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    posted a message on Ability based on a behavior stack
    Quote from FunkyUserName: Go

    @Dangel1234: Go

    persistant effect with max counter = max stack / 2 a periodic validator for the buff a set effect with a spawn unit effect and a remove buff effect,

    that's all it needs. sc2 doesnt show stack count of a buff, but it does show unit cargo, energy, shields. charges. use one of these.

    and also u can make a little dialog that shows number of stacks right over buff icon.

    Posted in: Data
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    posted a message on HERC's Grappling hook
    Quote from Dorkles: Go

    You could have just changed the impact location effect on Grapple Launch Caster from "GrappleCreatePlaceholder" to "Grapple LM"

    Well it's to late since I made one :p

    Posted in: Data
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    posted a message on Ability like Earthshaker's fissure

    btw theres an Creation Option in Create Unit effect called Ignore Blockers, thats what i was looking for if u set this on ur building will work like fissure forcing units to move

    Posted in: Data
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    posted a message on Ability like Earthshaker's fissure

    no footprint, looks like it was about radius, i made it 0.1 and its working well

    btw iv found pretty nice model for that,

    Posted in: Data
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    posted a message on Ability like Earthshaker's fissure

    i was thinking how to make ability like this? i tried to create persistent with periodic offset effect that creates units, but units not creating in a row because some units or terrains r blocking their way spawn, i deleted foot print but then some of units not even spawns because of block, and now i have a question is it possible to make fissure like in DOTA? that spawns over everything and blocks way for units and not being blocked by units when it spawns?

    Posted in: Data
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    posted a message on HERC's Grappling hook

    ok i checked Grapple LM and this ability is not working for me at all, when u cast it at target ur unit just start flying outside of map, so i said screw that and created simple ability that pretty nice working, its not target ability, it works like skillshot,well it just creates persistent with offset from caster unit and then sends missile with beam to target, as launch effect i create another persistent on missile unit that periodically search area for target, whent it found target it mark it with modify unit effect to keep beam on target and destroys missile persistent and then i launch caster as missile to founded target, so its pretty easy to make ability.

    Embed Removed: https://www.youtube.com/v/dZiTqkNm7h0?fs=1
    Posted in: Data
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    posted a message on dialog - progress bar shows casting time

    Btw why I can't update bar value less than 0.1 periodic? Is it bug Of event? Becuz of that progress activity looks like it's NES gamE

    Anybody knows name of original casting panel in UI code? Mb I can change that one? But it looks like it's part of status bar

    Posted in: Data
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    posted a message on Evenly distributed within a circle sets of offsets for persistent effect

    how do i create something like this? I need to create circle with 32 points of radius 5, i need only border points

    Posted in: Data Assets
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    posted a message on whats the name of protoss warp in model?
    Quote from herdal8: Go

    ProtossBuild.m3 its in buildings not effects

    thx alot

    Posted in: Artist Tavern
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    posted a message on whats the name of protoss warp in model?

    cmon guys ;/

    Posted in: Artist Tavern
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    posted a message on HERC's Grappling hook

    ok anyone knows why theres just a leap ability in void mod instead of grappling hook like in lotv previews?

    Posted in: Data
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    posted a message on dialog - progress bar shows casting time
    Embed Removed: https://www.youtube.com/v/q2s9SEFn944?fs=1

    looks like its working just fine, so thank you for tip.

    Posted in: Data
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    posted a message on dialog - progress bar shows casting time

    ok heres what i did

    CASTING POSITIVE FIELD RENEW - START
        Events
            Unit - Any Unit uses (ABILITY) (BUTTON) «W» Positive Field Renew (ANNA) at Effect3 - Cast stage (Ignore shared abilities)
        Local Variables
        Conditions
        Actions
            Dialog - Set CASTING BAR[(Triggering player)] minimum value to 0.0 for (All players)
            Dialog - Set CASTING BAR[(Triggering player)] current value to 0.0 for (All players)
            Dialog - Set CASTING BAR[(Triggering player)] maximum value to 10.0 for (All players)
            Variable - Set CASTING MAXIMUM VALUE[(Triggering player)] = 10.0
            Dialog - Set CASTING LABEL[(Triggering player)] text to "POSITIVE FIELD FLASH" for (All players)
            Variable - Set CASTING BAR ACTIVITY[(Triggering player)] = True
            Dialog - Hide INTERRUPTED DIALOG[(Triggering player)] for (Player group((Triggering player)))
            Dialog - Hide INTERRUPTED BAR DIALOG[(Triggering player)] for (Player group((Triggering player)))
    
    CASTING POSITIVE FIELD RENEW - STOP
        Events
            Unit - Any Unit uses (ABILITY) (BUTTON) «W» Positive Field Renew (ANNA) at Generic4 - Cancel stage (Ignore shared abilities)
        Local Variables
        Conditions
        Actions
            Dialog - Set CASTING BAR[(Triggering player)] minimum value to 0.0 for (All players)
            Dialog - Set CASTING BAR[(Triggering player)] current value to 0.0 for (All players)
            Dialog - Set CASTING BAR[(Triggering player)] maximum value to 5.0 for (All players)
            Variable - Set CASTING MAXIMUM VALUE[(Triggering player)] = 5.0
            Variable - Set CASTING BAR ACTIVITY[(Triggering player)] = False
            Dialog - Show INTERRUPTED BAR DIALOG[(Triggering player)] for (Player group((Triggering player)))
            Dialog - Show INTERRUPTED DIALOG[(Triggering player)] for (Player group((Triggering player)))
    
    CASTING ACTIVITY
        Events
            Timer - Every 0.1 seconds of Game Time
        Local Variables
        Conditions
        Actions
            Player Group - Pick each player in ACTIVE PLAYERS and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Unit type of CHARACTER[(Picked player)]) == (UNIT) ANNA (MEDIC)
                            (Current value of CASTING BAR[(Picked player)] for (Picked player)) != CASTING MAXIMUM VALUE[(Picked player)]
                        Then
                            Dialog - Set CASTING BAR[(Picked player)] current value to ((Current value of CASTING BAR[(Picked player)] for (Picked player)) + 1.0) for (Player group((Picked player)))
                        Else
    
    CASTING ACTIVITY 2
        Events
            Timer - Every 0.0 seconds of Game Time
        Local Variables
        Conditions
        Actions
            Player Group - Pick each player in ACTIVE PLAYERS and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Unit type of CHARACTER[(Picked player)]) == (UNIT) ANNA (MEDIC)
                            (Current value of CASTING BAR[(Picked player)] for (Picked player)) == CASTING MAXIMUM VALUE[(Picked player)]
                        Then
                            Dialog - Hide INTERRUPTED DIALOG[(Picked player)] for (Player group((Picked player)))
                            Dialog - Hide INTERRUPTED BAR DIALOG[(Picked player)] for (Player group((Picked player)))
                            Variable - Set CASTING BAR ACTIVITY[(Picked player)] = False
                        Else
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            CASTING BAR ACTIVITY[(Picked player)] == True
                        Then
                            Dialog - Show CASTING BAR DIALOG[(Picked player)] for (Player group((Picked player)))
                            Dialog - Show CASTING DIALOG[(Picked player)] for (Player group((Picked player)))
                        Else
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    CASTING BAR ACTIVITY[(Picked player)] == False
                                Then
                                    Dialog - Hide CASTING BAR DIALOG[(Picked player)] for (Player group((Picked player)))
                                    Dialog - Hide CASTING DIALOG[(Picked player)] for (Player group((Picked player)))
                                Else
    
    Posted in: Data
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    posted a message on whats the name of protoss warp in model?

    I'm talking about black whole when u build protoss structures

    Posted in: Artist Tavern
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    posted a message on dialog - progress bar shows casting time
    Quote from FunkyUserName: Go

    unit uses ability at generic4 (cancel) ? you can also check the current order of the unit == ability.

    ill try it ty, so theres no way to pick current value of casting progress?

    Posted in: Data
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