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    posted a message on Modifying a behavior through an upgrade

    I did some extensive testing by making a new map and emulating how I had done it in my map on a new one and everything worked. So I went back in my map and started removing things and deleting things to figure out wtf is going on.

    In my map I have 4 attributes that give the heroes/units their stats. Stats like life/energy/dmg etc. The stat aptitude gives energy and regeneration. It looks like whenever you upgrade an behavior it sets your energy THAT you gain from that attribute to 0. I gave the unit some initial energy on the unit itself and THAT energy stays on, but the rest evaporates.

    Attached is a cut down version of my map for an example of what is going on. When you load the map the ability in question is puncture which is in the learn menu. Use the button on the hero's command card called upgrade the problem in action.

    Please can someone tell me how to fix this, as it is game breaking.

    Posted in: Data
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    posted a message on Modifying a behavior through an upgrade

    When I do this it for some reason resets the energy of EVERY unit on the map to 0... Why? It's not related to any one behavior either. ANY behavior that I modify with ANY upgrade causes this effect...

    Has anyone else experienced this?

    Posted in: Data
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    posted a message on [SOLVED] Transfering buff from egg to unit created

    Hmmmm. Ok now here is another problem. The behavior is adding supplies to offset the cost of the unit, but the problem is it's adding to the food max/total instead of canceling the cost.

    How do I change the units supply cost? I don't see an entry in modify unit trigger.

    UPDATE:

    Field Drone - Relentless Assault (Basic) Behavior: Modification - State Flags : Suppress Food Used

    Negates the cost. Still need the first trigger to add it to the egg. Everything works. Thanks again :D

    Posted in: Triggers
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    posted a message on [SOLVED] Transfering buff from egg to unit created

    @Kueken531: Go

    Awesome! Thank you. This was aggravating to say the least.

    Posted in: Triggers
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    posted a message on [SOLVED] Transfering buff from egg to unit created

    @willuwontu: Go

    Right. The old unit dies which has/had the behavior. How do you then check if the newly created unit that came from the egg had the behavior?

    Posted in: Triggers
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    posted a message on [SOLVED] Transfering buff from egg to unit created

    @willuwontu: Go

    This would not work. It's an activate ability so the player can choose when to use it. Plus this has no correlation to units being morphed in from larva.

    Posted in: Triggers
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    posted a message on [SOLVED]Damage Dealt Attribute Issue

    @Photoloss: Go

    I set the damage to 0 to test it. I couldn't figure out why the hell it was doing more then what I set it to. Seriously this took me FOREVER changing things here and there and testing out different stuff trying to locate the problem.

    Awesome, setting those flags works! Thank you. Now to apply that to 72 abilities haha. Glad it works. Thanks again

    Posted in: Data
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    posted a message on [SOLVED]Damage Dealt Attribute Issue

    Combat: Modification - Damage Dealt Attribute Multiplier

    Combat: Modification - Damage Dealt Attribute Scaled

    Combat: Modification - Damage Dealt Attribute Unscaled

    These three fields are what I want to use. The problem (after extensive testing) is that this is increasing ALL damage from the unit that has it.

    Example:

    Hero has +6 attribute damage to light. He also has a spell that shoots a missile for 0 damage. Now IF you target the light unit with the 0 damage spell. It will deal 6 damage. This took me forever to figure out. Is there a way to disable the "spell" section of the scaling.

    IF NOT:

    My map has an attribute system. Might / Reflex / Aptitude / Physique. I have it setup so each one deals and receives 10% more damage from different ones. Making a triangle of damage. The physique one just receives 25% less dmg from all. The damage is setup threw attributes that are leveled up from a veteran behavior.

    If I do scaled/unscaled damage, the extra damage you get each level is global and doesn't take into account the attributes. How can I do this now that the above system will not work?

    Posted in: Data
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    posted a message on [SOLVED] Transfering buff from egg to unit created
    Spawn Units
        Events
            Unit - Any Unit uses Larva - Morph to Zergling at Generic1 - Any stage (Ignore shared abilities)
            Unit - Any Unit uses Larva - Morph to Roach at Generic1 - Any stage (Ignore shared abilities)
            Unit - Any Unit uses Larva - Morph to Hydralisk at Generic1 - Any stage (Ignore shared abilities)
            Unit - Any Unit uses Larva - Morph to Corruptor at Generic1 - Any stage (Ignore shared abilities)
            Unit - Any Unit uses Larva - Morph to Infestor (caster) at Generic1 - Any stage (Ignore shared abilities)
            Unit - Any Unit uses Larva - Morph to Mutalisk at Generic1 - Any stage (Ignore shared abilities)
            Unit - Any Unit uses Larva - Morph to Ultralisk at Generic1 - Any stage (Ignore shared abilities)
        Local Variables
        Conditions
            ((Triggering player) is in Players) == True
            Relentless Assault[(Triggering player)] == True
        Actions
            Unit Group - Pick each unit in (Egg - Zerg Cocoon units in (Region((Position of (Triggering unit)), 6.0)) owned by player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                Actions
                    Unit - Add 1 Drone - Relentless Assault (Indicator) to (Picked unit) from (Picked unit)
    
    Spawn Units
        Events
            Unit - Any Unit uses Larva - Morph to Zergling at Generic1 - Any stage (Ignore shared abilities)
            Unit - Any Unit uses Larva - Morph to Roach at Generic1 - Any stage (Ignore shared abilities)
            Unit - Any Unit uses Larva - Morph to Hydralisk at Generic1 - Any stage (Ignore shared abilities)
            Unit - Any Unit uses Larva - Morph to Corruptor at Generic1 - Any stage (Ignore shared abilities)
            Unit - Any Unit uses Larva - Morph to Infestor (caster) at Generic1 - Any stage (Ignore shared abilities)
            Unit - Any Unit uses Larva - Morph to Mutalisk at Generic1 - Any stage (Ignore shared abilities)
            Unit - Any Unit uses Larva - Morph to Ultralisk at Generic1 - Any stage (Ignore shared abilities)
        Local Variables
        Conditions
            ((Triggering player) is in Players) == True
            Relentless Assault[(Triggering player)] == True
        Actions
            Unit Group - Pick each unit in (Egg - Zerg Cocoon units in (Region((Position of (Triggering unit)), 6.0)) owned by player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                Actions
                    Unit - Add 1 Drone - Relentless Assault (Indicator) to (Picked unit) from (Picked unit)
    

    I have an ability that makes it so any unit created within the 15 second duration makes the unit free (no supply cost). I add the behavior to any egg created during the time period to indicate that the ability was active.

    How do I get this behavior to transfer to the unit that comes out of the egg? I want to then compare if any units have that initial buff and then replace it with a corresponding real buff.

    IF this doesn't work. How else would I achieve this?

    Posted in: Triggers
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    posted a message on Persistent effect / perodic offset field

    @Bommes: Go

    Ya that didn't make a difference.

    Posted in: Data
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    posted a message on Persistent effect / perodic offset field

    @DrSuperEvil: Go

    Psi storm doesn't have any periodic offsets.

    @Photoloss: Go

    Ya I removed the timed life thing to see if that would change anything and it didn't. Here is another screenshot. There is no actors involved on the ability itself. I went threw the various actors of the units that are involved and didn't see any field. I'm thinking this hallucination type of effect is hard coded with the create unit effect.

    SO

    Still can't get the periodic offset's to work. Really getting annoying.

    Posted in: Data
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    posted a message on Persistent effect / perodic offset field

    @Photoloss: Go

    Thanks for the reply. It works when I try adding in five entries at 0. When I try to add in:

    Effect: Periodic Offsets + ((1,1,0)|(1,1,0)|(1,1,0)|(1,1,0)|(1,1,0))

    or

    Effect: Periodic Offsets + ((1,1,1)|(1,1,1)|(1,1,1)|(1,1,1)|(1,1,1))

    nothing happens. Why?

    Second part:

    Yes I'm using the default time life fate for when the guys run out of time, they die. How can I change this to remove the hallucination effect?

    Posted in: Data
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    posted a message on Persistent effect / perodic offset field

    I have a create unit effect that fires five times. I want the location of the units spawned to be in a different position around the cast location but when I add in ANY number into the offset field, the create unit effect doesn't fire. Why?

    Refer to pic for example.

    ALSO

    When the units are being created. They look like they are being created with a create hallucination effect. How do I change this. Refer to the video for the effect to see what I'm talking about.

    Posted in: Data
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    posted a message on Campaign UI Hero Panel

    @EchoedRequiem: Go

    oh. I know what your talking about. That sucks. Leave it to blizz to be lazy and leave things incomplete.

    Posted in: Triggers
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    posted a message on Campaign UI Hero Panel

    @EchoedRequiem: Go

    SNEAKY sneaky. Thanks bud. That made it work!

    Here is how I do the update for the bars. Hope this helps.

    UI Update
        Events
            Timer - Every 0.25 seconds of Game Time
        Local Variables
            x = 1 <Integer>
            Life = 0.0 <Real[6]>
            Size = 0.0 <Real[6]>
            Energy = 0.0 <Real[6]>
            Size2 = 0.0 <Real[6]>
            Num = 0 <Integer>
        Conditions
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Single Player Mode == True
                Then
                    Variable - Set Num = 1
                Else
                    Variable - Set Num = Number of Players
            General - For each integer x from 1 to Num with increment 1, do (Actions)
                Actions
                    Dialog - Set UI Hero Name[x] text to (Name of (Unit type of Active Hero[x])) for (All players)
                    General - Switch (Actions) depending on (Unit type of Active Hero[x])
                        Cases
                            General - If (Hero - Larva)
                                Actions
                                    Variable - Set UI Hero Icon[x] = Assets\Textures\btn-hero-larvalqueen.dds
                                    Dialog - Set UI Hero Picture Frame[x] image to UI Hero Icon[x] for (All players)
                            General - If (Hero - <c val="FF4040">Zergling</c> (Might))
                                Actions
                                    Variable - Set UI Hero Icon[x] = Assets\Textures\btn-unit-zerg-zergling-swarmling.dds
                                    Dialog - Set UI Hero Picture Frame[x] image to UI Hero Icon[x] for (All players)
                            General - If (Hero - <c val="0098E1">Zergling</c> (Reflex))
                                Actions
                                    Variable - Set UI Hero Icon[x] = Assets\Textures\btn-unit-zerg-zergling-raptor.dds
                                    Dialog - Set UI Hero Picture Frame[x] image to UI Hero Icon[x] for (All players)
                            General - If (Hero - <c val="009300">Roach</c> (Physique))
                                Actions
                                    Variable - Set UI Hero Icon[x] = Assets\Textures\btn-unit-zerg-roach-vile.dds
                                    Dialog - Set UI Hero Picture Frame[x] image to UI Hero Icon[x] for (All players)
                            General - If (Hero - <c val="FF4040">Roach</c> (Might))
                                Actions
                                    Variable - Set UI Hero Icon[x] = Assets\Textures\btn-unit-zerg-roach-corpser.dds
                                    Dialog - Set UI Hero Picture Frame[x] image to UI Hero Icon[x] for (All players)
                            General - If (Hero - <c val="0098E1">Hydralisk</c> (Reflex))
                                Actions
                                    Variable - Set UI Hero Icon[x] = Assets\Textures\btn-unit-zerg-hydralisk-impaler.dds
                                    Dialog - Set UI Hero Picture Frame[x] image to UI Hero Icon[x] for (All players)
                            General - If (Hero - <c val="FF4040">Hydralisk</c> (Might))
                                Actions
                                    Variable - Set UI Hero Icon[x] = Assets\Textures\btn-unit-zerg-hydralisk-lurker.dds
                                    Dialog - Set UI Hero Picture Frame[x] image to UI Hero Icon[x] for (All players)
                            General - If (Hero - <c val="EA4BFC">Infestor</c> (Aptitude))
                                Actions
                                    Variable - Set UI Hero Icon[x] = Assets\Textures\btn-unit-zerg-infestor.dds
                                    Dialog - Set UI Hero Picture Frame[x] image to UI Hero Icon[x] for (All players)
                            General - If (Hero - <c val="009300">Drone</c> (Physique))
                                Actions
                                    Variable - Set UI Hero Icon[x] = Assets\Textures\btn-unit-zerg-drone.dds
                                    Dialog - Set UI Hero Picture Frame[x] image to UI Hero Icon[x] for (All players)
                        Default
                    ------- Comment
                    Variable - Set Life[x] = ((Active Hero[x] Life (Current)) / (Active Hero[x] Maximum Life (Current)))
                    Variable - Set Size[x] = (170.0 * Life[x])
                    Dialog - Set UI Hero Health Bar Image[x] size to ((Integer(Size[x])), 15) for (All players)
                    Variable - Set Energy[x] = ((Active Hero[x] Energy (Current)) / (Active Hero[x] Maximum Energy (Current)))
                    Variable - Set Size2[x] = (170.0 * Energy[x])
                    Dialog - Set UI Hero Energy Bar Image[x] size to ((Integer(Size2[x])), 9) for (All players)
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Active Hero[x] Level (Current)) < 10.0
                        Then
                            Dialog - Set UI Hero Level[x] text to ("0" + (Text((Active Hero[x] Level (Current))) with Any Precision decimal places)) for (All players)
                        Else
                            Dialog - Set UI Hero Level[x] text to (Text((Active Hero[x] Level (Current))) with Any Precision decimal places) for (All players)
    
    Posted in: Triggers
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