So seems like it is not possible. I can't edit the normal radar blip because we also have sensor towers in the game and they should show dots for allies too.
No when I tick enemy it doesn't show up. That's the problem.
But I found a solution: I let the actor search for the "apply behavior"-effect instead of the "buff"-behavior -> then set flags "Enemy Ally Neutral" and it still shows up, so it probably works (I need to wait for someone to test this with me - that's only possible at night when the guys from the USA are awake).
One thing I would love to do, but which didn't work yet is giving my unit's attack (Nova, and she uses her normal weapon) that attack-beam from the Ghost ability "Snipe" like in games like "AoS".
Or adding the Nuke Dot on the target with each attack. I think the last I can manage but the first is utterly impossible with my terrible GE skills.
Edit: Also, is it possible to play an animation in reverse? Cause I would like some nice psionic death animation for her and I would turn around the purifier charge-up animation.
Otherwise I have to keep searching for one.
To add the snipe beam to the attack just use a Beam actor. Copy the Archon weapon and adjust the stats if all else fails.
Reversing an animation is possible "in theory", though the only known way is to use Timers and skip to specific frames, which will probably fail for particle-based animations. Go with one of the many explosion effects/Protoss deaths instead, or use FeedbackImpact for a really over-the-top energy burst.
The snipe beam - when I use a beam actor the beam will stick to her like glue but I want it to stay from where she shot. I know how to do this (Host Site Operations -> SOpAttachHarness(Stationary) and it will stay, but the question is how do I add the beam? Should I make a beam actor and set the events accordingly or add it to her weapon actor?
Or better said, I have no idea how to do this properly, I tried so many things already...
You should be able to add to the Launch/Impact SOp fields of the Action actor like the Ghost's Snipe ability does. A beam added through the Art: Beam field on the Action actor with its own entries set to default will draw the information from there.
You could also try making a standalone beam like MedivacHealBeamRev1, but if you already have an Action actor this would be more work.
Okay since the HOTS patch I have only one new problem so far:
The passive Timescale buffs buff her movement speed more than they should. If she goes full timescale she ends up with 1.1 timescale (10%). So her 3.5 movement speed should be 3.5 +0.35 and it was like that all the time. But it's 3.5 +0.73 now.
Is that one buff or multiple stacks? Someone mentioned timescale buff stacks now stack multiplicatively, which might have been different before the patch.
It's an upgrade which changes the behavior "Foresight Aura" (because you have that behavior passively from the start anyway I didn't want to make a new one).
It "adds" 0.01 to timescale (for the first buff). So it should be 1.01 timescale on that behavior. The same behavior is changed by the next timescale upgrade by also "adding" 0.02 to the value. Adding means for me + and nothing multiplicative. It's also all on one behavior so multiple behaviors cannot stack multiplicative because there is only one.
I tried changing the last upgrade to "set" and then 1.1 for timescale. This still gives me 3.5 +0.73 movespeed. So 10% timescale always give me way more movement speed, I just don't get why.
The first upgrade should give me only 1% timescale (so 1% movespeed) = 0.035, but it already gives me 0.07.
I couldn't fix it yet - maybe I will make the upgrade change the behavior modification of the aura to a slightly negative value so at the end it stays the same speed as before, but it's a stupid dirty solution.
I don't know if there's a direct solution, but here's how it works: The Time Scale value is squared before multiplying the movement speed. Does not apply to attack speed, strangely enough.
So for now, just use a multiplier to reduce movement speed and if you have (a friend with) a US account post in their bug report forum. I've already posted in the EU General forum.
Before the HOTS patch my movement speeds were normal or it now displays it correctly and did not before, but it feels faster too - that is my feeling though and not necessarily reliable.
I mean maybe it increased the movement speed before the HOTS patch twice too, but it only showed it once on the command card. So 10% timescale were 10% movement speed on the command card PLUS 10% time, so it would be 1.1*1.1.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Enemy: Present Self: Not present
So seems like it is not possible. I can't edit the normal radar blip because we also have sensor towers in the game and they should show dots for allies too.
@Scythe1250: Go
So if you tick Enemy the blip displays? In that case tick everything but Self, the Filter+ field prevents ticked players from witnessing the actor.
No when I tick enemy it doesn't show up. That's the problem.
But I found a solution: I let the actor search for the "apply behavior"-effect instead of the "buff"-behavior -> then set flags "Enemy Ally Neutral" and it still shows up, so it probably works (I need to wait for someone to test this with me - that's only possible at night when the guys from the USA are awake).
One thing I would love to do, but which didn't work yet is giving my unit's attack (Nova, and she uses her normal weapon) that attack-beam from the Ghost ability "Snipe" like in games like "AoS". Or adding the Nuke Dot on the target with each attack. I think the last I can manage but the first is utterly impossible with my terrible GE skills.
Edit: Also, is it possible to play an animation in reverse? Cause I would like some nice psionic death animation for her and I would turn around the purifier charge-up animation. Otherwise I have to keep searching for one.
@Scythe1250: Go
To add the snipe beam to the attack just use a Beam actor. Copy the Archon weapon and adjust the stats if all else fails.
Reversing an animation is possible "in theory", though the only known way is to use Timers and skip to specific frames, which will probably fail for particle-based animations. Go with one of the many explosion effects/Protoss deaths instead, or use FeedbackImpact for a really over-the-top energy burst.
I found a nice animation already.
The snipe beam - when I use a beam actor the beam will stick to her like glue but I want it to stay from where she shot. I know how to do this (Host Site Operations -> SOpAttachHarness(Stationary) and it will stay, but the question is how do I add the beam? Should I make a beam actor and set the events accordingly or add it to her weapon actor?
Or better said, I have no idea how to do this properly, I tried so many things already...
@Scythe1250: Go
You should be able to add to the Launch/Impact SOp fields of the Action actor like the Ghost's Snipe ability does. A beam added through the Art: Beam field on the Action actor with its own entries set to default will draw the information from there.
You could also try making a standalone beam like MedivacHealBeamRev1, but if you already have an Action actor this would be more work.
Works like a charm, dude thank you.
I might have another problem, but if so I will let you know - I might edit this post so keep an eye on the thread.
Okay since the HOTS patch I have only one new problem so far:
The passive Timescale buffs buff her movement speed more than they should. If she goes full timescale she ends up with 1.1 timescale (10%). So her 3.5 movement speed should be 3.5 +0.35 and it was like that all the time. But it's 3.5 +0.73 now.
WTH Blizzard?
Is that one buff or multiple stacks? Someone mentioned timescale buff stacks now stack multiplicatively, which might have been different before the patch.
It's an upgrade which changes the behavior "Foresight Aura" (because you have that behavior passively from the start anyway I didn't want to make a new one).
It "adds" 0.01 to timescale (for the first buff). So it should be 1.01 timescale on that behavior. The same behavior is changed by the next timescale upgrade by also "adding" 0.02 to the value. Adding means for me + and nothing multiplicative. It's also all on one behavior so multiple behaviors cannot stack multiplicative because there is only one.
I tried changing the last upgrade to "set" and then 1.1 for timescale. This still gives me 3.5 +0.73 movespeed. So 10% timescale always give me way more movement speed, I just don't get why.
The first upgrade should give me only 1% timescale (so 1% movespeed) = 0.035, but it already gives me 0.07.
I couldn't fix it yet - maybe I will make the upgrade change the behavior modification of the aura to a slightly negative value so at the end it stays the same speed as before, but it's a stupid dirty solution.
I don't know if there's a direct solution, but here's how it works: The Time Scale value is squared before multiplying the movement speed. Does not apply to attack speed, strangely enough.
So for now, just use a multiplier to reduce movement speed and if you have (a friend with) a US account post in their bug report forum. I've already posted in the EU General forum.
It didn't get squared before the HOTS patch?
Not that I know of. It might have been caused by a previous patch, but I definitely recall my Timescale*10 buff not making units hit the speed cap.
Even if it did it's a bug and should be fixed unless someone can give a good reason why it should be like this.
Before the HOTS patch my movement speeds were normal or it now displays it correctly and did not before, but it feels faster too - that is my feeling though and not necessarily reliable.
I mean maybe it increased the movement speed before the HOTS patch twice too, but it only showed it once on the command card. So 10% timescale were 10% movement speed on the command card PLUS 10% time, so it would be 1.1*1.1.