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    posted a message on Automatic Mineral Generator

    sorry im thinking like some one with more experience....i am terrible at teaching but i can make a demonstration map much easier... i will edit this post with a link to the map hosted some where, sorry.

     

    here is a Demonstration map i hope it can be of some help.  the idea of the map is to use the SCV to build supply depots that in turn generate 10 minerals every few seconds.

     

    Also feel free to drop by the Maspter Discord if you like. others there may be able to help better than my self.

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    posted a message on Automatic Mineral Generator

    you would need a modify player effect that gives minerals with the Effect:resources field then you would add it to a behavior with infinite (-1 ) periods as a periodic effect, then set the Stats: Period Field to the length of time you want ( i believe this is counted in seconds). you can also when finishing set a flag on the behavior to be invisible if you like.

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    posted a message on Automatic Mineral Generator

    i would create a new behavior that acts like the one on the Automated Refinery, but uses the modify player effect to give the owning player minerals as a periodic effect, now the units with this behavior would produce  the minerals every period, but i dont know if its possible to synch them to world time allowing them all to produce minerals at the same time every period interval.

    Posted in: Data
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    posted a message on Ability Array

    if it is not vital that  the mechanics actually work like this, there is a second possibility so the player Feels like this is what is happening. You could use two abilities a behavior and two requirements. the behavior would be  used to disable the version of  the ability that has a price, while the requirements allow and disallow the use of the ability with the cost and with out, depending on if the behavior is active on the unit. by using the same button for both abilities in the command card it would seem as though the behavior were removing the cost.

     

    Alternatively, if the ability and unit are unique (one per player) then it would also be possible to use the behavior to toggle the cost of the Ability with Modify Player effects using the  data reference Fields, one  that sets the cost to zero as an initial effect on the behavior, and a the second modify player to set the cost back to what you want it when the behavior is removed.

    Posted in: Data
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    posted a message on How do you make a damage reflect unit?

    i believe the most convenient and easiest to scale method for this is to use triggers., how ever if you want to use data you will have to use a lot of validators, swtitch and damage effects because as far as i know the data editor contains no simple way to damage an attacking unit based on a fraction of the attackers own damage.

    I believe the Damage Response refers too the unit with the behavior.

    a mistake i always make is forgetting to set the damage response Chance to something more than zero.

    Posted in: Data
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    posted a message on The Stubborn Turret Actor

    I have only attached turrets to actors via a custom created bone model and actor and not had any trouble. if you like i can get you the turret model and some instruction on using it.

    Posted in: Data
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    posted a message on Reduce cooldowns through data?

    then yes like ArcaneDurande said you would use a Modify Unit effect in the expire effect of the create persistent effect to add 15 seconds to the cool down of the ability. im not sure it its add or subtract or how this part of that effect works exactly biut i know it can do what you want.

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    posted a message on Reduce cooldowns through data?

    so what you want is to reduced the next cool down by half if the caster fully channels the ability? if so then how have you set up the ability, what effects are you using to make it work?

    Posted in: Data
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    posted a message on The Stubborn Turret Actor

    does the structure in question have a Turret bone where there turret is being attached too?

    Posted in: Data
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    posted a message on Multiple buttons for the same ability

    i know this is a bit old now but i thought i should say something more. using the Specialize Ability you can have i believe 20 sub abilities within it like builds or trains in a build or train ability, these sub abilities i believe function like effect instant abilities, which can be worked around. the important part however is that each sub ability can have its own buttons with requirements and its own effects. now if each stance is a Behavior, you can use requirements to show only the button associated with that stance behavior.

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    posted a message on Requirements for upgrades not working?

    from what it looks like you want the button to be useable if one of two different upgrades are researched and only show if a third upgrade is not?

    i think for your Use Case you would need Or ->( Equals -> count upgrade Roach queued or better, -> constant 1), (equals-> count Roach Corpser upgrade queued or better, -> Conbstant 1)

    i dont work with them that often but i think this will help.

    Posted in: Data
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    posted a message on Build Time on custom structure doesn't work

    Yes we would likely need to see the map but i suspect it may be 1 of few issues, but i would need to take a look to see which.

    Posted in: Data
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    posted a message on adding buildings?

    A mod is good when you want to use your changes on many maps with out having to manually propagate the data across them. it can either be a dependant mod, where maps and other mods use them directly, or and extension mod, which adds its changes to an existing map sorta on the side.

    So if you want to have many maps or existing maps have your data changes you would want to go with a mod, whether its an extension or dependent mod is up to whether you want new maps or existing ones to use the mod.

    Posted in: Data
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    posted a message on Reduce cooldowns through data?

    Greetings, I cant understand what you are asking for, it appears that you want the cool down of the ability to go down when an effect expires but you say that is not what you want, that leaves me thinking that you want to change the duration of the damage over time. i would like to help but i would need to know more about what you want to do and how you are trying to achieve it.

    Posted in: Data
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    posted a message on (Solved) Make upgrades available when SCV is nearby

    There may be another, if more complicated way to achieve all the effects you are looking for. or if not cancel then pause an upgrade. The Protoss use Power Source and Power User. using customized versions of these two behaviors should get you the result you are looking for. as well the behavior and powered unpowered text can be hidden.

    Posted in: Data
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