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    posted a message on High Ground Advantage

    @DuckyTheDuck: Go

    I'm very interested in that, but no need to hurry. I'm still working on some other stuff before I start these big weapon changes. But it sounds hard... I have still some trouble figuring out these Actors.

    Posted in: Data
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    posted a message on High Ground Advantage

    Thanks, you two. So I guess I'll try it with the Switch effect, seems like a little bit of work, but doable. I wonder if I also can manipulate the range with that, giving units who shoot downcliff a little extra range. I'll try in the next few days and report back.

    Posted in: Data
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    posted a message on High Ground Advantage

    Hello,

    I want to make cliff levels have an impact on combat, for example a chance to evade if one is on a higher cliff fighting something on a lower cliff (via the data editor, if it's possible). I have no idea where to start, and I googled and googled and googled and I doubt I even have correct keywords... Can anyone point me in the right direction? Thanks in advance.

    Posted in: Data
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    posted a message on (Solved) Cancelbutton for ForceField

    @DrSuperEvil: Go

    True. That's one big problem though. I stumbled on a thread recently, where people criticised the editor and arcade system. 90% of the posters agreed that it's not worth it to spend time with the SC2 editor, they either went back to Wc3 where most of them have been coming from, or to Unity. The thread was 1 year old - around LotV release. And still these problems.

    Posted in: Data
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    posted a message on (Solved) Cancelbutton for ForceField

    @DrSuperEvil: Go

    You're very helpful, DrSuperEvil. Thank you. I've changed my initial plan and left the cast-Forcefield-button to be able to recast it. I added a button with the Restriction, which shows when the Behavior is active and has an Instant Effect to remove the Behavior. So it's done! :) Wow, this was a lot of work for a tiny thing... this editor could really use an overhaul.

    Thanks again!

    Posted in: Data
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    posted a message on (Solved) Cancelbutton for ForceField

    @DrSuperEvil: Go

    Alright, got it. I've done it slightly differently, because I have already some effects in place.

    The behavior appears on the Sentry, when Forcefield is cast. The Forcefield itself has a behavior with a Timed Life Fate expire effect (that's actually Blizzards work), which is causing the Forcefield to collapse. I added a validator to check whether the caster has this behavior. Working fine till now. Tomorrow I'll add the button to remove the behavior and thus kill the Forcefield, so the important part is done. Thanks. The last thing I wanted is for the Forcefield button to disappear and the cancel button to appear, when the Forcefield is cast. Like for example on Mind control from Infestor. But I have no idea how to do that.

    Posted in: Data
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    posted a message on (Solved) Cancelbutton for ForceField

    Instead of the effect-targetted ability? But this ability is targetted and I need it to be. Behavior ability doesn't have for example the cursor effect.

    Posted in: Data
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    posted a message on (Solved) Cancelbutton for ForceField

    Hello,

    I'm redesigning the Sentry for my melee mod and I need help. I want each Sentry to create only one Force Field at a time, and while it exists, replace the button by a cancel button, which would destroy the Force Field if pressed. But the cancel-button isn't even showing; I guess it's due to the ability not being channeled because the effect just expires after creating the Force Field unit. So I tried to add a persistent effect, but to no avail. Has someone an idea how to accomplish this?

    Thanks in advance.

    Posted in: Data
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    posted a message on Call Worker Button for Refineries

    I'm giving up. To make this work correctly I need either make 2 gathering abilities, but I get this error "too many gathering abilities on unit" and I don't know how to make it go away. Or a way to identify what the worker is mining. For now this ability will call 3 workers and that's not ideal, because I sometimes will end up with 4.

    If anyone comes up with an idea, I'd be glad if he tells me. Maybe it's a limitation of the editor? Well I didn't think I would reach that with my first mod.. :O

    Posted in: Data
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    posted a message on Call Worker Button for Refineries

    @DrSuperEvil: Go Your legz walkers look amazing! But it's a little too complicated for me. As of now I'm getting better results by try and error.

    @temhawk: Go I actually don't want to make it too easy for the players, I only want to reduce the clicks needed to put workers into gas after they've been harassed (because there is too much harass in LotV). The ideal solution of putting the exact amount of workers they need would make the players not look at the refineries at all, so lucky me doesn't need to know how many harvesters are mining vespene. But I want to know, what they are mining. I want to call either an idle worker or one who's mining minerals.

    I learned a few things from you guys, but I guess, after all I need to split down each gathering ability in two: one for minerals and one for vespene. I'm going to try that now...

    And that's not working, "too many gathering abilities on unit". Hm.

    Posted in: Data
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    posted a message on Call Worker Button for Refineries

    I'm having trouble with the validator. I guess I need to read more tutorials about it, I'm new after all. But I'm also getting very irritating results. For example: the effect was working more or less, so I duplicated it since I don't know whether I want and will succeed to finish it immediately, or leave it at that medium stage to come back later. But the duplicated effect, even though he has the exact same values in every field, is not working at all. I don't get it. Also I set "Is Worker" in the Search Area Effect Validator and it stopped working. I guess that's the wrong place? But unless I chain more effects, there is no place for a validator.

    For now this ability calls 3 workers, usually the ones which are currently mining anyway, so most of the time I end up with optimal saturation, sometimes I have 4. My initial plan was to call 1 worker per click, which is either idle or mining minerals. But how to check what the worker is mining?

    Posted in: Data
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    posted a message on Call Worker Button for Refineries

    @DrSuperEvil: Go

    Wow thx DrSuperEvil, this was what I have been hoping for, and it works! I still need to make the Unit Compare Order Queue, but as long as it's 1 worker, he does it's job. Thanks very much!

    PS: Effect - Instant is an ability thou.

    Posted in: Data
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    posted a message on Call Worker Button for Refineries

    Hello,

    I am pretty new to the Galaxy Editor, just started a few weeks ago with my first mod. I'm doing a balance overhaul since I hate the stressful games of LotV and stopped playing the original. It's called "noMMrandomECO" (a working title, but it's published, if someone want's to try). There are already many changes to stats and abilities, I have figured out on my own how to add for example a knockback... or a Mineral Stun with Shield from the HotS beta except it's increasing life while the Oracle is channeling...

    What I'm trying to do now is add a button for each vespene Refinery to call a worker (who isn't mining vespene). I don't even know how to start here. I've looked at the Command Center's SCV-Load-Unload ability, and the Behavior (or was it Effect?) Issue Order. But I'm at a loss. And not many people have had that idea, so I've found no tutorials that could help. Has anyone an idea of how to accomplish this?

    Thanks.

    Posted in: Data
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