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    posted a message on [Validator/Effect] Halt Construction Like Warcraft 3

    Why would I have to make a new unit/building if they already exist and tied to the build ability?

    How do I make it only drop the foundation(set time to 0?) and how to make the animation progress with stacks?

    Posted in: Data
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    posted a message on [Validator/Effect] Halt Construction Like Warcraft 3

    It would be nice if the build ability could actually be channeled. Lol

    With your second option, I am not certain how to put a channeled ability to build since (you have to?) use the build ability in the command card itself. Then there would be the issue of fighting the building animation. I recently just fixed the build animation if you change the speed in which the building is constructed (from default or set to be done quickly), I am also unsure how to "pause" and "resume" although this would be an issue if I force stopped as well I suppose.

    Posted in: Data
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    posted a message on [Validator/Effect] Halt Construction Like Warcraft 3

    Hi all,

    I am trying to halt construction of the current building being constructed if the person wants to make another building (not queue). For instance they want to spam walls but leave them as half constructed. In addition, I want to be able to halt construction if they unit were to move as well. Warcraft 3 did this natively but I am having trouble recreating it. I still want queued buildings to actually build so the players can't just queue half constructed buildings.

    Initially I thought I could use the included combination validator, "Caster wants to move or has orders" and put it on the halt command under the ability to build. Doing so crashes galaxy editor on my mac/pc.

    An idea that I keep coming back to is put an effect on the building/worker to build so long as they have this effect and would otherwise halt should they get another order. However I am unsure how to implement this.

    Thanks to anyone that can help!

    Posted in: Data
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    posted a message on [Solved][Effect/Ability/Behaviors/Validators] WC3 Data Mod Issues With Peasant Harvesting

    So instead of the Switch effects "PeasantHarvestLumberReturn" and "Super Worker Harvest Lumber Return" they should be set effects? So do I replace those two effects for a newly created set effect?

    Or should I make a set effect and link to ability, and put those two switch effects inside of it with the unit type validators staying how they are?

    Or would another switch effect work, where in the cases I put the two effects "PeasantHarvestLumberReturn" and "Super Worker Harvest Lumber Return" inside the newly created switch effect with the validators being the unit type?

    Edit: I've made another switch effect with the unit type validator and under cases I put the other 2 switch effects (the above). And it now works.

    Thank you DrSuperEvil!!!

    Posted in: Data
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    posted a message on [Solved][Effect/Ability/Behaviors/Validators] WC3 Data Mod Issues With Peasant Harvesting

    In reply to DrSuperEvil:

     I have removed "InPeasantHarvestLumberTreeSearchOrder (Unnamed)" from the validator "InPeastantHarvestLumberOrder (unnamed)" and the worker still works correctly, and the super worker still doesn't work correctly. By that I mean it still harvests trees but doesn't return cargo.

    For the "Worker Harvest Lumber Return" I want both of the effects "PeasantHarvestLumberReturn (Unnamed)" and "Super Worker Harvest Lumber Return". I put in a unit type validator so that it won't apply both effects, and it would check the unit. The previous two effects apply the effect "LumberxSet" or"Super Worker Lumber x Set" after the unit type validator checks the unit. Then another validator checks the cargo of lumber and then applies "LumberxResources" or "Super Worker Lumber x". Based on how much cargo the unit has, it will give the player x amount of lumber determined in the previous two effects. For testing purposes I set the "Lumber1Resources" and "Super Worker Lumber 1" to 2000 and 50000 respectfully. This way I can check if it is differentiating between the effects.


    If I am correct however, upon the use of the ability "Worker Harvest Lumber Return", both effects should be put on the unit, but both have validator for unit types. Which means only 1 will actually take effect. These effects are what set the lumber gained from the stacks of lumber. For instance a worker will return 2000,2,3,4,5,6,7,8,9,10. And the super worker will return 50000,2,3,4,5,6,7,8,9,10. Where 2000 and 50000 is for testing only, and it won't be the final values. If this is not correct, how should I make it?

    The mod isn't perfect, but it's mostly because the command card and abilities aren't set properly for some reason. However these abilities should be, I think. At least for the regular worker it is correct. If you test the document, and right click a tree, 10 seconds later the worker will return 10 lumber. Meanwhile the super worker will harvest the tree and apply the carry lumber behavior but won't return. I checked to see if it applies the behavior by setting it to display behaviors on the unit.
    Posted in: Data
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    posted a message on [Solved][Effect/Ability/Behaviors/Validators] WC3 Data Mod Issues With Peasant Harvesting

    In reply to DrSuperEvil:

     The "Super Worker Harvest xxx" (xxx is anything after) isn't supposed to go to anything. I tried to originally copy the original blizzard stuff and linked it but it didn't work so I scraped it and then unlinked from the original blizzard stuff. I didn't delete it because I was going to do it later, ignore all Super Worker xxx stuff.

    The only Super Worker anything that should be seen is the unit, not effects abilities validators ect. I want the super worker to operate just like the worker, and as such I linked only the super worker to the abilities of the regular worker. So both units have 4 abilities, the same abilities -- which is what I want. The only difference is in "Worker Harvest Lumber Return" which has a seperate "Super Worker xxx" stuff because it harvests and has a larger cargo than the regular worker.

    The "IsPeasantLumberDropOff" just validates that the peasant(worker) is indeed not a drop off. It will have to go do a keep,castle, town hall, or lumber mill. In which case I want to keep that.

    I will delete all super worker stuff that I don't need and reupload map.
    Updated Map Here
    Posted in: Data
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    posted a message on [Solved][Effect/Ability/Behaviors/Validators] WC3 Data Mod Issues With Peasant Harvesting

    In reply to DrSuperEvil:

     I'm not sure what you mean. The behavior "PeasantHarvestLumberModeOn"  for "Worker Harvest Lumber Directed" does have a disable validator but both units use it. The unit does collect stacks of lumber, thus "Carry Lumber" behavior is being applied to them. I assume you mean the "InPeasantHarvestLumberOrder" validator. But that only links to other abilities. If it is this, how do I change it?

    I am not that great at the data editor, but the worker seems to be mining, it just won't return the cargo it seems.
    Posted in: Data
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    posted a message on [Solved][Effect/Ability/Behaviors/Validators] WC3 Data Mod Issues With Peasant Harvesting

    In reply to DrSuperEvil:

     I want the two units (eventually 5) to have the abilities. "Worker Harvest Lumber", "Worker Harvest Lumber Directed", "Worker Harvest Lumber Return", and "Worker Harvest Lumber Return Search". So I am not going to use the copied super worker abilities as I tried and it failed to work as well.

    Since "Worker Harvest Lumber Return" actually contains what a unit will return, after I duplicated the ability, I figured I could just change the return cargo effects and validators inside the mentioned ability.

    So both units have the same abilities but the "Worker Harvest Lumber Return" has more effects and validators because it is what gives the lumber and I want all 5 (currently 2) units to return different amounts. But they will all harvest at the same speed and everything. It is this ability that is giving me trouble because it doesn't seem to know what to do.
    Posted in: Data
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    posted a message on [Solved][Effect/Ability/Behaviors/Validators] WC3 Data Mod Issues With Peasant Harvesting

    In reply to DrSuperEvil:

     I'm not quite sure what you mean. "PeasantHarvestLumberModeOn" has the disable validator but both workers have that behavior. What ability does the super worker have that the regular worker does not?
    Posted in: Data
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    posted a message on [Solved][Effect/Ability/Behaviors/Validators] WC3 Data Mod Issues With Peasant Harvesting

    The worker harvest lumber abilities (the 4) have to be there, 2 for mining and 2 for return otherwise it won't work.

    Do you mean (Basic)Behavior: Validators (Disable) for PeasantHarvestLumberModeOn behavior? The goldish text is all blizzard. What should the disable be?

    Posted in: Data
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    posted a message on [Solved][Effect/Ability/Behaviors/Validators] WC3 Data Mod Issues With Peasant Harvesting

    In reply to DrSuperEvil:

     Yes, both workers use the same 4 abilities. Yes, there are unit type validators that I put in for the return cargo. However unit type validators aren't anywhere else. Upon testing, using triggers to give the buff to the worker, it doesn't return. However it can't be because of the validator because the regular worker still works, but the super worker does not return. The button to return cargo doesn't even show up. 

    Edit: I think the problem lies somewhere in "Worker Harvest Lumber Return Search"
    If I remove the unit type validator the super worker will harvest like the regular worker. However the button still doesn't appear and I don't want it to mine like the regular worker.


    I have appeared to narrow it down by a lot. "Worker Harvest Lumber Return Search" seems to be where the issue is coming from. I have played around with things and now the super worker has the return button but it gives me the error "Can't find enough targets" which is the error message for this ability. I've included my map so that you may be able to look and quickly find the issue.

    Download Map Here
    Posted in: Data
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    posted a message on [Solved][Effect/Ability/Behaviors/Validators] WC3 Data Mod Issues With Peasant Harvesting

    In reply to DrSuperEvil:

     Visualization of the mess. Note that the workers have TWO(Worker Harvest Lumber, Worker Harvest Lumber Directed) mining abilities but one ONE(Worker Harvest Lumber Directed) has a button that can be clicked. I think what isn't working is Carry Lumber behavior not being applied to the unit Super Worker, because the button for the return cargo doesn't show up. Link to download excel spreadsheet
    Posted in: Data
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    posted a message on [Solved][Effect/Ability/Behaviors/Validators] WC3 Data Mod Issues With Peasant Harvesting

    Thank you DrSuperEvil for you response. However that doesn't solve the issue of 5 different units harvesting different amounts and how to link it to what Blizzard has set.

    1) Isn't unit dependant. It is based off the ability, Blizzard has wc3 units split their gather and return cargo. Even if I were to change that field, it would only change the ability's bonus which would be applied on all 5 units. 

    2) The ability harvest basically applies a buff. When it has max lumber stacks (10) it will return the cargo. Then the buff is counted which is basically how many stacks of lumber it has. And it somehow checks and matches with the effect "worker lumber x", where x is a number and  it will give lumber to the player based on what is inside "worker lumber x set". This is a simplified way of what it is doing but there are effects upon effects and I'm not sure what it does.

    4) I'll try smart command.

    5) I'm not saying I want the bundle, just that other units should not have it.

    Posted in: Data
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    posted a message on [Solved][Effect/Ability/Behaviors/Validators] WC3 Data Mod Issues With Peasant Harvesting

    So the issue I am having is trying to use wc3 data mod to change harvest amount. There will be 5 different workers and the only thing that changes is the amount at which they return per "cargo" or "lumber stack" which appears to be controlled by the number of behavior stacks on the unit. Scroll down for a TL;DR :D

    Things I want:

    1) The 5 different workers will have different harvest amount per stack of lumber. But everything else should be the same, including the behavior and effects to get the stacks of lumber and the processes involved. (Or so I think)

    2) I will have 3 upgrades that change the amount that is harvested. Which I could do in upgrades that change the effect "super worker lumber 1" and "worker lumber 1" Basic Effect: Resources  to the new value per upgrade. (I've only listed 2 because I haven't done the other 3 because I am trying to at least get the super worker to work correctly). Since each worker will only hit the tree 10 times, I have to hard 'code' the harvested values because some will have decimals and I haven't have .5 behavior on a unit.

    4) A person should be able to right click a tree to initiate the harvesting or by clicking the ability. Both of these work in wc3 and in sc2. I've figured out that both "Worker Harvest Lumber" and "Worker Harvest Lumber Directed" must be in the abilities for the unit to achieve this result. I've tried to merge the two without any luck. Also I wanted the return of cargo to not be displayed unless you actually have cargo, which "Worker Harvest Lumber Return Search" does, but without the "Worker Harvest Lumber Return" it will get an error. Effectively all 4 of these abilities need to be on the unit with only "Worker Harvest Lumber Directed" and "Worker Harvest Lumber Return Search" being used in the command card.

    5) Only the peasant "Worker" has the animation of lumber on his shoulder, the rest do not, but they have the attack animation of attacking the tree. I think I've done this correctly.

    * 6) Not really something I want to change or even would even matter, but Blizzard set the harvest ability to damage the tree, I changed it to do 0 damage to a tree, thus never killing it and allowing it to be harvested for an infinite amount. However they also include a "tree dead" validator and effect, which seems useless to me since it will never die. I don't know if removing this will change things, but I do not care too much since it won't affect the process at all in this scenario. 

    Methods tried:

    1) I've tried copying the whole peasant unit (which I called "worker" now) including all effects and behaviors after I tested the command card and abilities and the "worker" does exactly what I want it to do. The copying didn't copy  some of the sub effects, sub validators, etc. so I had to just copy the ones that were missing and relink them. After that was done I tried putting the new abilities on the "super worker" unit. The "super worker" does 'attack' the tree but it doesn't return or even get lumber. I assume it's because the behavior isn't being applied.

    2) I've instead tried to do a smarter approach. Since the only thing that differs between the 5 workers are the amount in which they gather, I've tried to change the effects inside the ability "worker harvest lumber return" as it is that ability that actually sets the lumber you get based on the stacks of lumber harvested. So using the last method I had the copy of the "Super worker lumber 1 set" effects. I then tried to put a unit type validator on that effect should only use that effect if the unit type is what I want. The same probably occurs as the last one, the "worker" works fine, but the "super worker" does not.

    3) I've also tried to create my own to simplify Blizzard's way of doing this process but I cannot seem to grasp the moving parts of all of this :(

    I've included the test map that diverged from the original which is basically the same without 1 ability that I removed, I think it was "Worker Harvest Lumber Return" as I merged it with the "Worker Harvest Lumber Return". Also The "Super Worker" has the attack animation to the tree and if I right click a tree it will activate the harvest process. It just doesn't return it.

    TL;DR: I want to be keep the method in which 5 different workers harvest trees. The only thing I want to change is how much they harvest, but the method stays the same. I assume a validator needs to be used, which I tried but the "Super Worker" doesn't return cargo, or even have cargo like the "Worker" does.

    Down Map Here

    Thanks!

    Posted in: Data
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    posted a message on [Solved] WC3 Data Mod: Command Card Submenu Uncooperative
    Quote from Mangmury >>

    In reply to IATidus:

     I found a solution.
    I tried right clicking the command card field and resetting to Default Settings (unit) parent value and then added a submenu. Then it worked.
     Yes, this has fixed the command card issue reverting to being blank. Do to this, click your unit in data editor in table view and then find "(Basic) Ability: Command Card+" and right click it and find "Reset To Parent Value" and then "[Core.SC2Mod] Default Settings (Unit)"

    Thank you Mangumury for finding this fix, and thank you DrSuperEvil diagnosing the issue. When I tried to edit the XML, apparently the WC3 data mod XML differs from SC2 unit data XML. So when I would edit the XML of the peasant, the changes would revert still because it isn't what is in the data of the WC3 mode.
    Posted in: Data
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