I'd like to know how to make an ability restricted to a certain height or range.
Example, stalker blink can be used if the target location is at the same height, if it's higher or lower then you cannot use it. Bonus point if instead of the same value it's actually more of a range variation. Like if height is +- x then use teleport.
Hi Aresake, noticed a really interesting field on units, Combat Attack Priority: followed by a number of sorts. Like a zergling/ultralisk had 20, some artanis hero thing had 19, an armory had 11, might be exactly what you are looking for.
It sounds like you want to use a Validator. There's a Validator called "Location Compare Cliff Level" that you could probably add to your blink effect so you can only blink if the levels are equal. I'm not sure how you would allow for range in the height difference, though.
So posting some questions up here before the show gets going, wanted to see what I could do on my own before filling the board up and answering half my own questions, lol.
Question #1: How do you go about making a basic UI with buttons to say spend skill points for a hero. What I'm looking for is a basic demonstration on an object you can click to bring it up w/ a pic of sorts, with a window you can close/minimize/reposition, one single button that applies a do nothing behavior to a char. I understand if you need to cut this up into two episodes, as I have heard it is a tedious process.
Question #2: Some models have very specific scenes that happen for some events, and I'm curious how I would go about say, using a particular segment of it repeatedly in the data editor. Example, said model actor does a death animation that takes 15 seconds overall to play, but I would like to repeatedly play seconds 2-5. Is this very feasible?
Question #3: Better use of the tint for an actor... I tend to turn everything pure red or pure some other color, or end up with an excessively glowly actor attempting the blend function. What are your recommendations on how to achieve a better coloring scheme, that doesn't make my units look like nuclear oompa loompas.
My interent cut out right when you were answering deadzerglings last question. I was going to post a new one to the forum. Hope your show wasn't cut short.
Questions? Bumping this further in advance this time. See? I'm learning. :P
Tonight's show (the 8th) is questionable atm. I'm really not feeling well and have quite a bit of work. I'll try to do the show if I can. If not, I'll send you all a PM with answers.
Edit 2: Alright. I'm once again able to think (thank goodness for ibuprofen) and worked everything out. So I'll see ya guys tonight!
How would you create an ability that 'hooks' a target to the casting unit for a short duration, following it if the caster moves? (Don't know if this is a hard one. If you play League, it's an ability like Skarner's ult)
Is it possible to make an AOE slow that only applies when units are inside the ability radius (if a unit exits the radius, it'll get it's original movespeed back)
(I'll fill in some more as time goes on, I'm sure I can find some more questions)
hey ZR, could you please go over what the effect types "Create persistent" and "Enumerate area" do? Specifically, I see them used in the weapon of the firebat and am unsure how they make the weapon function the way it does. Also maybe an example of how they are used elsewhere would be helpful.
Question #1: I understand how to make a duration damage effect, but am curious how to go about making it show the unit as on Fire.
Question #2: Could you go over how exactly to use the set catalog triggers, I have attempted to use them to no avail, seems like the way to go to making upgrades to abilities without 500 million varying copies of the said ability. An example like changing damage, increasing search radius of a search effect, and changing the number of times a persistent effect 'persists' would be good.
Question #3: How does one go about making something special happen when a player enters lava or water, and how does the game differentiate between the two.
List isn't as polished as usual, been a busy week, thanks again ZR.
I typically wait until the last minute to ask any to ensure I don't go figuring them out the next day, lol. There are a few topics I have in mind, which will result in ZeldaRules winging it again I think!
Question 1: Could you do a run over on how to use issue order effects/behaviors, seem to be missing a small part of how to get those to work for me.
Question 2: Is there a good Data Editor only strategy to making units more gang/pack/group like, that is they always travel in groups, and work as a group, not just stupidly charge in and make a circle around their enemy.
Question 3: I've been reading up on how to make an attack that appears to go through your enemy (like a ninja attack), from my reading it appears the way to go with this is to make your unit invuln/hidden/disabled, teleport him over, send a missile of the unit to where you got teleported, then make your unit/hidden/disabled. Would it be possible to show something like that(or at least the effects/behaviors side of it)?
Question 4: Is there a way to make the wander behavior move a unit more, mine just keeps resulting in the unit going 2 or 3 spaces like a retard. I'm talking about the actual distance travel they go, nothing to do with the leash feature.
1. How do you make make an area around enemy buildings unbuildable? Once your enemy places a building you can not place one withing a radius of 5 from it.
Because there aren't many questions:
2. With the above created, how do you create an ability that allows a unit to temporarily build within the unbuildable region around the enemy buildings.
Question 1: How exactly does a unit figure out when it's allies are injured, I'm guessing it has something to do with a search effect and validators, but don't really get it too well.
Question 2: How would I go about making a unit randomly pick a spot to fire an ability/effect at using the data editor only?
Question 3: Is there a way to make the wander behavior move a unit more, mine just keeps resulting in the unit going 2 or 3 spaces like a retard. I'm talking about the actual distance travel they go, nothing to do with the leash feature.
Question 4: I've been reading up on how to make an attack that appears to go through your enemy (like a ninja attack), from my reading it appears the way to go with this is to make your unit invuln/hidden/disabled, teleport him over, send a missile of the unit to where you got teleported, then make your unit/hidden/disabled. Would it be possible to show something like that(or at least the effects/behaviors side of it)?
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I'd like to know how to make an ability restricted to a certain height or range.
Example, stalker blink can be used if the target location is at the same height, if it's higher or lower then you cannot use it. Bonus point if instead of the same value it's actually more of a range variation. Like if height is +- x then use teleport.
@Aresake: Go
Hi Aresake, noticed a really interesting field on units, Combat Attack Priority: followed by a number of sorts. Like a zergling/ultralisk had 20, some artanis hero thing had 19, an armory had 11, might be exactly what you are looking for.
@xcorbo: Go
It sounds like you want to use a Validator. There's a Validator called "Location Compare Cliff Level" that you could probably add to your blink effect so you can only blink if the levels are equal. I'm not sure how you would allow for range in the height difference, though.
So posting some questions up here before the show gets going, wanted to see what I could do on my own before filling the board up and answering half my own questions, lol.
Question #1: How do you go about making a basic UI with buttons to say spend skill points for a hero. What I'm looking for is a basic demonstration on an object you can click to bring it up w/ a pic of sorts, with a window you can close/minimize/reposition, one single button that applies a do nothing behavior to a char. I understand if you need to cut this up into two episodes, as I have heard it is a tedious process.
Question #2: Some models have very specific scenes that happen for some events, and I'm curious how I would go about say, using a particular segment of it repeatedly in the data editor. Example, said model actor does a death animation that takes 15 seconds overall to play, but I would like to repeatedly play seconds 2-5. Is this very feasible?
Question #3: Better use of the tint for an actor... I tend to turn everything pure red or pure some other color, or end up with an excessively glowly actor attempting the blend function. What are your recommendations on how to achieve a better coloring scheme, that doesn't make my units look like nuclear oompa loompas.
My interent cut out right when you were answering deadzerglings last question. I was going to post a new one to the forum. Hope your show wasn't cut short.
Questions? Bumping this further in advance this time. See? I'm learning. :P
Tonight's show (the 8th) is questionable atm. I'm really not feeling well and have quite a bit of work. I'll try to do the show if I can. If not, I'll send you all a PM with answers.Edit 2: Alright. I'm once again able to think (thank goodness for ibuprofen) and worked everything out. So I'll see ya guys tonight!
Data-questions:
How would you create an ability that 'hooks' a target to the casting unit for a short duration, following it if the caster moves? (Don't know if this is a hard one. If you play League, it's an ability like Skarner's ult)
Is it possible to make an AOE slow that only applies when units are inside the ability radius (if a unit exits the radius, it'll get it's original movespeed back)
(I'll fill in some more as time goes on, I'm sure I can find some more questions)
@Neonsz:
For the second part I think you are talking about an Aura, Auras are Definitely possible.
@Neonsz: Go
Question 2 is easy to do. Take a look at the Psi Disruptor, it does pretty much what you describe.
How do you make the plasma shield act as another form of energy? Take away it's ability to soak up damage and have it used as a resource for skills.
Also, validators...are confusing. How do I make one that requires a unit to be moving in order to attack?
hey ZR, could you please go over what the effect types "Create persistent" and "Enumerate area" do? Specifically, I see them used in the weapon of the firebat and am unsure how they make the weapon function the way it does. Also maybe an example of how they are used elsewhere would be helpful.
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
Question #1: I understand how to make a duration damage effect, but am curious how to go about making it show the unit as on Fire.
Question #2: Could you go over how exactly to use the set catalog triggers, I have attempted to use them to no avail, seems like the way to go to making upgrades to abilities without 500 million varying copies of the said ability. An example like changing damage, increasing search radius of a search effect, and changing the number of times a persistent effect 'persists' would be good.
Question #3: How does one go about making something special happen when a player enters lava or water, and how does the game differentiate between the two.
List isn't as polished as usual, been a busy week, thanks again ZR.
@Deadzergling: Go
Alright, the show will go on! but I may be a few minutes late. Should start by 8:25 at latest.
Are we going to have a show today? Seems like no questions have been asked.
If you do make a show, these questions could be answered.
You could also talk about successfully duplicating and linking stuff in the data editor, as I see many people struggling with that.
I typically wait until the last minute to ask any to ensure I don't go figuring them out the next day, lol. There are a few topics I have in mind, which will result in ZeldaRules winging it again I think!
Question 1: Could you do a run over on how to use issue order effects/behaviors, seem to be missing a small part of how to get those to work for me.
Question 2: Is there a good Data Editor only strategy to making units more gang/pack/group like, that is they always travel in groups, and work as a group, not just stupidly charge in and make a circle around their enemy.
Question 3: I've been reading up on how to make an attack that appears to go through your enemy (like a ninja attack), from my reading it appears the way to go with this is to make your unit invuln/hidden/disabled, teleport him over, send a missile of the unit to where you got teleported, then make your unit/hidden/disabled. Would it be possible to show something like that(or at least the effects/behaviors side of it)?
Question 4: Is there a way to make the wander behavior move a unit more, mine just keeps resulting in the unit going 2 or 3 spaces like a retard. I'm talking about the actual distance travel they go, nothing to do with the leash feature.
Sorry I ask weird questions. :P
1. How do you make make an area around enemy buildings unbuildable? Once your enemy places a building you can not place one withing a radius of 5 from it.
Because there aren't many questions:
2. With the above created, how do you create an ability that allows a unit to temporarily build within the unbuildable region around the enemy buildings.
how do you create an ability that allows a unit to switch between two weapons it has acess to
@TheDyingTitan: Go
Will be starting the show tonight! You guys always ask the toughest questions when I have no time to prepare :P See ya then!
Tomorow's Show (the 22nd) looks like it may not be happening, I'm not going to be able to get to my computer to stream :(
@zeldarules28: Go
Sorry. lol
Question 1: How exactly does a unit figure out when it's allies are injured, I'm guessing it has something to do with a search effect and validators, but don't really get it too well.
Question 2: How would I go about making a unit randomly pick a spot to fire an ability/effect at using the data editor only?
Question 3: Is there a way to make the wander behavior move a unit more, mine just keeps resulting in the unit going 2 or 3 spaces like a retard. I'm talking about the actual distance travel they go, nothing to do with the leash feature.
Question 4: I've been reading up on how to make an attack that appears to go through your enemy (like a ninja attack), from my reading it appears the way to go with this is to make your unit invuln/hidden/disabled, teleport him over, send a missile of the unit to where you got teleported, then make your unit/hidden/disabled. Would it be possible to show something like that(or at least the effects/behaviors side of it)?