I have two custom units; one being the 'geyser', the other being the 'refinery'. The foot prints by themselves are correct, 3x3, but when I set the refinery to be able to be 'built on' the geyser, and I build on it, the footprint changes in game to be much bigger (almost 5x5 with the corner pieces off).
Is there another actor or something that controls how big this is? I was thinking maybe 'too close to a resource' issue but I haven't been able to find anything like that.
I am using the War_mods.
Edit: I figured out the issue - the model used doesn't have a 'cover' animation and thus they create a bigger footprint than the original model when built on. Just need to hide the model and it'll fix the issue.
For the two options I would like it to have each missile deal (x) damage and spawn missile equal to the number of units in the search area. If a unit leaves than a missile is removed. Unlike rain spell these missiles target each unit. Is that possible to do in data?
Starfall is a search area target point ability that deals x amount of damage total but is able to hit as many targets as are in the area. So the more targets there are the less damage each target takes. I'm guessing it is a Target Ability with a behavior effect of a percistant and each period is searching the area. Problem is I'm not sure how to add the actor into it so it looks like the missiles are raining from the sky (about UI Height of 20) and it deals damage only when it actually hits the target. But unlike blizzard or rain of Fire spell's it is targeted. I can make a AOE spell that casts random missiles that hit the ground and if you get hit by it then you take damage but I'm confused as to make it cast y amount of missiles equal to z amount of units. If that makes sense.
The second one is lunar flare. An actor is presented as wide as the search area and a missile is fired into the air. When the missile hits the ground the damage is done to anything in that area. Perhaps I am missing a mover, but I could never understand them enough to make one from scratch.
Third one is ring of frost. Has a delay which sounds pretty simple, but also it only effects units standing on the ring. Not in the center. I can make an full circle but unsure how to cut out the middle circle. Unless it's have a search of 10 and then exclude of 5. (Random numbers)
Last one was entangling roots. Have an actor play on the ground and as the actor increases its size any units caught in it before it expires gain a buff behavior.
Hey guys, I wouldn't call myself an expert at the Editor, but I dabble quite a bit. Right now I am recreating all of the abilities in World of Warcraft (bosses) and Heroes of the Storm. I'm kind of struck on a few of them though if anyone has a quick summary or similar tutorial/ability I could look at for the following:
Starfall
Lunar Flare (I have the stun and the damage I am just troubled with figuring out how to have the stun and damage only occur when the actor impacts - as the model includes the entire animation)
Entangling Roots
Ring of Frost
Thanks for the reply! I'm just a tad bit confused. Where do I set the Search Location Target? Did you mean Launch Location/ Impact Location? My launch is Source and my Impact is target/point. Also I have my Search Area+ to be 90 if that helps debug my problem!
Hey I am trying to make all my abilities in the data editor to learn it more. My first problem is I made a Cone ability similar to Cone of Cold from either WoW or Heroes of the Storm, but I don't know how to make it face the front of the caster. Right now it's always facing south. Perhaps I created it entirely wrong, but the concept doesn't seem that hard.
The second ability I'm trying to make is something similar to Ring of Frost from mages. I thought about have 2 searches. One for the middle, one for the outer and have the little one overlap the bigger one and remove any effects that the bigger one would cause, but I feel like there's a much better way to do this.
Any tips or help would be greatly appreciated. Also, if anyone knows how to make a model/actor stay on a target until destroyed that would be great. Right now any animation I try to hold for a duration, or any actor I attached to a unit for a spell effect disappears after the duration of the animation or the Stand of the model is completed.
Hi, I've created the actor and model of the ragdoll. I've copied everything the marine has. I applied the ragdoll to custom deaths, death effects, and combat death and my model still disappears when killed. I even added an actor event of death custom. Is there a trick to this? The model doesn't have a death animation I'm trying to make it where he dies - the ragdoll falls on the ground. Not trying to do fancy forces or anything unless they come with it. Any help would be appreciated!
I could not find any tutorial or forum on this so I'm guessing their easy or super hard.
I set Kael'thas and Sylvans (who's animation worked perfectly by changing the Damage Point) attack animation to equal their frames. Kael'thas had exactly 2000 frames for all of his attacks (2 seconds) and Sylvanas had between 1533-1534 (1.5 seconds) for all of hers. After removing the damage point from Sylvanas, the only change is that her arrow is fired instantly instead of waiting for the animation (bow string draw-back) to be let go (what the damage point did perfectly). On Kael'thas, his first show is instant without an animation play and his second shot looks perfectly, but in his actors I've set it up where he can attack from both hands. The left hand animation skips but the missile is still fired from his hand (not the same problem) and then his right hand looks fine again. I wish there was just a way to make them look exactly how Heroes of the Storm got them. Or at least saw how they did it.
Alright! I'm about to implement it right now. The only thing I'm worried about with that first method is what if he has increased attack speed, but no I don't plan on having those insane WC3 attacks haha. .5 would be the lowest I go and that would probably be Illidan if anyone.
Shouldn't the animation increase as the weapon speed increases? Just like the walk animation if I increase their speed to run across the map, they look like they run (rather speed walk) across the map perfect. If I do run into a fluidity problem is there a way to work around it? I'll have to do all this tomorrow when I'm back home.
I'm working with the Heroes of the Storm models and right now I'm just trying to get everything to work properly. I'm working on the range characters (since they need more actors than the melee) and I need help blending their animations properly. Right now, Kael'thas, he will begin the attack animation and then the missile is fired, he'll continue the animation, spot half or less than half way through, and restart from the beginning. I got it to fire from alternating hands, but I was wondering if there is an easy way to accomplish this in the Data side of things.
I got Jaina and Sylvanas working by setting their weapon's Damage Point to .2 above their Attack Period, but Kael'thas wasn't as lucky.
0
There's a lot of out of date tutorials I've found converting Warcraft 3 assets to Starcraft II?
Is it possible? Looking to use some custom WC3 models in a SC2 map.
I have 2019 3DS Max (not sure where to get the 2016 version).
Any help would be greatly appreciated.
0
I have two custom units; one being the 'geyser', the other being the 'refinery'. The foot prints by themselves are correct, 3x3, but when I set the refinery to be able to be 'built on' the geyser, and I build on it, the footprint changes in game to be much bigger (almost 5x5 with the corner pieces off).
Is there another actor or something that controls how big this is? I was thinking maybe 'too close to a resource' issue but I haven't been able to find anything like that.
I am using the War_mods.
Edit: I figured out the issue - the model used doesn't have a 'cover' animation and thus they create a bigger footprint than the original model when built on. Just need to hide the model and it'll fix the issue.
0
To get it to work in for F2 you have to specify it's part of the army units.
Actors > Actor > Actor Alias > _Unit / _Selectable
0
@JEGCPR: Go
Make sure in your map's triggers that the 'Set Melee Options for All Players' is removed. Pretty sure that solves the problem.
0
@DrSuperEvil: Go
That's awesome!
For the two options I would like it to have each missile deal (x) damage and spawn missile equal to the number of units in the search area. If a unit leaves than a missile is removed. Unlike rain spell these missiles target each unit. Is that possible to do in data?
Thanks so much for the help.
0
@DrSuperEvil: Go
I guess I didn't format the post correctly.
Starfall is a search area target point ability that deals x amount of damage total but is able to hit as many targets as are in the area. So the more targets there are the less damage each target takes. I'm guessing it is a Target Ability with a behavior effect of a percistant and each period is searching the area. Problem is I'm not sure how to add the actor into it so it looks like the missiles are raining from the sky (about UI Height of 20) and it deals damage only when it actually hits the target. But unlike blizzard or rain of Fire spell's it is targeted. I can make a AOE spell that casts random missiles that hit the ground and if you get hit by it then you take damage but I'm confused as to make it cast y amount of missiles equal to z amount of units. If that makes sense.
The second one is lunar flare. An actor is presented as wide as the search area and a missile is fired into the air. When the missile hits the ground the damage is done to anything in that area. Perhaps I am missing a mover, but I could never understand them enough to make one from scratch.
Third one is ring of frost. Has a delay which sounds pretty simple, but also it only effects units standing on the ring. Not in the center. I can make an full circle but unsure how to cut out the middle circle. Unless it's have a search of 10 and then exclude of 5. (Random numbers)
Last one was entangling roots. Have an actor play on the ground and as the actor increases its size any units caught in it before it expires gain a buff behavior.
Thanks for the help!
Torewin
0
Hey guys, I wouldn't call myself an expert at the Editor, but I dabble quite a bit. Right now I am recreating all of the abilities in World of Warcraft (bosses) and Heroes of the Storm. I'm kind of struck on a few of them though if anyone has a quick summary or similar tutorial/ability I could look at for the following:
Starfall Lunar Flare (I have the stun and the damage I am just troubled with figuring out how to have the stun and damage only occur when the actor impacts - as the model includes the entire animation) Entangling Roots Ring of Frost
Much appreciated.
Torewin
0
@ArcaneDurandel: Go
Thanks for the reply! I'm just a tad bit confused. Where do I set the Search Location Target? Did you mean Launch Location/ Impact Location? My launch is Source and my Impact is target/point. Also I have my Search Area+ to be 90 if that helps debug my problem!
Torewin
0
Hey I am trying to make all my abilities in the data editor to learn it more. My first problem is I made a Cone ability similar to Cone of Cold from either WoW or Heroes of the Storm, but I don't know how to make it face the front of the caster. Right now it's always facing south. Perhaps I created it entirely wrong, but the concept doesn't seem that hard.
The second ability I'm trying to make is something similar to Ring of Frost from mages. I thought about have 2 searches. One for the middle, one for the outer and have the little one overlap the bigger one and remove any effects that the bigger one would cause, but I feel like there's a much better way to do this.
Any tips or help would be greatly appreciated. Also, if anyone knows how to make a model/actor stay on a target until destroyed that would be great. Right now any animation I try to hold for a duration, or any actor I attached to a unit for a spell effect disappears after the duration of the animation or the Stand of the model is completed.
Torewin
0
Hi, I've created the actor and model of the ragdoll. I've copied everything the marine has. I applied the ragdoll to custom deaths, death effects, and combat death and my model still disappears when killed. I even added an actor event of death custom. Is there a trick to this? The model doesn't have a death animation I'm trying to make it where he dies - the ragdoll falls on the ground. Not trying to do fancy forces or anything unless they come with it. Any help would be appreciated!
I could not find any tutorial or forum on this so I'm guessing their easy or super hard.
Thanks
Torewin
0
@FatCatTrap: Go
Thanks for the help! Hopefully someone else knows how. Meanwhile I'll just work on abilities!
Torewin
0
@FatCatTrap: Go
I set Kael'thas and Sylvans (who's animation worked perfectly by changing the Damage Point) attack animation to equal their frames. Kael'thas had exactly 2000 frames for all of his attacks (2 seconds) and Sylvanas had between 1533-1534 (1.5 seconds) for all of hers. After removing the damage point from Sylvanas, the only change is that her arrow is fired instantly instead of waiting for the animation (bow string draw-back) to be let go (what the damage point did perfectly). On Kael'thas, his first show is instant without an animation play and his second shot looks perfectly, but in his actors I've set it up where he can attack from both hands. The left hand animation skips but the missile is still fired from his hand (not the same problem) and then his right hand looks fine again. I wish there was just a way to make them look exactly how Heroes of the Storm got them. Or at least saw how they did it.
Thanks for the help
Torewin
0
@FatCatTrap: Go
Alright! I'm about to implement it right now. The only thing I'm worried about with that first method is what if he has increased attack speed, but no I don't plan on having those insane WC3 attacks haha. .5 would be the lowest I go and that would probably be Illidan if anyone.
I'll let you know what happens!
Thanks,
Torewin
0
@FatCatTrap: Go
Shouldn't the animation increase as the weapon speed increases? Just like the walk animation if I increase their speed to run across the map, they look like they run (rather speed walk) across the map perfect. If I do run into a fluidity problem is there a way to work around it? I'll have to do all this tomorrow when I'm back home.
Thanks for the reply!
Torewin
0
I'm working with the Heroes of the Storm models and right now I'm just trying to get everything to work properly. I'm working on the range characters (since they need more actors than the melee) and I need help blending their animations properly. Right now, Kael'thas, he will begin the attack animation and then the missile is fired, he'll continue the animation, spot half or less than half way through, and restart from the beginning. I got it to fire from alternating hands, but I was wondering if there is an easy way to accomplish this in the Data side of things.
I got Jaina and Sylvanas working by setting their weapon's Damage Point to .2 above their Attack Period, but Kael'thas wasn't as lucky.
Any information would be lovely!
Thanks
Torewin