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    posted a message on Kill Count Field Reference
    Quote from Kafoso: Go

    @Risquetal: Go

    Alternatively, you could stack an hidden buff (Behavior) per kill and count that.

    I've seen a lot of stuff solved with stacking behaviors, doesn't this lag a little? Like if you have 99 behavior stacks of multiple behaviors on each unit? or does it not? I opted to do something else but if this doesnt effect game performance at all I might go back and do it.

    Posted in: Data
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    posted a message on Restrict Leech Life

    So solved! I think, I'm pretty sure. I have a pretty simple rockin' lifesteal effect now. :D Thank you guys. Let the force be with you.

    Edit: You are no regular shmoe!

    Posted in: Data
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    posted a message on Restrict Leech Life

    This worked great, but may I trouble you guys with another question?

    I used Tyas method and it works perfectly for not lifestealing off of structures.

    But I want to change my lifesteal from a constant value lifesteal to a % chance to proc lifesteal.

    I thought upgrading the lifesteal effect from 0 to increments of 0.1 would do it but if lifesteal doesn't proc it just doesn't do any damage.

    How would I make it so that if lifesteal doesn't proc the normal damage one in the switch will? or is there a better way to do this maybe with behaviors?

    Posted in: Data
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    posted a message on Restrict Leech Life
    Quote from TyaArcade: Go

    You can use behaviors but there's no real advantage to that over using leech on damage effects.

    What you want to do is use a switch effect, which validates if the target is a building or not. Make two damage effects, one with leech, one without. Now set your switch effect to validate for buildings, and use your non-leech-damage effect, and to use your leeching damage effect by default.

    Woot! I learn something everyday. This will help me with more of my stuff, thank you very much sir!

    Posted in: Data
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    posted a message on Restrict Leech Life

    I have a damage effect for my weapon and I added in leech life so whenever a unit with that weapon attacks his damage is also converted into life.

    Problem is I don't want it to leech life off of buildings just units. If I try to filter it with flags then the unit won't be damaging the building either and I don't want that.

    Is this possible or is there another way than using the leech life within the weapons damage itself?

    I heard people use behaviors for their lifesteal but I can't find any way to do this.

    Posted in: Data
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    posted a message on Kill Count Field Reference
    Quote from FunkyUserName: Go

    unit property in triggers, might be real or int

    Yeah with triggers its easy to grab but I'm looking through field references so I can reference values through the data editor, but I can only grab scores not the actual kill count/credit.

    I guess it makes sense.. data field reference and its not actually a data field you can edit only enable so the editor can't reference it but it would've been nice :T

    Posted in: Data
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    posted a message on Kill Count Field Reference

    I can't believe there isn't a reference for a units kill count! I refuse to believe it! Someone please prove me wrong!

    Am I completely missing it?

    Posted in: Data
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    posted a message on Exclusive Upgrades
    Quote from TyaArcade: Go

    Like how upgrading a command center into a planetary fortress doesn't upgrade every command center?

    You want a morph ability, and be sure to set the actor for your unit to "GenericUnitMorph".

    No, I'm not upgrading the building itself, I'm just upgrading the units it spawns via the building.

    Posted in: Data
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    posted a message on Exclusive Upgrades
    Quote from FunkyUserName: Go

    upgrades affect every unit of the same unit type, you have to create exact copies of your units for every building.

    I thought of that but that's quite difficult in my case, my buildings are like barracks an scv builds.

    I'd have to create a large amount of barracks and an even more crazy number of identical units.

    I was hoping there would be a reasonable workaround.

    Like using attributes and giving the units that it creates whatever upgrades the building has been given via triggers maybe? But I was hoping something in data.

    Posted in: Data
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    posted a message on Exclusive Upgrades

    Okay so I have several buildings that spawn the same units.

    I'm looking for a way to upgrade each building separately, so that when you upgrade damage from one building it will spawn units with that upgrade and that building only, the other buildings should not be spawning units sharing that upgrade unless I upgrade their building too.

    Is this possible?

    Posted in: Data
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    posted a message on How to Create WireFrame For My Custom Made Unit?
    Quote from Eimtr: Go

    Prior to taking a screenshot from the Cutscene editor you could set the background from teal to black, then do Color (Black) To Alpha or whichever the background could be Teal color to Alpha but it should be based on the general colors, if it appears semi-transparent you could further change 'Levels' of the alpha channel to make the remaining model not transparent at all. Then greyscale, increase contrast/brightness, compare with some of the existing wireframes.

    That is actually a good idea, I may have to do such things in the future as well!

    @DJYVG: Go

    If not textured, you will lose of the details that can be seen on the wireframe, perhaps is better to do it from a textured model

    New to the cutscene editor. Can't find how to change the background such as you said, where do I set this?

    Posted in: Artist Tavern
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    posted a message on UI Race Color

    How would I go about changing the default race color for ui?

    Like for zerg for example, all tooltips, names, buttons, etc become orange in color. How would I change that color?

    I've been able to change almost everything elses color except that big one :T

    Appreciate any help, thanks.

    Posted in: Data
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    posted a message on Replace/Swap Cursor

    @MaskedImposter: Go

    Not sure what you mean but I did check cursor actors, effects and the cursors themselves and I still don't have a way of doing this.

    Posted in: Triggers
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    posted a message on Replace/Swap Cursor

    I need a little help, I've been looking for a way to make a trigger for when a player presses a specific key, only their cursor will change into a different cursor/image and back to the default cursor once they mouse click.

    Is this possible?

    Thanks.

    Posted in: Triggers
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    posted a message on Hide Right Click Indicator
    Quote from FunkyUserName: Go

    overwrite the model, change in actors

    Which ones exactly?

    I found the waypoint models but changing them seems to have no effect at all.

    Posted in: Data
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