Im currently going about implementing a new melee feature based on the Xel'Naga.
My idea is simple: I am using the model and animations for the Robotics Bay for my tower (Researching=tower activated - - - Not researching=tower Idle - - - and unpowered.)
Right now i have the tower set as power user and applied the destructible searchlight as a power source. what I would like to do is: when the tower has power from the searchlight, it can be activated and idle, yet when the searchlight(neutral power source) is destroyed, I want the functionality of the watch tower to cease (until a trigger I apply respawns the searchlight and neutral power is restored.)
My problem however is that I cannot seem to be able to disable the tower capture ability...
My model will display being unpowered but the tower capture ability remains...
So basically I'm stuck at this point and cant yet implement the feature
An alternative option that has been suggested to me is to give the tower shields and when the shields die, the same effect happens as the tower losing power (basically making it an easier feature to ingest for users who enjoy the feature)
If anyone could give me a hand or point me in the right direction I'll be EXTREMELY grateful as it feels almost impossible to get help at this point lol
Have a buff that is disabled by the power user at lvl 1 via the Ability - Power Stages - Abilities disabled field and that buff when active disables the Interact ability.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
this is done through the XelNagaTower (unnamed) actor events?
im trying to learn all of this myself Im brand new to data, and I believe instead of actor events i need to create my own behavior then apply it somehow?
No on the unit itself, give it a Buff behaviour using the Behavior - Behaviors - Behavior field. You need your own Power User behaviour and a Buff behaviour.
I've tried this but I think im doing it incorrectly, my new power user behavior (copy of the other one) doesnt work like its parent by displaying the model/animation of the robo being unpowered and the buff I added still wont work? :(
Send pics of the Behavior - Behaviors - Behavior field of your unit, the upper fields of your buff and the stage 1 behaviours disabled by your power user behaviour.
Also check the Behavior - Power Link has not been messed with the dupe.
If ANYONE could help that would be phenomenal :P
Im currently going about implementing a new melee feature based on the Xel'Naga.
My idea is simple: I am using the model and animations for the Robotics Bay for my tower (Researching=tower activated - - - Not researching=tower Idle - - - and unpowered.)
Right now i have the tower set as power user and applied the destructible searchlight as a power source. what I would like to do is: when the tower has power from the searchlight, it can be activated and idle, yet when the searchlight(neutral power source) is destroyed, I want the functionality of the watch tower to cease (until a trigger I apply respawns the searchlight and neutral power is restored.)
My problem however is that I cannot seem to be able to disable the tower capture ability...
My model will display being unpowered but the tower capture ability remains...
So basically I'm stuck at this point and cant yet implement the feature
An alternative option that has been suggested to me is to give the tower shields and when the shields die, the same effect happens as the tower losing power (basically making it an easier feature to ingest for users who enjoy the feature)
If anyone could give me a hand or point me in the right direction I'll be EXTREMELY grateful as it feels almost impossible to get help at this point lol
thanks for your time!
Have a buff that is disabled by the power user at lvl 1 via the Ability - Power Stages - Abilities disabled field and that buff when active disables the Interact ability.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
this is done through the XelNagaTower (unnamed) actor events?
im trying to learn all of this myself Im brand new to data, and I believe instead of actor events i need to create my own behavior then apply it somehow?
No on the unit itself, give it a Buff behaviour using the Behavior - Behaviors - Behavior field. You need your own Power User behaviour and a Buff behaviour.
Check these links for details:
http://www.sc2mapster.com/wiki/galaxy/data/behaviors/power-user/
http://www.sc2mapster.com/wiki/galaxy/data/behaviors/buff/
You have the power user behaviour disable the buff whan it is active (power level 1). The buff disables the interact ability.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I've tried this but I think im doing it incorrectly, my new power user behavior (copy of the other one) doesnt work like its parent by displaying the model/animation of the robo being unpowered and the buff I added still wont work? :(
could someone guide me through the process?
Check the Unpowered Anim Event Macro actor.
Send pics of the Behavior - Behaviors - Behavior field of your unit, the upper fields of your buff and the stage 1 behaviours disabled by your power user behaviour.
Also check the Behavior - Power Link has not been messed with the dupe.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg