Quote from MaskedImposter >>Oh maybe like 2016 or 2017. It's all relative I guess haha. Time is shooting by >.<
No kidding... I feel like it was just yesterday that SC2 was in beta, haha. I remember when the Galaxy Editor beta patch dropped...
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Quote from MaskedImposter >>Oh maybe like 2016 or 2017. It's all relative I guess haha. Time is shooting by >.<
No kidding... I feel like it was just yesterday that SC2 was in beta, haha. I remember when the Galaxy Editor beta patch dropped...
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Been a few years, but have some free time on my hands now!
When I first saw it, I always thought the idea of building a huge unit on the battlefield straight from an SCV was really cool. I get that it could have some weird effects in multiplayer, but it's a shame that that mechanic wasn't least implemented in the campaign or something.
Textures were done in Paint.NET and I'm starting to make the transition from Blender to 3ds Max for modelling. Some minor trim and fade work was done in Audacity for the timed Thor footstep sounds.
Apologies for the video quality and lag, I only have a laptop.
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Thanks! I've been a fan of your work since i played "Stukov, Man or Monster"
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I found the function I needed. It is UnitCargoGroup(unit: Unit): UnitGroup
And this is the iteration I use to accumulate the army value of the units inside Nydus Networks:
------- Units inside nydus networks are not included in the `Entire Map` region. So their upkeep is treated sepparately here. ForEachUnitInGroup(nydusNetwork,(UnitGroup("NydusNetwork",player,(RegionEntireMap()),Excluded: Dead,1))) actions ForEachUnitInGroup(armyUnit,(UnitCargoGroup(nydusNetwork))) actions addUnitCost(armyUnit,costAccums[player])
Now the mod calculates the army value correctly.
Thank you MaskedImposer for mentioning the word "cargo". It helped me to find the function I needed.
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But what you could do, (just thought of it) for needing more than 32 abilities max to clone, is to have a trigger replace the cloner unit with the same exact looking unit but just a replica unit type, that had the next set of 32 abilities.
So like the cloner unit tries to clone another unit's ability, and you run that other unit through a switch. If it ends up belonging to some pre-defined list of group B units (those with abilities 33-64), kill and replace the cloner unit with the exact same unit type except for a new XML ID and its abilities (which would be the ones 33-64) (just restore its xp, hp, and energy values etc. to what they were before it used the clone ability).
That way you could have an infinite amount of abilities to clone because you can just keep making new unit types that are duplicates of your original cloner unit, each with their own unique set of 32 different abilities in data.
Let me know if that made any sense, sorry couldn't think of a better way to write it out, and can't upload any more images ;/
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In reply to MaskedImposter:
Thank you so much!
I didn't know Arrays can have dimensions to account for all the possible Player combinations, so I thank you for showing me how to do it :D
Take care ^^
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This video is useful for setting up veterancy behaviors. It also includes extra information like scaling damage and health from leveling up.
*Data editing starts at t = 2:22
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Cheers both, i'm sure its not the cleanest way of getting the job done but i've managed to get it working with your advise pointing me in the right direction. Cheers for your suggestion too BaneBurst.
I now have a fully fuctional boss battle for my map with 4 phases per 25% health lost. 👌
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Hi, Wonder_Rem,
I guess that what you want is how to reference actors through Reference Set actor message. There are many ways to reference an actor within an actor, through setting Actor target ID within the Actor, through using signals, through using RefSet Actor message and so on.
I will give you two examples for an attach model actor and they mean the same thing :-
Let's say I want to change the blue sphere model attachment of the Tempest to red, so let's start.
We determine two actors - the Tempest unit actor and the StormSphereAttachment model addition actor.
Example 1
In the Tempest Unit Actor Event, add in the following:-
Actor Creation
->Target:StormSphereAttachment
->Set Tint Color 255,0,0
Example 2
In the StormSphereAttachment Actor Event, add in the following:-
Actor Creation
->RefSet ::actor.Tempest ::Self
RefSet
->RefEquals ::actor.Tempest ::Self
->Set Tint Color 255,0,0
So, both examples ended in the blue sphere model of the Tempest turning red.
For more references and guidance, do look at the following guide :-
https://s2editor-guides.readthedocs.io/Classic_Tutorials/04_Misc/actor-cheats/
Thanks.
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In reply to DrSuperEvilGamepedia:
Yes, I know it is a bit simple tutorial = (but hey, it is one more tutorial for those who do not know it.
I unfortunately do not know as much as many others, but I will contribute with what I know how to do and possibly they are things that many know =( but well, a video does not hurt anyone =)
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That would be fine. The main thing they don't want you doing is taking the missions that cost money to play, and putting those on the arcade.
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I think that particular event uses "triggering progress unit" rather than "triggering unit". Does changing that in the condition fix the problem?
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First thing I would do is at the beginning of the trigger, send a text message action. If the text message doesn't show up then it has something to do either with the trigger event, or the data effect. If it does show up, then something is wrong with the trigger actions themselves.
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40 minutes is alright. I would say try not to ever go longer than an hour in game length.
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Here is the video:
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Hey! I just finished playing through your map! It was great. I made a video of my play through which gives my impressions as well as possible improvements. I'll post a link when it's all uploaded n whatnot. I think you did a lot of stuff right. I played on medium, and I think the difficulty was appropriate. The terrain was nice in both visuals and flow. The game length was perfect as well, I generally aim for 20-30 minutes for a campaign level play through and this hit that nicely. It's a great first mission as well in that it doesn't introduce you to a million brand new things all at once as some campaigners will do.
You did have a few small English errors, but it was great overall. Anything that was wrong, you can just say they were too drunk to speak correctly! :)
Well I'm bad at thinking of more stuff to say in retrospective, so I'll just stop now and let you watch the video when its ready!
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Easiest way would probably be triggers.
Event - unit dies
condition - unit type of unit (set it so the triggering unit type is your chest unit)
Then the event would be a create unit (your neutral unit). Create it at the position of triggering unit (the chest)
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I was going to point you to Blizzard's original tutorials which are a great starting point, but sadly I can't find them... But Deltron did a great video tutorial based off those. You can find the first one here:
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Check in data to see if your hero unit has a revive unit set. If it is set to the original Zeratul, change it to your new hero.