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.
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...
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
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.
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
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?
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?
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.
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.
0
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.
0
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?
0
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
0
@Kueken531: Go
Awesome! Thank you. This was aggravating to say the least.
0
@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?
0
@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.
0
@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
0
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?
0
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?
0
@Bommes: Go
Ya that didn't make a difference.
0
@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.
0
@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?
0
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.
0
@EchoedRequiem: Go
oh. I know what your talking about. That sucks. Leave it to blizz to be lazy and leave things incomplete.
0
@EchoedRequiem: Go
SNEAKY sneaky. Thanks bud. That made it work!
Here is how I do the update for the bars. Hope this helps.