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    posted a message on Button with sustained selection

    I couldn't get either to work so I assume I'm doing something incorrectly.

    I made a requirement: Show -> Not -> Count Behavior -> Sprint (Test) -> Completed at Unit

    I went into the ability Sprint (Test) - Instant effect type. Went to Ability Commands Requirements and under Execute, I added the newly made requirement.

    When I test it, nothing seems to happen. I tried the Use and Show folders while making a requirement and again nothing happened. I experimented with Count Ability rather than count behavior, and I tried In Progress rather than Completed at Unit. And in all test cases, nothing seemed to happen when I activated the skill.

    I must be doing something wrong, any ideas?

    Posted in: Data
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    posted a message on Button with sustained selection

    @BorgDragon

    Interesting, ill give both a shot and see what happens. :D

    Posted in: Data
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    posted a message on Button with sustained selection

    Yea, I've been looking through the hold-fire/stop abilities, hasn't really shed any light on my problem to be honest.

    Still trying. :)

    Posted in: Data
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    posted a message on Button with sustained selection

    Yo,

    Is there any ability that will sustain the highlight when selecting the button? For example, when you hit stop or hold position, the button will light up and remain lit. Is this a characteristic of the buttons or the ability type "stop?"

    This is what i'm trying to accomplish. A unit will have 4 different weapons, each weapon readily accessible through the selection of a button on the command card. My original plan was to utilize a "Instant-Type" ability with behaviors to swap weapons, but I ran into the issue of the command card not showing which weapon was selected. After clicking on the button once, all the buttons look the same. I realize i could fix this by replacing the button with a new icon while changing the ability type to "behavior", which I might end up doing, but I was wondering if anyone knows of a way to simply have some visual indicator on the command card to which button was selected?

    Posted in: Data
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    posted a message on How to make abilities override each other?

    For the record, I don't see anything that says "deactivate," so I assume you meant disable?

    With Showing Defaults and Advanced Fields selected, I looked under behavior and did not see any modifications that said deactivate.

    I tried disable out but it did not work the way I intended. Rather than replacing the other buff, it simply stopped the buff from being applied at all. The effects method worked like a charm, but I thought maybe I misunderstood you Obatztrara?

    Sorry, I'm still learning the data editor and any of these little details is great :)

    Posted in: Data
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    posted a message on How to make abilities override each other?

    Oh, I did the Effects thing. Worked like a charm, guess I'll try the other one just to see how it works :).

    Thanks guys!

    Posted in: Data
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    posted a message on How to make abilities override each other?

    Can't believe I didn't think of the effect thing, now I feel dumb or lazy, or both.

    Is there a way to "just have the behaviours deactivate each other?"

    Posted in: Data
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    posted a message on Removing leviathan tentacles?

    Do you mean the attack or the tentacles on the model?

    The attack, I believe, can be modified using the Combat tab. If you don't have any of the view boxes checked, just go to the combat tab->weapons->tentacles (display).

    It does look like the leviathan might be a special case, judging by how complex the unit seems to be. But I'd give that a shot and see what happens.

    If you mean to change the model, it looks like you might be able to edit the behaviors and attacks. From the look of it, each tentacle has its own behavior and attacks and there are 4 tentacles. I would go into your Leviathan Unit and do a Search for tentacles and see if you can remove everything that refers to it.

    Good luck!

    Posted in: Data
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    posted a message on How to make abilities override each other?

    Greetings,

    I apologize if this is a simple matter; I did do a quick search of the forum and didn't see anything.

    I made two abilities off of Stimpack: One that only boosts Movement speed and one that only boosts Attack speed. Currently they stack, a marine can have both running at the same time. I was wondering how I can make them override each other so that the Marine can only have one at a time?

    I am not looking for a Cooldown solution, just a pure replacement of buffs.

    Posted in: Data
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