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Simple Questions/Answers - Page 161

Forum Index > SC2 Maps & Custom Games
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Masemium
Profile Joined April 2012
Netherlands33 Posts
July 08 2015 13:09 GMT
#3201
I'm a bit stuck creating a unit that can leap at units, like the Raptor and Hunter strains of the Zergling and Baneling in the campaign.

I've given the unit Cliff Jumper as Mover (which causes it to jump cliffs)
I've given the unit HotS Hunter Jump as ability
I've disabled the Hunter Jump story mode requirements as safety measures.

But it doesn't leap. I have the feeling I'm missing something small.
Sentou junbi!
fluidrone
Profile Blog Joined January 2015
France1478 Posts
July 08 2015 18:20 GMT
#3202
Perhaps a behavior missing?

Also, story mode abilities are layered/have requirements in an "evolution" architecture which I was too lazy to beat (I blocked on kerrigan's attacks but basically same thing applies). I do know I was better off not using them and circumventing the issue altogether.

/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

No offense to anyone meant but, "simple" does not mean short. Putting as much info in your post helps a lot to help.
<3
"not enough rights"
Ovid
Profile Blog Joined October 2013
United Kingdom948 Posts
July 09 2015 14:47 GMT
#3203
I was wondering about melee units and how the attacks function and whether you could adjust the figures to perform a moving shot of sorts. I've tried a lot of different stats and none seem to have changed anything can anyone point me in the right direction?
I will make Yogg Saron priest work...
fluidrone
Profile Blog Joined January 2015
France1478 Posts
July 09 2015 15:12 GMT
#3204
On July 09 2015 23:47 Ovid wrote:
I was wondering about melee units and how the attacks function and whether you could adjust the figures to perform a moving shot of sorts. I've tried a lot of different stats and none seem to have changed anything can anyone point me in the right direction?
As far as I know the phoenix is an attack move unit...?
Do elaborate if applicable.
"not enough rights"
Ovid
Profile Blog Joined October 2013
United Kingdom948 Posts
Last Edited: 2015-07-09 16:52:14
July 09 2015 16:16 GMT
#3205
On July 10 2015 00:12 fluidrone wrote:
Show nested quote +
On July 09 2015 23:47 Ovid wrote:
I was wondering about melee units and how the attacks function and whether you could adjust the figures to perform a moving shot of sorts. I've tried a lot of different stats and none seem to have changed anything can anyone point me in the right direction?
As far as I know the phoenix is an attack move unit...?
Do elaborate if applicable.


So for example the mutalisk, it can do moving shot correctly if by itself or not blocked by its seperation radius. I was wondering if it was possible to replicate that with a ground unit not to make a perfect moving shot/attack but one that is possible.
Since what happens is there's a huge delay/deceleration after the attack before you can move. And yes I did change the when the units allowed to attack as Slowing rather than None.

edit- My current thinking is that it's something to do with how the attack is handled, the moving shot units all use a projectile and I feel like all the unit has to do is launch it and then it can continue allowing the attack to be instant and allowing the unit to then be issued move command instantly since I have tried to isolate what it is by trying to get a drone to behave like a mutalisk by copying exactly all the values in the main mutalisk body and the attack.
So I'm going to try and give a drone a projectile attack and see if I can make it moving shot.
I will make Yogg Saron priest work...
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
July 09 2015 19:38 GMT
#3206
Has there been any mainstream or semi-mainstream map which has used unbuildable plates other than at the bottom of the main ramp? I'm wondering if there's some other creative use for them, like blocking island expansions or FFE's at a particular location in the natural.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
July 09 2015 20:50 GMT
#3207
No, they have been used as island/gold blockers before on maps, but none of those ever hit ladder so they never got played.
"Not you."
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
July 09 2015 21:52 GMT
#3208
On July 10 2015 04:38 [UoN]Sentinel wrote:
Has there been any mainstream or semi-mainstream map which has used unbuildable plates other than at the bottom of the main ramp? I'm wondering if there's some other creative use for them, like blocking island expansions or FFE's at a particular location in the natural.

I was thinking of using them for a temporarily unbuildable center if I ever make another map. <.<
Moderatorshe/her
TL+ Member
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
July 09 2015 22:09 GMT
#3209
On July 10 2015 06:52 The_Templar wrote:
Show nested quote +
On July 10 2015 04:38 [UoN]Sentinel wrote:
Has there been any mainstream or semi-mainstream map which has used unbuildable plates other than at the bottom of the main ramp? I'm wondering if there's some other creative use for them, like blocking island expansions or FFE's at a particular location in the natural.

I was thinking of using them for a temporarily unbuildable center if I ever make another map. <.<

I can't remember the last time I saw someone build something in the middle of the map though?
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
July 09 2015 22:16 GMT
#3210
On July 10 2015 07:09 OtherWorld wrote:
Show nested quote +
On July 10 2015 06:52 The_Templar wrote:
On July 10 2015 04:38 [UoN]Sentinel wrote:
Has there been any mainstream or semi-mainstream map which has used unbuildable plates other than at the bottom of the main ramp? I'm wondering if there's some other creative use for them, like blocking island expansions or FFE's at a particular location in the natural.

I was thinking of using them for a temporarily unbuildable center if I ever make another map. <.<

I can't remember the last time I saw someone build something in the middle of the map though?

It would have bases in the center. I dunno, it's probably not the time for it.
Moderatorshe/her
TL+ Member
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
July 09 2015 22:52 GMT
#3211
We do need to see more central bases. A thing we see in a limited context with current maps is mineral lines' ability to function as destructible walls. It's not all the way like in Destination where you have to mine out your backdoor, but it does provide a strategic opportunity. For example, a center double base with the minerals positioned in such a way that two sentries could corral all the SCV's inside with force fields and two HT's could storm the interior while the forcefields are up.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
July 09 2015 22:58 GMT
#3212
On July 10 2015 07:52 [UoN]Sentinel wrote:
We do need to see more central bases. A thing we see in a limited context with current maps is mineral lines' ability to function as destructible walls. It's not all the way like in Destination where you have to mine out your backdoor, but it does provide a strategic opportunity. For example, a center double base with the minerals positioned in such a way that two sentries could corral all the SCV's inside with force fields and two HT's could storm the interior while the forcefields are up.

You want the LR threads to explode in rage and the hammers to mightily ban angry innocent into the Banlands? What kind of sadistic person are you?
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
July 09 2015 23:43 GMT
#3213
On July 10 2015 07:58 OtherWorld wrote:
Show nested quote +
On July 10 2015 07:52 [UoN]Sentinel wrote:
We do need to see more central bases. A thing we see in a limited context with current maps is mineral lines' ability to function as destructible walls. It's not all the way like in Destination where you have to mine out your backdoor, but it does provide a strategic opportunity. For example, a center double base with the minerals positioned in such a way that two sentries could corral all the SCV's inside with force fields and two HT's could storm the interior while the forcefields are up.

You want the LR threads to explode in rage and the hammers to mightily ban angry innocent into the Banlands? What kind of sadistic person are you?

Totally! I mean, I know banning all forms of fun is this site's whole schtick, but I miss the good old days when the plebs came to this site only to get banned by the dozen.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
July 10 2015 00:46 GMT
#3214
On July 10 2015 07:58 OtherWorld wrote:
Show nested quote +
On July 10 2015 07:52 [UoN]Sentinel wrote:
We do need to see more central bases. A thing we see in a limited context with current maps is mineral lines' ability to function as destructible walls. It's not all the way like in Destination where you have to mine out your backdoor, but it does provide a strategic opportunity. For example, a center double base with the minerals positioned in such a way that two sentries could corral all the SCV's inside with force fields and two HT's could storm the interior while the forcefields are up.

You want the LR threads to explode in rage and the hammers to mightily ban angry innocent into the Banlands? What kind of sadistic person are you?

Maybe he's actually a moderator.
Moderatorshe/her
TL+ Member
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
July 10 2015 00:48 GMT
#3215
On July 10 2015 09:46 The_Templar wrote:
Show nested quote +
On July 10 2015 07:58 OtherWorld wrote:
On July 10 2015 07:52 [UoN]Sentinel wrote:
We do need to see more central bases. A thing we see in a limited context with current maps is mineral lines' ability to function as destructible walls. It's not all the way like in Destination where you have to mine out your backdoor, but it does provide a strategic opportunity. For example, a center double base with the minerals positioned in such a way that two sentries could corral all the SCV's inside with force fields and two HT's could storm the interior while the forcefields are up.

You want the LR threads to explode in rage and the hammers to mightily ban angry innocent into the Banlands? What kind of sadistic person are you?

Maybe he's actually a moderator.

Maybe you could help that dream come true
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2015-07-11 07:18:58
July 11 2015 07:16 GMT
#3216
On July 08 2015 22:09 Masemium wrote:
I'm a bit stuck creating a unit that can leap at units, like the Raptor and Hunter strains of the Zergling and Baneling in the campaign.

I've given the unit Cliff Jumper as Mover (which causes it to jump cliffs)
I've given the unit HotS Hunter Jump as ability
I've disabled the Hunter Jump story mode requirements as safety measures.

But it doesn't leap. I have the feeling I'm missing something small.


I think the unit just needs the behavior. For example, the HotS Raptor Jump behavior sets the movers and the HotS Raptor Actor creates the effects using actor events. The Raptor Jump Dust Model is a standalone actor.

It's good practice to make your own custom abilities (probably by copying and changing campaign stuff) instead of just attempting to give existing abilities/behaviours etc to new units.
~ ~ <°)))><~ ~ ~
Bareleon
Profile Blog Joined May 2011
371 Posts
July 11 2015 21:47 GMT
#3217
How do I make in-game tips? I want it to show up for everyone right when the game starts.
zergJared
Profile Joined October 2010
United States56 Posts
July 14 2015 20:33 GMT
#3218
Is there a way to turn ignore placement requirements off for doodads by default?
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
July 14 2015 20:57 GMT
#3219
On July 15 2015 05:33 zergJared wrote:
Is there a way to turn ignore placement requirements off for doodads by default?

Press Shift while pressing the doodad. If you press Crtl while moving the doodad around the doodad will stick to the map grid, on increments of 0.5 units.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
zergJared
Profile Joined October 2010
United States56 Posts
July 14 2015 21:43 GMT
#3220
youre the best thanks
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