as your weapon damage to the effects field.
Go to your weapon, set the effect to (Poison attack set) now any attack will damage and have a chance to infect the victim.