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    posted a message on Ability's "Target Mode"

    Try enabling "transient" under the ability flags. What this does is immediately cast the ability without interrupting any commands that are already queued. The only problem is that this might make the ability not work at all, but it's worth a shot.

    Posted in: Data
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    posted a message on [question] Bounty Aura

    By bounty I'm assuming a resource (mineral/vespene/etc) award for the player that kills the unit. In that case, what might work is to use your aura and modify the death response of the granted behaviour.

    First create an effect of type "modify player". Set the "resources" field to the amount of added resources you want the aura to grant. Set the "player" field to "hostile". Now go back to the behaviour, go to death response, set the chance to 1 and set the effect to the newly created modify player effect.

    This MIGHT work, but since I didn't test it myself, the problem will likely be that it won't grant the killing player those extra resources. To fix this try playing around with the "player" field under the effect.

    Posted in: Data
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    posted a message on Ranks on Buildings

    Under unit, try setting rank display to "always". If that fails, perhaps fiddling in the UI editor is the solution, but I wouldn't know how to do that.

    Posted in: Data
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    posted a message on [ASK] How to remove annoying notifications

    You can't actually fix those errors because it reflects problems with the default units. However you can prevent the editor from showing you those errors in the first place through settings.

    Posted in: Data
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    posted a message on PLEASE HELP! How to keep levels after your hero dies?

    What I did for my map is I checked the "revivable" flag under unit. Then in triggers I revive the unit with the "revive unit" function. I also have to give the revived hero full health because he's revived with none.

    Now since you still want to be able to train it, make a dummy train ability, so that when training is complete, a trigger will pick that up and revive the unit beside the structure. This means you have to store the unit in a variable when the hero dies. You can optionally issue a move command to the revived hero to go to the rally point of the structure I believe.

    Posted in: Data
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    posted a message on [ASK]warp prism problem.

    When you say messed up, does this mean it moves sideways?

    Posted in: Data
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    posted a message on Making Unit Face Sideways While Firing

    I checked out the diamondback, and although it did help me a little bit, my unit still wants to face the enemy head on.

    And Spoolofwhool, you are actually probably correct, I didn't really consider that that would be the problem. All I did was make a weapon and a turret object that is locked in one direction, and put them on the unit, without actually making the turret have an actor. Therefore, if I were to make an actor for the turret, would it work if the turret actor had an invisible model? And would this actually make the unit want to face sideways to fire instead of head on?

    Posted in: Data
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    posted a message on Making Unit Face Sideways While Firing

    I have a unit in my game which I would like to fire sideways. I made the turret locked into the 90 degrees position, however, whenever the unit wants to fire it turns itself toward the target instead of its turret. I have tried to get this to work by looking at the flags and tinkering with different settings, but to no avail. It seems like a relatively straightforward problem that I'm assuming has a fix which my limited knowledge of data does not entail. Is there a way to make this work?

    Posted in: Data
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    posted a message on Back To SC2, Veterancy Problem

    I believe that what you want can only be accomplished through the UI.

    Posted in: Data
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    posted a message on Multiplic

    I don't think its possible to keep multiplying the scaled damage value. Of course what happens now is that you have 20 * 2.15 = 43, where 2.15 is the sum of all the scales, and since this is a more or less engrained method of mathematical evaluation, it probably cannot be changed to yield 20 * 2.00 * 1.05 * 1.10. One thing though, that does allow this, is actually the upgrades it seems. I believe the multiplication that the upgrades apply is in fact the same thing that you want. Perhaps there is some cheat way you could implement the upgrades to do that, but right now I don't know how that would work.

    Posted in: Data
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    posted a message on Attachments to Unit Status Bar

    In my game, normal units which are able to kill a heroic unit gain a buff that increases their stats. It can stack a maximum of three times, and this buff is signified with a star over the units head. The more the behaviour stacks, the more stars there are. Each star is in fact a separate image (first image has one start, second has two stars...), and currently I have it working great with actors and attaching the text actor (the star) to the units head, and replacing the actor with another actor when the behaviour stacks. However, when you zoom, the status bar can cover the star, not to mention that since the star is a floating text that stays over the unit, it seems it should be a billboard rather than an actual actor attached to the unit's head.

    Therefore, is there any way I can attach this image to the status bar with the actors? Otherwise, would something comparable be possible using the UI editor (which I'm far from versed in, albeit with a general concept nonetheless)?

    Posted in: Data
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    posted a message on Cannot Repair Structure with Conjoined Behaviour

    @DrSuperEvil: Go

    Maybe it is not possible under normal conditions; I conjoined terran buildings, each of which will repair independently. I tried looking in the flags of both the repair ability and conjoined behaviour to no avail.

    Posted in: Data
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    posted a message on Cannot Repair Structure with Conjoined Behaviour

    @AlphaTiberius: Go

    I thought I'd bump this to see if anybody had a solution, as it seems like a relatively simple problem, yet for the life of me I am not able to solve it.

    Posted in: Data
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    posted a message on Difference between Copy pasting unit and duplicating it?

    @Photoloss: Go

    You're completely right. I'd like to add to your example with the void ray weapon. If I remember correctly, it doesn't allow you to duplicate the validators that are required for the increasing damage stages, and it becomes frustratingly arduous trying to assemble all of it, especially with respect to the actors.

    Posted in: Data
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    posted a message on Publishing Trouble, Don't know where to put this.

    @PillowFort: Go

    I had a similar problem before. I forgot how exactly I solved it, but you took the right course of action to publish the mod online first, as it is a requirement. Since you are still having problems I would suggest just republishing the mod and repeatedly attempting to get it to work. I remember it was a little tedious but I eventually got it to work for myself.

    Posted in: Data
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