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    posted a message on [Help] Hide Unit on Minimap?

    @Paaage: Go

    Under [UI - Minimap Radius] on the unit, change that to 0.

    Posted in: Miscellaneous Development
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    posted a message on Spider mines to attack cloaked help

    On the Weapon - Spider Mine object try changing the Search Filter settings for [Hidden] and [Visible]. I believe you just need to set [Hidden] to Allowed, but I may be wrong.

    Posted in: Miscellaneous Development
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    posted a message on How to selfbuff?
    Quote from Tarbald: Go

    Just 1 short an hopefully easy question. I want to create a simple self buff and got my apply behavior effekt and my behavior, but i cant manage it, that i just clan click the ability to buff the caster - i allways have to target the caster after using the ability. Is there a way to fix that? I allready set all targetfilter to caster and self. Is there something special to do?

    thanks!

    Instead of using an Effect - Target ability, consider using an Effect - Instant or Behavior ability.

    Edit: If you use a Behavior ability, I don't believe the Apply Behavior effect is even necessary.

    Posted in: Miscellaneous Development
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    posted a message on Set variable to attacking unit.
    Quote from Nashadun: Go

    Just use Attacking Unit instead of that lengthy and probably erroneous method involving finding the last attacker.

    Don't forget to use the Condition (Unit type of Attacked Unit == Whatever) or you'll be coming back for more help. :P

    Posted in: Miscellaneous Development
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    posted a message on Changing Unit Facing Relative to a Point

    Hi, as stated in the title I'm trying to make a unit turn away from the target point of an ability being cast (using the data editor only, not the trigger editor). I figured it was probably illustrated in the queen's actor since she does it to plant creep tumors, but I could not find anything relevant (SetFacing in an actor only has a static field). Any help greatly appreciated!

    Posted in: Miscellaneous Development
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    posted a message on Custom Unit: High Templar Unable to attack even with weapon
    Quote from Forge_User_26451472: Go

    Did you give your High Templar attack ability?

    This is the most likely culprit. You may also need to change some of the hero's acquisition fields, like changing him from Defensive to Offensive. Otherwise he'll just run away from fights!

    Posted in: Miscellaneous Development
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    posted a message on Problem with unit+abilities
    Quote from Pokemeplx: Go

    So I'm attempting to create a brand new barracks. In order for it to create my new set of units, I created a new ability for the Unit to reference what unit is able to be trained. The default for Barracks is Barracks - Train. I created a new ability, set the units I want it to train, but for some reason the ability isnt showing up in the list of possible abilities for the Barracks. It still containts Barracks - Train though. Any idea? Is this a glitch?

    After adding it to the barracks' list of abilities, did you also set it somewhere on the barracks' command card? You will also need to give the ability a default button so that it will function correctly. Every sub ability will need the same treatment on a second command card page with their own buttons. I suggest taking a look at some of the ability tutorials, if you have trouble figuring out how command cards work (if that is your problem, I could be wrong!).

    Posted in: Miscellaneous Development
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    posted a message on Bug? Unit are firing through my "Metal Wall" doodad
    Quote from gorang: Go

    I added some doodads to my map called "metal wall" and I added pathing/LOS blockers so units won't walk throught he doodad. However i'm having the problem that when an observer is overhead my units will fire THROUGH the wall. How can I make it a full structure that blocks LOS, pathing and stops units shooting through ti as if it was thin air?

    If you don't want your observer seeing through walls, you could always try making it a ground unit instead of a flying unit. This way it won't have "no clip" and sight through everything. If you want it to remain a flier, however, I'm not sure if it's possible.

    Posted in: Miscellaneous Development
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    posted a message on Need this one trigger please. Min/gas per min.
    Quote from Pokemeplx: Go

    Hey there,

    I need a trigger for the following:

    Give 100 minerals + 1 gas to player 1 based on the amount of command center + oil refineries he has. So If he has 5 command centers, 5x100=500 minerals and 2 oil refieries 2x1 = 2 gas. I also need this to happen every 1 minute. (This is going to apply to all players in the game. If there's an easier trigger for every9one, please do so, otherwise I'm just going to copy the trigger for each player slot)

    This is one that should be pretty self-explanatory, if you just take the time to look in the trigger editor.

    The pseudo-code looks something like this:

    Event

    Periodic - Every 60 second game time

    Conditions

    None

    Variables

    None

    Actions

    Pick every player in (All Players) and do actions:

    {

    Set (Minerals) to (Add) (Number of (Command Centers) matching conditions: owned by (Picked Player) x 100)

    Set (Gas) to (Add) (Number of (Oil Refineries) matching conditions: owned by (Picked Player) x 1)

    }

    Posted in: Miscellaneous Development
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    posted a message on Multiple effects originating from a single point in several directions
    Quote from Submiqent: Go

    I imagine you'd create a "father" persistent which would have a Period count, duration, period effects, offsets and maybe a validator. the effect would to spawn a "child" persistent which generates the flame(s) in it's initial effect.

    I use a similar setup to make a straight line hook like pudge from dota/war3. to make it extend forwards from your dude, put in enough offsets for every count and set the y to a negative number to move it forward each step. i.e -1 -2 -3 -4 -5 -6, ect. I imagine you might have to create a second set of father persistents so you can modify the direction for each line of flame.

    Or something. But yeah I'd actually have to play around with it to figure it out.

    I thank you for your response. I did try tinkering around with a persistent effect in that way to begin with, and I'm sure one will be involved when I finally find out how to work this, but all I can achieve using that right now is 8 copies of the visual model I want all spawn at the offset locations and facing the same default model direction (south).

    Ideally, I'd want the models to originate from the point of the caster and face out towards the offsets. I'm just not sure how that's achieved.

    Posted in: Miscellaneous Development
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    posted a message on Hotkey and tooltip on custom ability

    @AwesomeHoc: Go

    The hotkey, tooltip, and icon that display on the command card are stored by the button object that the ability points to, not by the ability itself.

    Posted in: Miscellaneous Development
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    posted a message on Camera is far away - Can't hear sounds.
    Quote from krendin: Go

    Thanks for all your help!

    Figured it out..

    Have to edit the sound falloff in the Game UI settings in the data editor.

    O_O

    Sorry if you feel jaded for not getting an answer very quickly, but I applaud you for coming back and posting the answer to your own question. Always helps when other people are searching about the same problem!

    Posted in: Miscellaneous Development
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    posted a message on "Learn abilities" buttons are crap?? Keep showing...
    Quote from phoenixfire2001: Go

    I followed a hero abilities tutorial and that learn button I had to create seems to be crap.

    a) It is ALWAYS displayed, even when you have no points to spend - how to disable that?

    b) It shows even when you select enemy units (on them)! - again, how to disable that?

    Please don't tell me those are hardcoded -.-"

    I'm not sure about requiring ownership of the unit to see the button, but it's very possible to hide the button when there's no points to spend. Create validators/behaviors for each hero level so that you can run a Requirement (Show) check on total abilities learned vs the level of the hero. So, if your hero has put 3 points into Ability A and 4 points into Ability B and is level 7, it'll hide the button. But once he becomes level 8 it'll show the button again until you level another ability.

    Posted in: Miscellaneous Development
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