So I would have to have 6 different weapons for each weapon if it's possible to have 6 at a time?
And just to make sure, it would not be possible to have each stack of a behavior go on a "cooldown" when it launches an effect with a periodic search effect?
The reason I'm using a behavior, is that weapons does not stack - so that won't work.
I did consider making the attack effect of the behavior grant the caster a buff which deactivates the main behavior, but that would make it unstackable.
I've got items with Carry Weapons, and I want to be able to have two of the same items granting the same weapon twice. This does not seem ot be possible with Weapons, so I decided to go for a behavior with a periodic search effect. The thing is, I want it to fire the same way as a weapon: Attack when an enemy gets within range, and then go on cooldown. Not search every 1 sec and attack if there's an enemy nearby.
How would I create a behavior which would search for enemies within range, find a target and attach, and go on cooldown for 1 sec?
You have to work on structuring your messages. Not meant to sound rude, but I'm having a hard time understanding what you mean.
Do you mean you want it to to cost energy per sec which will cancel the effect if her energy runs out?
The way I would do it, was to make the ability add a behavior to the caster which adds -5 (or whatever) energy regeneration. Then add a validator to the persistent of the ability which checks for energy.
The thing is, that for some units, it scales proberly, but for some reason, it scales differently when the scale of the owning actor is not 1.
EDIT: misunderstood your suggestion. I set the scale of the model and it "works" but it still scales differently, but the difference from 1 to 1.3 is less visible though.
EDIT 2: I thought I've set Inherited Properties to not have Scale checked, which was causing the problem.
I have a ModelAddition actor to give a behavior some visueal representation. My problem is that it does not play any animation? It displays the lightning from the model, but not the swirling effect.
I'm using the Duel Bubble Unit model and this is how the effect is set up
Thanks for the assistance. I'll try it out when I come home.
Can you suggest an alternate method? Currently I'm using a very simple unit enters region => instantly move triggering unit method for my portals. I'd like the right click => teleport system if possible.
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@DrSuperEvil: Go
So I would have to have 6 different weapons for each weapon if it's possible to have 6 at a time?
And just to make sure, it would not be possible to have each stack of a behavior go on a "cooldown" when it launches an effect with a periodic search effect?
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@Bilxor: Go
The reason I'm using a behavior, is that weapons does not stack - so that won't work.
I did consider making the attack effect of the behavior grant the caster a buff which deactivates the main behavior, but that would make it unstackable.
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@Bilxor: Go
How would I make it go on cooldown when finding a target?
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I've got items with Carry Weapons, and I want to be able to have two of the same items granting the same weapon twice. This does not seem ot be possible with Weapons, so I decided to go for a behavior with a periodic search effect. The thing is, I want it to fire the same way as a weapon: Attack when an enemy gets within range, and then go on cooldown. Not search every 1 sec and attack if there's an enemy nearby.
How would I create a behavior which would search for enemies within range, find a target and attach, and go on cooldown for 1 sec?
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@Davidmapster: Go
You have to work on structuring your messages. Not meant to sound rude, but I'm having a hard time understanding what you mean.
Do you mean you want it to to cost energy per sec which will cancel the effect if her energy runs out?
The way I would do it, was to make the ability add a behavior to the caster which adds -5 (or whatever) energy regeneration. Then add a validator to the persistent of the ability which checks for energy.
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@FunkyUserName: Go
Can you elaborate? How should I do that?
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@Knallertton: Go
Already done that.
The thing is, that for some units, it scales proberly, but for some reason, it scales differently when the scale of the owning actor is not 1.
EDIT: misunderstood your suggestion. I set the scale of the model and it "works" but it still scales differently, but the difference from 1 to 1.3 is less visible though.
EDIT 2: I thought I've set Inherited Properties to not have Scale checked, which was causing the problem.
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I've got a model addition actor which, right now, rotates with the unit it's attached to.
How to prevent this? I wan't it to permanently be 270deg.
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I've got a ModelAddition actor which for some reason scales to the scale of the original actor?
If the scale is set to 1 it wont scale the modeladdition actor, but if it's set to 1.3 it will.
What could cause this?
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@FunkyUserName: Go
Oh, well it seemed that I was using the wrong Stand animation, I had to use Stand (Global Loop).
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Is your preferences in the editor by chance, set Documents > Automatically Backup Documents When Saving to checked?
If that's the case, there will most likely be a backed up copy in your user folder (or wherever it's set to backup).
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I have a ModelAddition actor to give a behavior some visueal representation. My problem is that it does not play any animation? It displays the lightning from the model, but not the swirling effect. I'm using the Duel Bubble Unit model and this is how the effect is set up
Any suggestions on how this is not working?
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@willuwontu: Go
Thanks for the assistance. I'll try it out when I come home.
Can you suggest an alternate method? Currently I'm using a very simple unit enters region => instantly move triggering unit method for my portals. I'd like the right click => teleport system if possible.
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I used this: http://www.sc2mapster.com/assets/waygate-system-library but it was broken at the release of HotS. Anyone who knows of a similar system, or an updated version?
TL:DR It's a system which creates portals and causes units to prioritize using it when the travel distance is shorter using the portal.
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@Mozared: Go
Thanks for the tip! I'll try to play around with this :)