Under Costs+, there's an ID field that defaults to something like Abil/"name of the ability", set the same value for both abilities to lock both.
For the Modify unit effect (which you only need if you want to keep the used ability unlocked) check the Vulture's ability to rebuild Spider Mines. It restores ability charges, but fiddling with the cooldown should also be possible. Again use the same ability link between the effect and the ability you want to lock.
I want the one ability to have 75 second cooldown, the other to have 180 seconds, they should only share 30, is that possible? Because I can't seem to make it work.
Also: The passives where you can only choose on per Tier. I am currently trying to make the Tier 0 passives work, so I don't need the "CountUpgrade TierX" thingy yet.
So it's just And -> Less Than -> Sum -> CountUpgrade PassiveA/CountUpgrade PassiveB/CountUpgrade PassiveC/Constant 1
(Note: All my passive stuff could be done with Upgrade -> Effects, as they all are +% attackspeed or modifying an ability cost etc.)
In the Research Ability I set the button to "Restricted" and added the Requirement. Maybe it's because I added the same requirement to all three upgrades? But that doesn't make sense...
Note 2: Without the requirement they work just fine... except for the "you have to choose 1"-part.
Edit: I did it with And -> Not -> Passive A Researched <- Not -> Passive B Researched <- Not -> Passive C Researched
Oh, if you need a seperate, regular cooldown that method won't work. Make the ability apply a buff to the caster which lasts 30 seconds and deactivates the other ability/add an AND"not have buff" to the Requirement for the ability/add a validator to the ability. The first 2 should grey out the button.
Deactivating the other ability works best for me TBH. Validators give ugly errors and Requirements are terribly hard to do while deactivating is just a few clicks.
One funny problem though: Let's always assume the other ability is cooling down at the moment.
When I activate ability A the cooldown of ability B will stop for 30 seconds, in other words: 30 seconds are added to it's cooldown.
But when I activate ability B the cooldown of ability A WON'T stop so it just prevents me from using it for 30 seconds while the cooldown keeps running down.
I don't get why one of my "lockout" effects let's the ability cooldown stop and the other won't they are 100% identical. I could deal with both stopping the cooldown or both letting it keep running, but one doing it and the other not is UGLY and annoying. I would prefer that both don't stop the CD and just deactivate the ability.
Are there any differences between the 2 setups? Did you use the same system to deactivate them? Is one using a Start cooldown and the other a Use cooldown? What happens if you make both setups deactivate both abilities?
They are copies of each other. Except for the spell they deactivate they are 100% similar.
Both are using a Use Cooldown.
If I make both setups deactivate both abilities the abilities don't work properly. The apply behavior ability just instantly stops once it's casted with this change.
P.S.: I have another problem. She can build a building that uses the model of the Psi Indoctrinator. When I destroy that building it leaves behind a smoking pile of debris that never disappears. How can I make that disappear?
I can use a different Death Animation, but it would be great if I could use the Psi Indoctrinator Death (it's a cool animation) ... if that rest of the building wouldn't stay there forever.
Edit: I found it (the cooldown issue). The cost location of Ability A was "Unit" the other abilities location was "Ability".
So here note for everyone reading this thread: If you want to make a shared cooldown that is different from the normal cooldown of the abilities, then add an effect "Apply Behavior" to your ability. Make a behavior, go to Behavior: Modifcation+ and the "Ability" Tab. Add your the abilities you want this ability to share the cooldown with to the list of disabled abilities. Then change the duration of the behavior to the shared cooldown.
If you want the abilities own cooldown to STOP while they are disabled then go to Abilities -> Your Ability -> Cost+ and make sure the cooldown location is set to "Ability".
If you want the abilities cooldown to KEEP COOLING DOWN while they are disabled set the cooldown location to "Unit".
No idea on the cooldowns, though the "stopping instantly" bit suggests there's some kind of channeled effect in there, maybe that's causing trouble.
For the animation, the standard is to either play the Death animation or close a "BSD" animation bracket. Find the event that triggers this and use the same trigger to set a Timer. Then just use TimerExpired->Destroy. Make sure you put the event on the correct actor, some units use seperate ones for their death animations, others don't.
Okay as I edited above, the cooldown thing is fixed and working like a charm (since I can choose weither the ability cools down or not - choosing is always nice).
Death animation... I will just change it to TerranLargeBuildingDeath - it looks good and I don't have to spend hours with fixing it.
I added a few of her "pissed" lines to the normal "what" lines, but her portrait in the UI at the bottom is not showing any facial movement (mouth etc.) - any idea why it doesn't work and how to fix it?
It really doesn't take hours to fix the animation. The trigger most likely is UnitDeath, and even if it isn't you can probably just use UnitDeath->TimerSet(5 seconds), TimerExpired->Destroy.
For the portrait I don't know, but most likely there's a portrait template/event macro actor which you need to add to. Does the portrait move if you use the normal sound object? Possibly the game also matches sound indices to specific animations, and if that's hardcoded you're out of luck.
Usually it should move. If it was hardcoded than it should work without me doing anything right? I mean the sounds belong to her portrait anyway, so I don't know why it doesn't work.
Unit Death-> Timer Set and TimerExpired -> Destroy is exactly what I tried already, didnt work.
Edit: If I expand the sound asset value than there are values for facial expression, aka I fixed it, thanks anyway.
I'm still tweaking things with my builder so there is a good chance some maybe terrible bugs show up.
Or I maybe could come across the wish to make some different animations and require some assistance with all the stuff the actors can do. Until Friday I will keep tweaking things, then there is a chance the builder already gets released what basically means that I won't be working on it anymore.
When I set the Apply Behavior ability cost location to "Unit" then I can use it once, but after the cooldown I can click the ability but it doesn't activate anymore. You can just click the button without any effect. That doesn't happen to the other ability.
No idea about the ability. Try switching its actual effects with an easy to check dummy (keep the 30 second buff though), then check what happens. If that fixes it one of your effects is causing trouble, if it doesn't the problem is the ability itself.
For the animation, what exactly doesn't work? If you've explicitely added a death model you have to put the events there, if you haven't try sending the Destroy message from the Unit actor to UnitDeathModel. Also try ModelSwap (Invisible model), and try setting the Timer to near-0 in case the actor is destroyed before the timer expires.
Hm, I can't fix the cooldown thing, but that's not a problem since I can make them both not cool down during lockout.
I want to add the sensor tower radar to a unit but it won't work. If I add the Radar behavior from the sensor tower it works, but my 1:1 copy doesn't work. What the heck?
Ugh, Sensor Tower Behavior is hacking. They use 360 degrees, but when I copy it the 360 degrees becomes 0 degrees. I have to set it to 359 or it will default back to 0.
Now my ability that activates the radar doesn't show up in the unit ability tab... god galaxy editor really wants to kill me.
I would assume the Arc field is set to 0, which is a known bug and has been for ages. Go to XML display mode and type in 360, or deactivate "show grouped values", type 360 in a non-arc field and copy-paste it over.
If that isn't it there's probably an actor you have to copy/add to.
Okay now it get's somewhat hard. I want one of my many radars to be only visible to the player of the owning unit. In other words, only the person who has the radar can see the radar blips. It probably isn't possible with the hardcoded radar but here is what I did so far:
I made a behavior that periodically casts an search effect which applies an behavior to units in 6 range radius (the radar range). That behavior does nothing, but I added an actor that shows the radar blip on affected units.
So far this works very well, the radar blip shows up, even on cloaked or burried units. Currently noone is online who could do testing with me, but I am pretty sure that radar blip shows up for everyone, how can I make it so only the player with the radar unit can see it?
Edit: Of course I forgot to mention: The Actor:Filter+ I know about that, but does this help me in this case? The behavior is on enemy units after all, so I have to enable "enemy" for the filter or I can't see it, since I am the enemy of my enemy. The problem is that my allies are also the enemy of my enemy, but they are not supposed to see the actor.
You should be able to modify the stock radar system to do this. Do you also need a radar that displays for all players? If not just use the Filter+ field on the stock Radar Blip actor. Same with the range indicator if that matters.
I think the effect of the Filter+ field depends on the scope of the actor, in most cases the player scope is determined by the casting unit and not the target, meaning you should tick all options except Self. You can probably change this at will using one of the Hosting fields or the like, though I have no idea which one.
An easy test is to check only Self or only Enemy and note in which case you can see the blip.
@Scythe1250: Go
Under Costs+, there's an ID field that defaults to something like Abil/"name of the ability", set the same value for both abilities to lock both.
For the Modify unit effect (which you only need if you want to keep the used ability unlocked) check the Vulture's ability to rebuild Spider Mines. It restores ability charges, but fiddling with the cooldown should also be possible. Again use the same ability link between the effect and the ability you want to lock.
I want the one ability to have 75 second cooldown, the other to have 180 seconds, they should only share 30, is that possible? Because I can't seem to make it work.
Also: The passives where you can only choose on per Tier. I am currently trying to make the Tier 0 passives work, so I don't need the "CountUpgrade TierX" thingy yet.
So it's just And -> Less Than -> Sum -> CountUpgrade PassiveA/CountUpgrade PassiveB/CountUpgrade PassiveC/Constant 1
(Note: All my passive stuff could be done with Upgrade -> Effects, as they all are +% attackspeed or modifying an ability cost etc.)
In the Research Ability I set the button to "Restricted" and added the Requirement. Maybe it's because I added the same requirement to all three upgrades? But that doesn't make sense...
Note 2: Without the requirement they work just fine... except for the "you have to choose 1"-part.
Edit: I did it with And -> Not -> Passive A Researched <- Not -> Passive B Researched <- Not -> Passive C Researched
The Cooldown Problem persists though.
@Scythe1250: Go
Oh, if you need a seperate, regular cooldown that method won't work. Make the ability apply a buff to the caster which lasts 30 seconds and deactivates the other ability/add an AND"not have buff" to the Requirement for the ability/add a validator to the ability. The first 2 should grey out the button.
Deactivating the other ability works best for me TBH. Validators give ugly errors and Requirements are terribly hard to do while deactivating is just a few clicks.
One funny problem though: Let's always assume the other ability is cooling down at the moment.
When I activate ability A the cooldown of ability B will stop for 30 seconds, in other words: 30 seconds are added to it's cooldown.
But when I activate ability B the cooldown of ability A WON'T stop so it just prevents me from using it for 30 seconds while the cooldown keeps running down.
I don't get why one of my "lockout" effects let's the ability cooldown stop and the other won't they are 100% identical. I could deal with both stopping the cooldown or both letting it keep running, but one doing it and the other not is UGLY and annoying. I would prefer that both don't stop the CD and just deactivate the ability.
Are there any differences between the 2 setups? Did you use the same system to deactivate them? Is one using a Start cooldown and the other a Use cooldown? What happens if you make both setups deactivate both abilities?
They are copies of each other. Except for the spell they deactivate they are 100% similar.
Both are using a Use Cooldown.
If I make both setups deactivate both abilities the abilities don't work properly. The apply behavior ability just instantly stops once it's casted with this change.
P.S.: I have another problem. She can build a building that uses the model of the Psi Indoctrinator. When I destroy that building it leaves behind a smoking pile of debris that never disappears. How can I make that disappear? I can use a different Death Animation, but it would be great if I could use the Psi Indoctrinator Death (it's a cool animation) ... if that rest of the building wouldn't stay there forever.
Edit: I found it (the cooldown issue). The cost location of Ability A was "Unit" the other abilities location was "Ability".
So here note for everyone reading this thread: If you want to make a shared cooldown that is different from the normal cooldown of the abilities, then add an effect "Apply Behavior" to your ability. Make a behavior, go to Behavior: Modifcation+ and the "Ability" Tab. Add your the abilities you want this ability to share the cooldown with to the list of disabled abilities. Then change the duration of the behavior to the shared cooldown.
If you want the abilities own cooldown to STOP while they are disabled then go to Abilities -> Your Ability -> Cost+ and make sure the cooldown location is set to "Ability". If you want the abilities cooldown to KEEP COOLING DOWN while they are disabled set the cooldown location to "Unit".
Nice things we learn from coincidences like this.
No idea on the cooldowns, though the "stopping instantly" bit suggests there's some kind of channeled effect in there, maybe that's causing trouble.
For the animation, the standard is to either play the Death animation or close a "BSD" animation bracket. Find the event that triggers this and use the same trigger to set a Timer. Then just use TimerExpired->Destroy. Make sure you put the event on the correct actor, some units use seperate ones for their death animations, others don't.
Okay as I edited above, the cooldown thing is fixed and working like a charm (since I can choose weither the ability cools down or not - choosing is always nice).
Death animation... I will just change it to TerranLargeBuildingDeath - it looks good and I don't have to spend hours with fixing it.
I added a few of her "pissed" lines to the normal "what" lines, but her portrait in the UI at the bottom is not showing any facial movement (mouth etc.) - any idea why it doesn't work and how to fix it?
It really doesn't take hours to fix the animation. The trigger most likely is UnitDeath, and even if it isn't you can probably just use UnitDeath->TimerSet(5 seconds), TimerExpired->Destroy.
For the portrait I don't know, but most likely there's a portrait template/event macro actor which you need to add to. Does the portrait move if you use the normal sound object? Possibly the game also matches sound indices to specific animations, and if that's hardcoded you're out of luck.
Usually it should move. If it was hardcoded than it should work without me doing anything right? I mean the sounds belong to her portrait anyway, so I don't know why it doesn't work.
Unit Death-> Timer Set and TimerExpired -> Destroy is exactly what I tried already, didnt work.
Edit: If I expand the sound asset value than there are values for facial expression, aka I fixed it, thanks anyway.
So solved?
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'm still tweaking things with my builder so there is a good chance some maybe terrible bugs show up.
Or I maybe could come across the wish to make some different animations and require some assistance with all the stuff the actors can do. Until Friday I will keep tweaking things, then there is a chance the builder already gets released what basically means that I won't be working on it anymore.
So Friday is the day.^^
Okay another problem - the cooldown again.
When I set the Apply Behavior ability cost location to "Unit" then I can use it once, but after the cooldown I can click the ability but it doesn't activate anymore. You can just click the button without any effect. That doesn't happen to the other ability.
No idea about the ability. Try switching its actual effects with an easy to check dummy (keep the 30 second buff though), then check what happens. If that fixes it one of your effects is causing trouble, if it doesn't the problem is the ability itself.
For the animation, what exactly doesn't work? If you've explicitely added a death model you have to put the events there, if you haven't try sending the Destroy message from the Unit actor to UnitDeathModel. Also try ModelSwap (Invisible model), and try setting the Timer to near-0 in case the actor is destroyed before the timer expires.
Hm, I can't fix the cooldown thing, but that's not a problem since I can make them both not cool down during lockout.
I want to add the sensor tower radar to a unit but it won't work. If I add the Radar behavior from the sensor tower it works, but my 1:1 copy doesn't work. What the heck?
Ugh, Sensor Tower Behavior is hacking. They use 360 degrees, but when I copy it the 360 degrees becomes 0 degrees. I have to set it to 359 or it will default back to 0.
Now my ability that activates the radar doesn't show up in the unit ability tab... god galaxy editor really wants to kill me.
@Scythe1250: Go
I would assume the Arc field is set to 0, which is a known bug and has been for ages. Go to XML display mode and type in 360, or deactivate "show grouped values", type 360 in a non-arc field and copy-paste it over.
If that isn't it there's probably an actor you have to copy/add to.
Okay now it get's somewhat hard. I want one of my many radars to be only visible to the player of the owning unit. In other words, only the person who has the radar can see the radar blips. It probably isn't possible with the hardcoded radar but here is what I did so far:
I made a behavior that periodically casts an search effect which applies an behavior to units in 6 range radius (the radar range). That behavior does nothing, but I added an actor that shows the radar blip on affected units.
So far this works very well, the radar blip shows up, even on cloaked or burried units. Currently noone is online who could do testing with me, but I am pretty sure that radar blip shows up for everyone, how can I make it so only the player with the radar unit can see it?
Edit: Of course I forgot to mention: The Actor:Filter+ I know about that, but does this help me in this case? The behavior is on enemy units after all, so I have to enable "enemy" for the filter or I can't see it, since I am the enemy of my enemy. The problem is that my allies are also the enemy of my enemy, but they are not supposed to see the actor.
@Scythe1250: Go
You should be able to modify the stock radar system to do this. Do you also need a radar that displays for all players? If not just use the Filter+ field on the stock Radar Blip actor. Same with the range indicator if that matters.
I think the effect of the Filter+ field depends on the scope of the actor, in most cases the player scope is determined by the casting unit and not the target, meaning you should tick all options except Self. You can probably change this at will using one of the Hosting fields or the like, though I have no idea which one.
An easy test is to check only Self or only Enemy and note in which case you can see the blip.
I did that test and the blips where gone, so it's not the way you said.
@Scythe1250: Go
The blips were gone in both cases, but display if you don't tick anything?