You will need to create a validator so that your auto-cast will not go nuts and cast even when shields are full. You can also use the existing one “Shield < ¼ HP” if you are satisfied with that.
Go to the validator tab and add a new validator by copying “Shield < ¼ HP”.
Set the “Value” to the percent when you wish the ability to be used. (0 for no shields, 1 for full shields, 0.5 for half shields)
Next you will need to create an effect.
Go to the effects tab and create a new effect using the “Modify Unit” type.
Go down to the “Vitals” field and change shield to however much you wish to be restored.
Now that you have your effect and validator you will need to create your ability.
Go to the Ability tab and create an ability of type “Effect – Instant”
Set the “Effect” field to the effect you just created if it was not done automatically.
Select the “Flags” field and check “Auto Cast” (and “Auto Cast On” if you wish for it to start activated).
Open the “Cost” field. And create a new cost(the top section of the new window)
Scroll to the bottom of the cost window and add a new line to the very last box. Setting to energy and the energy cost of the ability.
Open up the “Auto Cast Filters” field and set the filters accordingly. You will probably want Check at least Player at the bottom, and maybe Ally(and probably not enemy)
Set the “Auto Cast Validator” to the Validator from earlier.
Now you just need to add the ability to the unit’s ability list and the command card. You will probably also want to create a button for the new ability, but it isn’t strictly required.
Thats exactly what he did for you, just follow step by step that, and just plug your numbers you gave right there in, and it will work just like you want =)
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The ability needs to work only on the casting unit. So it restores the units shields. I tested it and it wont restore the shield or use energy. Nothing happens.
Have you made sure your filters are set up correctly in step 6 of the ability creation? You will want to find "Self" in the list and set it to "required", and set everything else to "allowed". With the check boxes at the bottom you will want "Player" checked, and the other three unchecked. Then once you have plugged in the number values in the other steps it would work. Double check the validator as well. I tested it and it was working for me.
Ok, it works now that I changed the filters.
I had too many things turned to exclude I think, so I did what you said and turned all them to allow and self to required.
It works but I need it to work when the units attacking and running. Right know I think it just works when hes standing still.
This may be related to the first issue but sometimes it skips. It will use several energy per second and every once in a while it will jump a lot, for example it when from 30 to 0 energy and I think did the appropriate amount of shield restoration for it.
On a side note I have the shield on a marine and it's visually ridiculous. Its being attacked by a zergling and the shield is showing up past the zergling. How can I reduce the radius of the shields visual? I want it really tight to the unit.
Scroll to the bottom of the cost window, you should see a section called "Cooldown". Beside Link click add and enter "Shield Restore" or whatever you want to call it.
Under "Location" select "Ability".
Change "Time Use" to the desired cooldown in seconds, 1 in this case.
I did not experience any of the problems you are reporting in my tests. I would check to see if there are any unwanted settings that might have accidentally got set.
I do not know how to change the appearance of the shields, but if I had to guess it is probably in the actor data, or perhaps the model.
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need an ability with the following characteristics:
autocast uses energy to replenish unit's shields
well i guess just one lol
You will need to create a validator so that your auto-cast will not go nuts and cast even when shields are full. You can also use the existing one “Shield < ¼ HP” if you are satisfied with that.
Next you will need to create an effect.
Now that you have your effect and validator you will need to create your ability.
Now you just need to add the ability to the unit’s ability list and the command card. You will probably also want to create a button for the new ability, but it isn’t strictly required.
I see the folly of my ways. I should have been much more specific, sorry.
The spell is cast by the units owner
can be turned on and off like healing
restores 10 shields for 1 energy (placement numbers)
when the spell is on it uses 1 energy a second (placement numbers)
I think that's it
@EpicurusDarwin: Go
Thats exactly what he did for you, just follow step by step that, and just plug your numbers you gave right there in, and it will work just like you want =)
@EpicurusDarwin: Go
Probably the best advice i've seen given in regards to the data editor thus far.
I am not sure what you mean by "cast by units owner". Are you looking at something like the broodlords and broodlings?
I can't get it working.
The ability needs to work only on the casting unit. So it restores the units shields. I tested it and it wont restore the shield or use energy. Nothing happens.
Have you made sure your filters are set up correctly in step 6 of the ability creation? You will want to find "Self" in the list and set it to "required", and set everything else to "allowed". With the check boxes at the bottom you will want "Player" checked, and the other three unchecked. Then once you have plugged in the number values in the other steps it would work. Double check the validator as well. I tested it and it was working for me.
Ok, it works now that I changed the filters. I had too many things turned to exclude I think, so I did what you said and turned all them to allow and self to required. It works but I need it to work when the units attacking and running. Right know I think it just works when hes standing still. This may be related to the first issue but sometimes it skips. It will use several energy per second and every once in a while it will jump a lot, for example it when from 30 to 0 energy and I think did the appropriate amount of shield restoration for it.
On a side note I have the shield on a marine and it's visually ridiculous. Its being attacked by a zergling and the shield is showing up past the zergling. How can I reduce the radius of the shields visual? I want it really tight to the unit.
To add a cooldown to the Shield Restore:
I did not experience any of the problems you are reporting in my tests. I would check to see if there are any unwanted settings that might have accidentally got set.
I do not know how to change the appearance of the shields, but if I had to guess it is probably in the actor data, or perhaps the model.