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    posted a message on pls help me new icon

    Think he means the campaign one.

    Posted in: Data
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    posted a message on Flood Zerg/"Infecting" Units?

    Give the spore cloud a Effect - Target ability with a Create Persistant effect with the initial effect set to Apply Behavior which applies the conversion buff (Behavior - Player - Value) and the expire effect being an Issue Order that triggers a Morph ability on the unit to convert it to whatever you want. That should not only convert the unit but also purge its original ownership.

    An alternative strategy would be to just kill the target and create a unit in its place using some funky effect actors to cover the swap.

    Posted in: Data
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    posted a message on special spawns?

    You could use triggers for both (Refer to the campaign bonus mission since they do exactly what you want for 2).

    If you want to go the data method:

    1) Use a spawn behavior or a create unit effect and just get the nydus actor to play the unload animation when using the effects.

    2) Use a load of issue order effects for spawned units to load up into the drop ship, move it, unload it, move the ship away.

    Posted in: Miscellaneous Development
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    posted a message on Neutral Bunkers (usable by allies)

    Ancient post......

    Simple answer just do like the xel'naga tower that has an Interact ability that can exclude other players using it at the same time.

    Posted in: Miscellaneous Development
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    posted a message on Monthly Mapping Exercise #2 - Frenzies

    Cough all could be done without any triggers.

    Also what you mean by uncontrollable units.

    Posted in: Miscellaneous Development
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    posted a message on timer

    You could create a timer using stacks of a buff behavior. Have a periodic buff effect that removes a stack and on killing adds one or more to the stack.

    Buffs can stack up yo 255 times so even at one stack a second you only need a cap of 180.

    Not sure what you mean by " I need to set the timer to be like 3 minutes but how do I change a timed out ability?"

    Posted in: Data
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    posted a message on Weapon trouble

    Your weapon will also need effects and an action actor.

    Posted in: Data
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    posted a message on Whats the maximum amount of abilities on the command card?

    Erm would having two command card slots dedicated to an ability that adds/removes a hidden buff that rolls through the abilities in each slot work?

    What I mean is each Ability that is added has a requirement to show the button only if the unit has the right selection number stack so that way you could have several abilities stacked on the same slot.

    Posted in: Data
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    posted a message on pls help me for the units icon (for create units)

    You first need to load the campaign dependencies. It should then be as a texture that you can select. If you mean an imported texture that is not in game you will need to do something different. For the hive you will need to select it under the actor for the unit under the UI section. For the train you will need to apply it to a button that the train ability uses before putting it in the cammand card for the thing that trains it.

    Posted in: Data
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    posted a message on Weapon attack

    You could always make fussy filters that need exact combinations of units to hit like required to be massive and robotic.

    Posted in: Data
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    posted a message on Odd pair of issues with beam type weapon

    Sounds like actor problems. Seems you need to change the launch and impact sites and the conditions on which the beam is created.

    Posted in: Data
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    posted a message on Restricting by Race?

    You can totally skip the triggers by using a modified validator used by the changeling which detects race. Have the unit express 3 behaviors that are hidden each requiring one of the race validators. Create a show requirement that counts the race behaviour and is >0. That way it will auto identify your race and hide the buttons of the other races.

    Posted in: Data
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    posted a message on What is the thinking logic behind data editor?

    The buff type behaviors have an effect handled and damage fatal field (look up the valerian3a hero unconsious behaviour as that applies an effect when damage would be fatal).

    Posted in: Data
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    posted a message on Damage Aura centered on a mover

    Try giving the fence a search area for other fences which then launches rapid invisible dummy missiles which has a behavior on the missile unit that searches for enemies within a radius of the missile and applies damage?

    Posted in: Data
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    posted a message on Launch missile from a attached model

    Tried setting the launch site to a sop specified for the attachment unit and not using AMs?

    Posted in: Data
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