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    posted a message on [Effect: Splash Damage] Damage scales wrong with attribute factors

    I'm surprised that doesn't work - I thought I've had splash radius effects on a damage effect work in effect with attribute multipliers? But yeah, if it doesn't work, just add in another effect with validators on each effect to parse out Armored units from non-Armored.

    Posted in: Data
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    posted a message on How to put tech lab on other side of barracks?

    Yep still exists it seems after some experimentation. Not sure how it filters precedence but it is always hooking up to the add-on on the left rather than the right. Very weird. Thanks I will check out that map.

    Posted in: Data
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    posted a message on How to put tech lab on other side of barracks?

    Thanks. That is a bummer though about the limitation. Perhaps there is some workaround but it would be ugly.

    Posted in: Data
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    posted a message on How to put tech lab on other side of barracks?

    I figured out how to make the tech lab appear on the other side of the barracks - but it doesn't "hook up." I can't figure out where the hook-up directionality is governed. Somewhere in the unit or morph ability? Can't seem to find it. Thanks for any help.

    Posted in: Data
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    posted a message on Looking for testers

    Sure I could help you!

    Also check out the mapster discord - lot more people there.

    Posted in: Map Feedback
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    posted a message on [Solved-Not Possible] Button show data about unit
    Unless units are dynamically changing their supply, which I assume they are not, you could just make copies of the button for each unit.
    Posted in: Data
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    posted a message on Ability Stealing Energy?

    I think this should be moved to the Data board but I'll help anyway, maybe a mod will move it. :)

     

    There is no clean way to do this unfortunately. What I would do is set up validators the check to see how much energy the target has, and then move energy based on that. Only problem is that you could end up with hundreds of effects and validators. I personally would do it in chunks of 20 or 25 (so about 12 effects instead of hundreds) but it's up to you how painstaking (and therefore accurate) you want this ability to get. So it would be like:

    Target has 21-40 energy = give caster 30 energy
    Target has 41-60 energy = give caster 50 energy
    Target has 61-80 energy = give caster 70 energy

    etc etc...

    EDIT: After thinking about this more, you could have a Create Persistent that keeps sucking energy and increasing caster energy at a very quick rate (say 1,000 energy per second, so it seems pretty instant), and deletes itself when the target has 0 energy. 

    Posted in: General Chat
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    posted a message on how to reset death model?

    Under some circumstances, a unit doesn't play its death model - it makes a little red explosion instead. Usually when transforming or playing an animation. Is there a way to override this so a unit always plays its death model?

    Posted in: Data
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    posted a message on Power Transmission [ Transfer Energy ]

    Just look at the Viper spell - it pretty much does exactly this. Just change the life value to energy.

    Posted in: Data
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    posted a message on How to tell harvesting worker to retarget

    So I made the refinery able to be placed on minerals. If you right click it with an SCV selected in an attempt to mine over the refinery, it rightfully gives an error. 

    HOWEVER! If the SCVs retargets to the refinery'd mineral patch through "bouncing around" and competing for an open mineral, then he runs over to start doing the harvest animation... but doesn't actually harvest. He'll then return to the mineral and "fake harvest" and waste his time until manually told to stop.

    Scratching my head on this one because you can't put validators on a harvest ability. Is there some way to register when a mineral field is mined upon by an SCV, then do an Issue Order to go mine somewhere else? Hmm

    Posted in: Data
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    posted a message on Bug: Mineral Auto-refinery footprint?

    Discovered a work around. Have the minerals do a custom morph spell of another version of minerals, this one with it's Plane Array set to Air.

    Posted in: Data
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    posted a message on Bug: Mineral Auto-refinery footprint?

    Thanks SuperEvil, with your experience in making resource collection mechanics I thought you might have some insight. 

    Did you mean make the placement and pathing footprints of the Autorefinery the same as the mineral footprint (Footprint Mineral Fields Rounded)? Unfortunately, that still gives me the same error (8 grids squares get blocked off instead of 2).

    UPDATE: I noticed that when the mineral field depletes to zero, the footprint then corrects itself and is the 2x1 shape it should be. This gave me the idea to morph the mineral field into a zero footprint version of itself when a refinery is built over it. This partly corrected the issue, and now the footprint is a little smaller. Looks like this (2x6, instead of 2x1):

    - x x -
    - x x -
    - x x - 

    Still struggling :/


    Posted in: Data
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    posted a message on Bug: Mineral Auto-refinery footprint?

    I copied across the auto-refinery to be built on mineral patches and extract minerals. Easy enough. 

    HOWEVER - Even though I resized the auto-refinery footprint to match the mineral size (1x2 grid square) it ends up all wonky in-game. Instead of taking up 1x2 grid squares, it ends up taking up EIGHT grid squares. The structure, once built, makes it impossible to build on many adjacent squares that the model doesn't even appear in.

    It should look like this from top down (1x2 grid squares, right over the mineral patch):
    - - - -
    - x x -
    - - - - 


    Instead it looks like this: (2x3 grid squares with a couple additional grids taken up on the L and R):
    - x x -
    x x x x
    - x x - 

    It appears to me at this point that there is some bug regarding having a custom building with the "Resource" behavior built on top of any other structure, if it's smaller than 3x3 grid squares. Of course, minerals are 2x1 grid squares, so it is inherently broken. Anyone else seen anything like this or have a workaround?

    Posted in: Data
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    posted a message on What causes the siege tank to rotate into a 3/4 view when transforming to siege mode?

    What is a 3/4 view?

     

    I'm assuming you mean how it faces a new angle when it morphs? It does this because the siege-mode tank unit has a locked "facing" angle, and it must quickly turn to that angle to match the new units it's morphing into.

     

    Sort of like how a floating barracks can fly all over and face every which way, but when you land it (morph it) it spins to correctly face the angle that the landed barracks always faces.

    Posted in: Data
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    posted a message on Having units move when a certain point is reached via Triggers

     Click on the "(" next to Ability Command.

     

    From that menu, choose "Order Targeting Point"

     

    Now find "move"

     

    Abilities are categorized in this way in the trigger editor because some abilities require a target unit (like Yamato Gun for instance) and some require a target point (like blink) and some abilities require no target at all (Lower supply depot). 

    Good luck!

    Posted in: Triggers
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