I have a model type variable and a skin data object. How do I set the variable value to the model listed in the skin's display model array? I can't find any way to link the two.
The color is dependent on the player race. Terran gets green and protoss gets blue. Just happened to get different races when taking the two screenshots.
So the issue is that the timer inherited from void (campaign) dependency is messed up. I made a blank test map with with just campaign dependency and still had the problem. After rooting through the coop mod files, I found a simple way to fix it although I'm not entirely sure how it works.
The newest patch seems to have screwed up my timers and made the text semi-transparent or something. I've tried to fix it but no success. Attached is my original code.
I did some more testing and it seems like the Location Vision validators, including "Target has vision of source", can only handle points and not units.
A Unit Filter checking visibility might work but it always uses the caster as a point of reference. Is there a way to make it's parent the target unit instead?
For the teleport target field, try adding your create unit effect as the reference. As long as the teleport effect and create unit effect are in the same effect tree, the teleport will read the "target of create unit effect" as the robot.
I have an item that gives the user an immolation aura behavior. However, if the holder gains any Damage Total Multiplier bonus, the immolation damage will not update unless the item is sold and rebought.
The only way I can get the damage to update automatically is if the aura is instead an instant ability that launches the search effect and have the item grant the holder the new ability. However, the ability must be manually cast as I cannot find a way to make the ability autocastable. If I place the ability directly on a unit it can be autocasted but cannot be as an item. Issue Order effects also don't seem to work. Any ideas?
If you use the standard No Markers validator and are only restricting to once per effect tree, you shouldn't need to use any specific markers. The game will use the default ones. Check out the psi storm ability if you want.
I'm having a bit of trouble with the cyclone turret. For some reason it doesn't use turret actors but instead uses the "look at" actors.
I created a duplicate cyclone unit but the turret rotation is off. The regular cyclone turret will instantly rotate to face its attack target while my duplicated version rotates extremely slowly. My duplicated lock-on ability works correctly however with the tracking.
I'm guessing one of the data entries I copied still points to the original cyclone unit but I checked everything and still haven't found it.
Also, how do you let the cyclone turret face nearby targets when idle?
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I have a model type variable and a skin data object. How do I set the variable value to the model listed in the skin's display model array? I can't find any way to link the two.
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The color is dependent on the player race. Terran gets green and protoss gets blue. Just happened to get different races when taking the two screenshots.
2.87954901890685
So the issue is that the timer inherited from void (campaign) dependency is messed up. I made a blank test map with with just campaign dependency and still had the problem. After rooting through the coop mod files, I found a simple way to fix it although I'm not entirely sure how it works.
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The newest patch seems to have screwed up my timers and made the text semi-transparent or something. I've tried to fix it but no success. Attached is my original code.
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I did some more testing and it seems like the Location Vision validators, including "Target has vision of source", can only handle points and not units.
A Unit Filter checking visibility might work but it always uses the caster as a point of reference. Is there a way to make it's parent the target unit instead?
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I completely forgot about the hostile thing. thanks for the help.
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How do you create a validator that returns true if no enemy unit has vision of the caster unit. I currently have:
<CValidatorLocationVision id="EnemyVisionCheck">
<WhichLocation Value="CasterUnit"/>
<WhichPlayer Value="Hostile"/>
<Find value="0"/>
</CValidatorLocationVision>
but it's not working.
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I tried that already and it didn't work sadly.
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I tried making the item grant the holder a weapon. It works but the damage still won't update unless dropped and picked up again.
I'm not sure what you mean for the second part.
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For the teleport target field, try adding your create unit effect as the reference. As long as the teleport effect and create unit effect are in the same effect tree, the teleport will read the "target of create unit effect" as the robot.
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I have an item that gives the user an immolation aura behavior. However, if the holder gains any Damage Total Multiplier bonus, the immolation damage will not update unless the item is sold and rebought.
The only way I can get the damage to update automatically is if the aura is instead an instant ability that launches the search effect and have the item grant the holder the new ability. However, the ability must be manually cast as I cannot find a way to make the ability autocastable. If I place the ability directly on a unit it can be autocasted but cannot be as an item. Issue Order effects also don't seem to work. Any ideas?
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If you use the standard No Markers validator and are only restricting to once per effect tree, you shouldn't need to use any specific markers. The game will use the default ones. Check out the psi storm ability if you want.
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If the set effect has other stuff you want to happen multiple times, the validator would probably go on the damage effect.
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I'm having a bit of trouble with the cyclone turret. For some reason it doesn't use turret actors but instead uses the "look at" actors.
I created a duplicate cyclone unit but the turret rotation is off. The regular cyclone turret will instantly rotate to face its attack target while my duplicated version rotates extremely slowly. My duplicated lock-on ability works correctly however with the tracking.
I'm guessing one of the data entries I copied still points to the original cyclone unit but I checked everything and still haven't found it.
Also, how do you let the cyclone turret face nearby targets when idle?
0
Combat Response has a validator field separate from the buff's disable/remove validators in lotv. Very useful.