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    posted a message on Parasite unit, depending on other units

    Yes I did that a long, long time ago aha ! thanks for the help tho :)

    Posted in: Triggers
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    posted a message on Parasite unit, depending on other units

    Ugh, I'm working on XP currently (I didn't had time to look at resources yet), and I have a problem.

    I want my parasite to gain 20XP every time the hosts attacks. I tried everything : I setted a trigger modifying the Parasite's XP (I know the trigger is good because if I change "Experience" property" to Life instead, it works), I tried applying an effect that modifies the Parasite's XP, I tried applying a behavior modifying the Parasite's XP, I tried creating and killing a hidden dummy unit with the wanted XP gain (I'm not sure if I did this one correctly). Nothing works. I think the problem is with the veterancy behavior of my unit. Is there something special I need to do for the behavior to accept that XP from the triggers/effects ?

    If you have any other solutions or ideas, it would be greatly appreciated.

    Thank you again !

    Posted in: Triggers
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    posted a message on Parasite unit, depending on other units

    Thank you (again) for your help ! :D

    Is there a way to refer to the exact quantity that the unit just harvested tho ? For exemple if the parasite is on a worker gaining 10 minerals each trip, I want my parasite (player) to gain those 10 minerals like the worker was his. Same thing if my parasite is on a unit gaining minerals each time it attacks. Would you know how to do that too ? :)

    Posted in: Triggers
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    posted a message on Parasite unit, depending on other units

    I'm back with another question guys !

    all right, so I got everything working well, but now I'm trying to give a fraction of the ressources the host unit is harvesting/gaining to my parasite while it is infesting. I didn't find any triggers related to the income coming from a unit. I would need that, because there are different types of units in the game, some gets ressources by attacking, others by harvesting with an ability, and I need my "parasite" to gain those ressources, no matter where they come from.

    Thank you again for your help in advance Sc2Mapster :)

    Posted in: Triggers
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    posted a message on Parasite unit, depending on other units

    All right I found a way ! For anyone reading this and having the same problem as me, do as follow :

    • Make a non-unit dummy model addition attached to the head, created when a dummy behavior is on

    • Remove Collision and add invulnerability to your unit when she "infests" another unit

    • Set Actor opacity of your parasite to 0 when the No collision buff is on (see previous bullet point)

    • In triggers, like FunkyUserName said, make your parasite unit teleport in a loop every 0.01 to the triggering ability target unit location, WITH A BLEND

    • That's it, dragging your mouse over the host unit will give only the triggering player the selection of the parasite. All other players (particularly enemies) will select the host automatically. :)

    Thank all of you guys for your help, particularly you Funky, I think we're starting to know each other <3 ;), so I can say I love you now :3

    Posted in: Triggers
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    posted a message on Parasite unit, depending on other units

    Oh ok, that's rather simple, just a loop moving constantly the unit with the other unit. But how can I make it attached to the head of the "host" unit ? Also, is there a way to make the "PArasite" only selectable by owner player while he infests another unit ?

    Thank you again for your help btw :P

    Posted in: Triggers
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    posted a message on Parasite unit, depending on other units

    Hello everyone, I'm currently making a complex unit, so I will have new questions coming that I will post later on.

    So basically, I'm doing a "Parasite" unit, that can "infest" any other units (It infests the target unit on the head). So I did a simple model that is attached to SOPAttachHead when a dummy behavior is applied to the "infested" unit from the dummy infest ability. Model works fine, but here comes my problem :

    • I need to hide the real unit while it is "attached" to another unit. So I did a "hide" action on the triggering unit. Problem is: selection. How can I make the "Parasite" visual on the infested unit selectable, but only by the owner of the parasite (Let's say that you would select the parasite automatically when you click on the infested unit) ? Or is there a proper way with actors to make a model addition selectable (but only for allies/player ?)

    Thank you again in advance for your help SC2Mapster !

    Posted in: Triggers
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    posted a message on Working on a unit depending of other units

    @FunkyUserName: Go

    I love you, thank you !! :) You are correct, the larva doesn'T need to be selectable once it's on the host, so that should do.

    Just a thing tho, I have this ability that is "infect host". So It's a target-unit ability, which applies a dummy buff on the "host" unit I want to be attached to. But how can I refer to the unit having this behavior ? There is no such trigger, there is only "Unit behavior change" trigger. How can I refer to my parasite once it has "infected" the host, because i need to hide him until he "comes back to larva" form.

    Posted in: Triggers
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    posted a message on Working on a unit depending of other units

    Hi everyone,

    I'm working on a unit (a parasite) that can infect any other units. Doing so gives her the XP the unit it's attached to gets, and it makes her unkillable until the "host" is dead. Here is what I need:

    How can I make, actor-wise, a model (larvae) attach itself like on the head of any other units it has infected ?

    I understood that this unit would be a lot of triggers, with dummy abilities in data. What I thought are dummy abilities that would apply dummy behaviors on target unit (host for exemple), and that in trigger I could modify the caracteristics of the "receiver of the behavior" and of the "source of the behavior". Would you guys see another better way to do that ? Also, I couldn't find such a trigger that returns the 2 units when one of them receives a specific behavior.

    Thank you again for your help SC2MApster

    Posted in: Triggers
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    posted a message on Clicked Button

    Hello everyone, pretty new to UI editing ...

    I just made 3 buttons, for a kind of "vote", in which you select one of the three options. Everything works fine, except I don't know how to change the color or the texture of my button once he is pressed (So that the triggering player knows he clicked that button and that that option is selected). How can I do that ? And will that modification be removed if the player clicks one of the other 2 buttons (if he changes his mind)

    Posted in: UI Development
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    posted a message on Unwanted XP sharing

    Hi,

    So currently I have this unit with a veterancy behavior (let's call it our Hero), that gains XP when another structure (a siege tank) hits or kills an enemy unit near him. In the veterancy behavior, every shared aspect is set to 0.

    How come is that happening ? How can I fix it ?

    EDIT : SOlved, found an explanation by DrEvil, for those interested, in "Advanced", go to "Game data", and you will find the filters for the XP sharing and single XP. Thank you again SC2Mapster ! :)

    Posted in: Data
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    posted a message on Unit Building and "Field" actors problem

    Hello everyone, I have 2 questions for you :

    1) I want to make a requirement, that enables to do something if building A OR building B are built ... This is what I tried doing, why isn't working ? http://imgur.com/nN8f8Ff (Building A = Library, Building B = Energy Fusion Center)

    2) I want to use the "Gardian Shield", the "Challenge Shield" and the "Phoenix Overcharge" when I use a "search area" type ability (like an aura). How do I do that ? I tried doing an actor of type continuous animation, and create and play the "stand" visual when my aura ability is toggled on, but that didn't work !

    Any help or tips is greatly appreciated, thank you

    Posted in: Data
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    posted a message on Beam pathing

    Hello,

    I made a structure with a beam weapon (like the archon). I want to create a delayed damage effect, like if the beam took a certain time to reach its target. I have no problem with that, I created a "create persistent" effect, and that works very well, the damage is applied 0.75 seconds after the attack is launched. Now is there a way I can make the beam launch as soon as I press "attack", and make a special "pathing" (or a slower animation if the patching is not possible) until it reaches the target 0.75 seconds after the attack was launched (when the damage effect is applied) ?

    I would like to make this ability so talented players can self-destruct 2 or more of the same buildings, by attacking each of them simultaneously within a 0.75s window.

    Any help would be greatly appreciated again SC2Mapster,

    Thank you

    Posted in: Data
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    posted a message on Attachment points problem

    @DrSuperEvil: Go

    Thank you very much

    Posted in: Data
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    posted a message on Attachment points problem

    Oh and the error in-game saying that it didn't find "an attach point for shield" is there even if I don't touch anything in the model and model attachment properties (The unit is a protoss, and starts with shield, so I think the problem is really the attach point)

    Posted in: Data
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