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    posted a message on Own Towers on Spawn

    That's fine so long as the rest of the functionality works. 

    Posted in: Triggers
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    posted a message on Own Towers on Spawn

    They're rock towers (technically cooling towers but same functionality). Kill the tower, debris blocks the ramp (the debris being attackable by any player). Clear the debris, the ramp is clear again.

     

    It wouldn't be a problem if it was a 2-player map, since I could just lock the spawn positions and set the towers to be owned by certain players just by editing the properties. Since it's a 3-player map with random spawn locations (and I want to keep them random), they need to change ownership and change attackability based upon player at the beginning of the game.

    Posted in: Triggers
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    posted a message on Own Towers on Spawn

    Hi!

     

    I'm very new to the trigger editor so please bear with me.

     

    I have a 3-player map. The main bases on this map have towers in them that can block off the ramps into the main base. I want to make those towers only attackable by the player that spawns in that base. The easiest way seems to 1) give ownership of the towers to the player that spawns nearby, then 2) make those towers only attackable by the player owning them. I don't want to make all the towers only attackable by owner as in 1v1 -- the empty spawn point's towers should be attackable by both players.

     

    How should I go about doing this? Help is appreciated! :-)

    Posted in: Triggers
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    posted a message on (Solved) Corsair Weapon Issues (Neutron Flare)

    Yes sir!

    Posted in: Data
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    posted a message on (Solved) Corsair Weapon Issues (Neutron Flare)

    In reply to DrSuperEvil:

     That was it for the first issue! Thanks! Figured out the second issue was indeed related to the strafe -- apparently there is a delay before the weapon fires based off of the loiter radius. If the unit moves out of range but remains in that radius, the weapon will still fire for that period when the unit moves back into range. Weird.
    Posted in: Data
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    posted a message on (Solved) Corsair Weapon Issues (Neutron Flare)

    Hi!

     

    So I managed to modify the Corsair to be another ammo unit for the Carrier, but I'm having trouble with its weapon. Two things:

     

    - It deals double damage to single targets and I have no clue why. Maybe I'm missing something, but it looks to me from the effect like it's just supposed to deal a burst of splash damage, not additional single-target damage.

     

    - It sometimes (not all the time) fires twice before its cooldown period is over. I set it to have a cooldown period equal to that of the Stalker's, but sometimes it shoots twice, one shot a split second after the first shot.

     

    I did copy the weapon, set it to strafe, and replaced the Corsair's weapon with the strafe weapon, but I wouldn't think that would cause these issues. Help is appreciated!

    Posted in: Data
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    posted a message on Actor(?) - Shield Cost for Warp Prism Warp-Ins

    Thanks for getting me on the right track! Tried to do it like you said, but it wasn't working right. Ended up using a damage effect with shield damage instead of a modify unit effect and the Is Warping In validator instead of the Location Power and Not Warping In validators for the behavior. Set the search area effect to an area of 3 and a maximum count of 1, and the damage effect to validate that the unit is a Phasing Warp Prism (for some reason it did not work to put the validator on the search area effect). Solved!

    Posted in: Data
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    posted a message on Actor(?) - Shield Cost for Warp Prism Warp-Ins

    Hi!

     

    I thought this would be a simple matter -- maybe it is -- but I have no clue what to do here. I basically want to have the Warp Prism lose X Shields whenever something is warped in using its power field. How should I go about doing this?

     

    Thanks in advance!

    Posted in: Data
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    posted a message on [Ability/Unit] Adding a Second Unit to Carrier's Trainable Units

    Hello!

     

    I'm at a loss for this one. I'd like to allow the Carrier to build a unit in addition to the Interceptor that takes 2 Interceptor slots, has a different cost, and launches with/acts like the Interceptors. I've managed to create a button that just adds Interceptors, but I'm having trouble figuring out how to A) actually build the unit I want and have it act like an Interceptor (tried copying and changing the models and weapon, but it just built an Interceptor), and B) finding where the cost is for Interceptors as it doesn't appear to be anywhere that it would normally be. Help would be appreciated!

    Posted in: Data
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    posted a message on Loading Hellbats Into Bunkers

    Hello!

    I would like to allow a Bunker to load a Hellbat. However, every time I remove the validator keeping the Bunker from being able to do so, it seems to just reappear in the mod test, at which point it also reappears in the data. Any ideas on how to solve this?

    Thanks!

    Posted in: Data
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    posted a message on [Bug] Multiple weapons, moving, all firing at the same time.

    @DrSuperEvil: Go

    Still haven't been able to make it work. Tried a Switch effect based off of the "Target is Ground" validator that gives the BC it's AG weapon for the case effect and the default effect giving the BC its AA weapon.

    Posted in: Data
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    posted a message on [Bug] Multiple weapons, moving, all firing at the same time.

    @DrSuperEvil: Go

    Yeah, I tried using a target-based Switch, putting target-based behaviors on the unit itself, the post effect behavior you mentioned, set effects for launch missile and disabling the other weapon, all to no avail.

    Is there some way to actually remove a weapon from a unit? I know there's a way to add a weapon. A way to limit the number of targets would be something to look at, or a way to change the weapon options with a behavior or effect.

    Posted in: Data
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    posted a message on [Bug] Multiple weapons, moving, all firing at the same time.

    This is literally the -exact- same problem I'm having with a mod I'm working on. I was going to make a thread, but this just happened to be on the front page X-D

    The issue with "Only Fire At Attack Target" and "Only Fire While Attacking" is that they seem to disable the ability to attack while moving.

    I tried adding an effect on the launch missile for each weapon that applies a behavior that disables the other weapon as the ammo owner effect. Apparently the game doesn't like such effects as this caused the game to crash upon entering the range to attack another unit.

    Then I tried getting rid of the BC's weapons and adding behaviors to the BC that give it its AA weapon while its target is an air unit, and give it its ground weapon when it's targeting a ground unit. For some reason this only allowed the BC to target ground units. Same thing trying to apply the weapon disabling behaviors to the unit itself and using switch effects to the same extent.

    This is really an annoying issue. The only way I can think of getting around it is just using a single weapon that attacks ground and air, but that looks weird and makes it a pain if you want different damage values for air and ground. Hopefully this can get figured out!

    Posted in: Data
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    posted a message on Allow Burrowed Unit to be Attacked w/o Detection Whist Firing?

    @aZergBaneling: Go

    Thank you very much, this is exactly what I needed.

    Posted in: Data
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    posted a message on Allow Burrowed Unit to be Attacked w/o Detection Whist Firing?

    After searching even more, I still haven't found it. Additional help would be appreciated :-)

    Posted in: Data
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