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    posted a message on How to make a buff launch a missile at the caster?

    Let's use the High Templar as an example.

    When the High Templar attacks an enemy, a buff is added at that enemy when the missile hits.

    After a few seconds, that buff searches for the same High Templar and launches a missile back at it.

    Similar principle as how the Crypt Fiends in Warcraft 3 function - a missile is launched from the Crypt Fiend at the enemy and then the missile returns.

    I thought this would be easy - the High Templar adds a buff at the target upon impact. That buff has a Search effect that searches the entire map. That Search effect is linked to a Set effect that uses a validator that checks for the caster. Then the Set effect launches a missile, targeting the unit specified by the validator... The problem is that no validator seems to be able to check for the caster... I can make the missile return to ANY friendly High Templar on the map, but not return to the actual caster.. : /

    Any advice?

    Posted in: Data
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    posted a message on How to make a missile affect units only once when it passes through them?

    Aah, of course!

    I made the search effect add buffs to enemy units. The buff lasts maybe 0.25 seconds and when it expires it deals the damage. In this way the same units are only dealt damage once, since they can only have 1 buff.

    Thanks!

    Posted in: Data
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    posted a message on How to make a missile affect units only once when it passes through them?

    I have created a missile that has a buff on it. The buff has a periodic search effect that checks for enemy units, dealing damage to each enemy unit it finds.

    This means that when I shoot at a unit, the missile deals damage to every enemy unit coming in the way of the missile.

    The periodic effect on the buff searches for enemy units every 0.125 seconds.

    The problem is that the missile deals damage several times to the same units. I want the damage to happen only once per unit it passes through.

    I have marked "ID" in the Marker-field both at the Search effect and the Damage effect and also added the No Marker validator to the Damage effect and the Search effect.

    I know I have solved this before, a couple of years ago, but I can not remember how to do it... >.<

    What am I missing?

    Posted in: Data
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    posted a message on How to make a beam be visible across several screens?

    Thanks for the suggestion,

    I have toyed around with these fields for my beam-actor (Beam Simple Animation Style Continuous):

    Host For Second Visilibity Test
    Host Site Ops For Second Visibility Test

    But without finding any solution.

    I have looked at other beam-actors as well, to find a point of reference, but I have not found any beams that use these fields.

    Do you have anything specific in mind?

    Posted in: Data
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    posted a message on How to make a beam be visible across several screens?

    I have a structure that has a weapon with a beam, similar to how the Sentry attacks.

    My weapon has a huge range, around 25 to 50 range, which means that it can attack enemies that are several screens away.

    Sometimes, in certain angles, the beam is not visible when an enemy unit is being attacked. (But the unit is still taking damage, so the attack is working.) But if I move the screen slightly, the beam all of a sudden appears again!

    Any idea how to make a beam always be visible when attacking across several screens?

    Posted in: Data
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    posted a message on (Solved) How to make a unit in an Arm magazine ability obey move command orders?

    Well, I did not find a perfect solution, but I found one that works for the purpose of my mod.

    The issue with the ability is that the settings seem to enable ONLY one of these two:

     

    1) The Servitors can be set to move around freely, but if they are they do NOT follow the caster anymore.
    2) The Servitors can be set to follow the caster but then you can not send them out on the map individually as move commands on the ground. (They will just turn around again.) You can only send them out to attack or follow specific units. In that case, the Servitors will follow them over the map.

    However, I made my caster into a stationary unit that the Servitors are attached to. (So they can only move closely around it.) An upgrade makes the player able to move around with the Servitors freely on the map. Essentially, they become unattached from the caster, which is fine since my caster never moves anyway.

    If anyone reading this want to use my upgrade solution, here it is:

    In the Effects-field of your upgrade, change this:

    Go to the Karax - Servitors ability. Click on Info. Click on Ammo 01 where KaraxServitorWeaponA (Unnamed) is built

    Change this field: Manage - Ignore

     

    Go to the unit KaraxServitorWeaponA (Unnamed) and click on Flags.
    Change this field: unselectable.


    When your upgrade is completed, your Servitors can now be individually selected and given orders to move anywhere on the map. The only way they return to the caster is when the caster gives an order to attack something specific, near the caster. Essentially, the Servitors become free to do whatever they desire

    Posted in: Data
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    posted a message on (Solved) How to make a unit in an Arm magazine ability obey move command orders?

    I played around some more with the ability and finally found a setup that solved some of the issues I described above. Thanks for the input!

    Posted in: Data
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    posted a message on (Solved) How to make a unit in an Arm magazine ability obey move command orders?

    Nope, I have removed the standard behavior "Ability target exclusion behavior". (I did not notice any difference regardless if the behavior is on or off)

    Posted in: Data
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    posted a message on (Solved) How to make a unit in an Arm magazine ability obey move command orders?

    I use the Karax - Servitors ability, which can create Servitors. They follow the caster around and engages nearby enemy units.

    I modify the ability so the Servitors are now selectable and commandable, which means that the player can select them and give them specific orders. I also increase the Leash in the ability to 500, which means that the Servitors can be given an order anywhere on the map. They still follow the caster, but can be sent out on missions... 

    Here is the dilemma - if I give a Servitor the order to move to any location on the map, it does not do that. It just moves a tiny bit away from the caster and then turns around. BUT! If I order the Servitor to attack or follow a unit, far away on the map, it will do that!

    If I tell the Servitor to attack a unit it will shoot and shoot and shoot and shoot... It does not matter if I click stop or give it a move order on the ground, the only way to cancel the order is to make it attack a new target.

    Any advice to make players gain total control of the Servitors?

    Posted in: Data
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    posted a message on (Solved) How to add a buff to a unit that stands in exactly 1 power field?

    Yep, the buff that is added to units from Pylons have the field "Maxmium Stack Count Per Caster" set to 1 and the field "Maxmium Stack Count" set to 2.

    I have the Unit Compare Behavior Count validator set to equal 1. That validator is added to the buff that is added to units from the Pylon. (I have tested the validator in the disable and in the remove field)

    Edit: Ha! I found a solution! I made the Pylon add both the REAL buff to units AND a dummy buff to units... The real buff has a validator that checks how many dummy buffs are on the unit... If there are 2 dummy buffs, the real buff is removed... Seems to work fine now : D

    Thanks for the help!

    Posted in: Data
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    posted a message on (Solved) How to add a buff to a unit that stands in exactly 1 power field?

    Thanks for your suggestion Doctor,

    a problem is that it says "unpowered" ingame at units who receives the Power User buff (Near the Armor/Damage icons), which will likely appear confusing for players. "What? Why is my unit unpowered? LOOL"

    My initial solution was like this: 

    The Pylon has a search effect that periodically checks for nearby units and adds a buff to them. That buff has a maximum stack count of 2. It also has a Unit Compare Behavior Count validator that checks if there are 2 buffs at the same unit at the same time. If so, the buffs are removed/disabled.

    In this way, a unit can receive a buff when close to a power field, but if it is standing inside two power fields, the buff gets disabled. The buff lasts maybe 0,5 seconds or something, so if the unit walks out a power field then it is disabled due to the duration.

    I thought this would work, but it does not... Any ideas on how to make it work in this manner?

    Posted in: Data
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    posted a message on (Solved) How to add a buff to a unit that stands in exactly 1 power field?

    We can use the Pylon as an example:

    If a unit stands near 1 Pylon power field, that unit receives a buff.

    If a unit stands near 2 or more Pylon power fields, that unit receives NO buff.

     

    So if there are many Pylons packed together, they give no buffs. Only Pylons that stand alone give buffs.

    I can not get this to work. >.<

    Is it even possible to make?

    Posted in: Data
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    posted a message on What determines that missiles fly for 60 seconds?

    When missiles from attacking units are launched at a unit, the missiles will follow it for 60 seconds or until they hit the target. If they do not hit after 60 seconds, the missiles disappear. (That is at least what appears to happen in my mod)

    What determines the time missiles chase their target?

    When missiles disappear, are they actually destroyed and completely removed from the game?


    Posted in: Data
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    posted a message on How to add glaze to a model addition?

    One of my units have a Model Addition Actor that adds a seperate model on the ground, below my unit.

    It is easy to add glaze to the unit itself, but I can not figure out how to give glaze to the Model Addition Actor. It looks so odd when the unit has glaze, but the extra model below it does not.

    Any advice?

    Posted in: Data
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    posted a message on How to add a buff at enemy units who attack my unit?

    I have unit A.

    As soon as any enemy unit attacks my unit A, each attacker gains a buff that lasts a few seconds. (Imagine a Frost Giant being attacked - each attacker is frozen via the buff.)

    I play around with the damage response fields in buff - when my unit receives damage, the attacker is supposed to gain a buff. No solution I try works. -_-

    Is it possible to do this in the data editor? Or does it require a trigger solution?

    Posted in: Data
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