I'm trying to give specifically the science facility the ability to built a tech reactor. I've added a new "Tech Reactor (Science Facility)" unit, and when the ability is given to the barracks, it has no problem creating that science attachment. However the science facility can neither create it's own nor the barracks attachment, and the attachment doesn't attach to the science facility. I'm missing something important here, but I don't know where to find it.
I duplicated the unit with it's actors, behaviors, effects, etc. But the new unit's animation for when the Void Ray activates his Prismatic Alignment doesn't work. Can I recreate it from scratch? I don't care much about the attachments, a thicker beam would suffice. Alternatively or additionally a bigger impact effect.
Well I'm kind of a noobie, but since nobody else answered yet...
You need Targeted Ability -> Effect Issue Order: Move (which is an array, which includes patrol and hold position, you have to get the right index (I don't know how much experience you have with the editor)). This in a set with apply Buff Behavior (on the caster) which increases his movement speed. The buff should, if I remember correctly, have a flag to make the unit uncommandable.
You can look at the Adept phase shift as an example. It creates a unit and applies the issue order to it.
To cancel the ability all you would need is Instant Ability -> Remove Behavior effect.
I'm not sure if this is the right forum section. It's on a campaign map.
So I am tweaking the official Blizzard campaign, and in the 2nd mission (raynor02) there are a few units just above the players base. I added a barracks, gave the computer a difficulty setting (with CampaignInitAI() and AISetDifficulty()), and then I noticed that after destroying this outpost and retreating, the computer starts sending single Marines there and occasionally an SCV to rebuild the barracks at the exact same location, until everything is back to how it was when game started. How can I stop him from doing that?
I'm wondering if this is possible, and if it is, I wonder how it's done. xD
I want to make a mod, which better highlights or accentuates the alerts players receive. Like "upgrade finished" or "your army is under attack", stuff like that. Currently it's a red text on the side of the screen. I would like a background to show up as well (like the ones around the worker/all-army/warpgate buttons), so they are more... hm what's the word, eye-catching? Not a native English speaker here, sorry about that. xD
Thx for the help, but.. I remember now why I stopped modding xD
Well. The switch you suggested doesn't change the ability, only the vitals of the unit. So... I created a dozen effects and validators which simply check whether the unit has a behavior, if it hasn't, the unit loses energy and the behavior is applied. Well. And it doesn't work. Don't even know why, for a second it did... T_____T
Unless there's a way to affect the ability... maybe I have missed something?
I wanted to make an ability which sometimes consumes energy on activation, and when it has a certain behavior, it does not.
I've read that abilities can have an array of values (for example cost), so I've done that and I'm playing with validators, but I haven't figured out how to access the 2nd cost in the array.
Can anyone share some light on that matter? Thank you.
I have 2 heroes now, and I want to make them level up in a similar fashion to how it was in WC3. They run around, collect experience, and then when leveling up they can choose between abilities. I've made the Behavior with levels already. But how would I make them choose between abilities? Is the Research Ability an option`?
Has anyone tried it, has tipps or even a tutorial? Would be much appreciated.
Yes, but it's empty. Even when opened in a new document with campaign data. Yet it's showing, when I start the new document. Must be hidden somewhere... but where?
I exported/imported Sniper-Raynor from the campaign into my Mod, with all the files, sound, models, etc. It works fine, except the portrait is missing, even though the Model is there and the Actor references it. Can anyone tell me, what I am missing?
Also, far less important: the Unit has Flashlights (Sniper-Raynor is in the cave mission, right before the final mission in WoL), can I turn them off?
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I know this thread is old, but did anything come out of it? I have the same problem with hotkeys
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Hi,
I'm trying to give specifically the science facility the ability to built a tech reactor. I've added a new "Tech Reactor (Science Facility)" unit, and when the ability is given to the barracks, it has no problem creating that science attachment. However the science facility can neither create it's own nor the barracks attachment, and the attachment doesn't attach to the science facility. I'm missing something important here, but I don't know where to find it.
Can anyone help? Thx in advance.
0
Hello,
I duplicated the unit with it's actors, behaviors, effects, etc. But the new unit's animation for when the Void Ray activates his Prismatic Alignment doesn't work. Can I recreate it from scratch? I don't care much about the attachments, a thicker beam would suffice. Alternatively or additionally a bigger impact effect.
Can anyone help? Thx.
0
Well I'm kind of a noobie, but since nobody else answered yet...
You need Targeted Ability -> Effect Issue Order: Move (which is an array, which includes patrol and hold position, you have to get the right index (I don't know how much experience you have with the editor)). This in a set with apply Buff Behavior (on the caster) which increases his movement speed. The buff should, if I remember correctly, have a flag to make the unit uncommandable.
You can look at the Adept phase shift as an example. It creates a unit and applies the issue order to it.
To cancel the ability all you would need is Instant Ability -> Remove Behavior effect.
0
In reply to karlprojektorinski:
Doesn't work. Well I gave the units & structure to a different player finally, one without AI...
0
Hello,
I'm not sure if this is the right forum section. It's on a campaign map.
So I am tweaking the official Blizzard campaign, and in the 2nd mission (raynor02) there are a few units just above the players base. I added a barracks, gave the computer a difficulty setting (with CampaignInitAI() and AISetDifficulty()), and then I noticed that after destroying this outpost and retreating, the computer starts sending single Marines there and occasionally an SCV to rebuild the barracks at the exact same location, until everything is back to how it was when game started. How can I stop him from doing that?
0
Not possible? Maybe with Triggers?
0
Hi,
I'm wondering if this is possible, and if it is, I wonder how it's done. xD
I want to make a mod, which better highlights or accentuates the alerts players receive. Like "upgrade finished" or "your army is under attack", stuff like that. Currently it's a red text on the side of the screen. I would like a background to show up as well (like the ones around the worker/all-army/warpgate buttons), so they are more... hm what's the word, eye-catching? Not a native English speaker here, sorry about that. xD
Ideally even toggleable with a button or hotkey.
Is it possible? Thx in advance.
0
Thats what I did, doesn't want to work. :-/ Well thx for help anyways..
0
Thx for the help, but.. I remember now why I stopped modding xD
Well. The switch you suggested doesn't change the ability, only the vitals of the unit. So... I created a dozen effects and validators which simply check whether the unit has a behavior, if it hasn't, the unit loses energy and the behavior is applied. Well. And it doesn't work. Don't even know why, for a second it did... T_____T
Unless there's a way to affect the ability... maybe I have missed something?
0
Hello,
I wanted to make an ability which sometimes consumes energy on activation, and when it has a certain behavior, it does not.
I've read that abilities can have an array of values (for example cost), so I've done that and I'm playing with validators, but I haven't figured out how to access the 2nd cost in the array.
Can anyone share some light on that matter? Thank you.
0
It's still online on youtube. That's a very good tutorial, I've watched already 3/9, exactly what I am needing. Thanks very much!
0
Hi,
I have 2 heroes now, and I want to make them level up in a similar fashion to how it was in WC3. They run around, collect experience, and then when leveling up they can choose between abilities. I've made the Behavior with levels already. But how would I make them choose between abilities? Is the Research Ability an option`?
Has anyone tried it, has tipps or even a tutorial? Would be much appreciated.
0
Yes, but it's empty. Even when opened in a new document with campaign data. Yet it's showing, when I start the new document. Must be hidden somewhere... but where?
0
Hi,
I exported/imported Sniper-Raynor from the campaign into my Mod, with all the files, sound, models, etc. It works fine, except the portrait is missing, even though the Model is there and the Actor references it. Can anyone tell me, what I am missing?
Also, far less important: the Unit has Flashlights (Sniper-Raynor is in the cave mission, right before the final mission in WoL), can I turn them off?