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    posted a message on Passive Invisibility

    So basically I need a unit to be permanently invisible except when it attacks or moves. After attacking or moving the unit will turn invisible in 3 seconds. I basically have a Behavior that creates a persistent every 1 second with the following validators:

    NotMoving(Unnamed) Caster Not Attacking

    The persistent effect expires in 3 seconds and applies a behavior which cloaks the unit with the Remove Validators NotMoving and Caster Not Attacking.

    Problem is the cloaking buff does not seem to be removed after the unit moves or attacks.

    Posted in: Data
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    posted a message on Rename Attributes

    So I've renamed the Attributes "Robotic," "Psionic," and "Massive" through the text editor but it doesn't seem to change in-game. The text I renamed was in the PresetValue tab if anyone's wondering.

    Did I do something wrong or did I just change the wrong text?

    Posted in: Data
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    posted a message on Gather Collision

    Currently any sort of gather ability makes the unit's collision size disappear. Is there anyway to change it so the unit DOES have a collision size even when gathering resources?

    Posted in: Data
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    posted a message on Hp Bar Size

    Is there anyway to adjust the size of HP bars that float above the units?

    Posted in: Data
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    posted a message on Resource Que
    Quote from BorgDragon: Go

    @Roar_Man: Go make a duplicate of the resource gather ability disable harvesting of the custom resource on the 'non-bypassing queue' ability (default one/original) on the duplicate, only make it allowable to harvest your custom resource, make it bypass resource queue give both harvest abilities to your worker.

    Win??

    This method doesn't seem to work. I can mine Minerals perfectly fine but the worker won't mine the custom resource at all.

    Posted in: Data
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    posted a message on Resource Que

    So now basically I have a new resource which workers can harvest off. Problem is that only one worker can harvest it at a time. Is there a way to increase this number? And I don't want to "Bypass Resource Que" as then my workers gather other resources way too fast.

    Posted in: Data
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    posted a message on Construction Question

    Thanks for the replies everyone, Borg was right it was the fidget delay I had to change. Now my SCV's are working perfectly still :D

    Posted in: Data
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    posted a message on Construction Question

    I have a question regarding construction. Is there anyway to stop the worker from not moving around during construction like the SCV does?

    Posted in: Data
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    posted a message on Wow! My Zerglings can climb walls! A-Mazing! :p

    That's actually kind of neat :D

    Were you able to do it all through data?

    Posted in: General Chat
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    posted a message on Periodic Problem
    Quote from Chiquihuite: Go

    I believe the "Periodic" event basically just triggers whenever your specified period divides evenly into the current game time.

    If you want more precise control when starting and stopping spawns, you'll want to use an actual Timer object and then run the trigger based on the value of the Timer.

    Ah k the timers seem to do the job perfectly!

    Posted in: Triggers
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    posted a message on Periodic Problem

    So basically I have a periodic event that I want to "Reset."

    What it does is spawn creeps every 30 seconds, stopping or turning this trigger off however doesn't seem to reset it. For example, if the trigger is stopped and turned off at 1:46 game time, when I turn it on it doesn't trigger at 2:16 like I would like but at 2:00.

    Posted in: Triggers
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    posted a message on Firebat Burns out Bunker?

    Look at the firebat's damage effect and make sure in the filter that you have unchecked Allies and Player.

    Posted in: Data
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    posted a message on Damage Per Behavior Count

    Oh it was the validator that was the problem. I initially thought it may have been the periodic duration that was causing a bug but leaving it at 0 worked fine. However thanks for your input!

    Posted in: Data
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    posted a message on Damage Per Behavior Count

    I'm drying to create an ability that does 20 damage for each count of the behavior "Acid Spray" a unit has. It's a single target ability and it doesn't seem to work. What I've done is this:

    Ability - Peristent Effect ( Goes off 6 times with a periodic Set ) - Set ( Contains my remove buff to remove 1 count of the behavior and my damaging effect) - Damaging Effect ( Deals 20 damage and has a validator.) - Remove Behavior ( Removes 1 count of behavor. ) - Validator ( Checks to see that target has Acid Spray.)

    Posted in: Data
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    posted a message on Problem with Offsets

    Following this guide http://rileystarcraft.blogspot.com/2010/05/tutorial-how-to-create-shockwave.html I was unable to create the same ability.

    I've double checked everything and at first I screwed up the linking but now it seems that the shockwave effect does not travel in a line like I specified in the Periodic Offsets but rather goes of 8 times at the point of the caster.

    Posted in: Data
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