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    posted a message on [Solved] SC1 Valkyrie like attack while moving weapon?

    @iMisu: Go

    This way the unit will fire when in move command and faces the enemy unit even for a brief period of time when turning? I'll try it when I get back home but it's not the effect that I want. What I want is a unit not starting to attack unless on attack move/hold positoon/target fire etc., but once the attack is initiated, the unit will still fire another sets of volleys (with a time between them) after it has been ordered to move.

    So far I got the unit to fire 3 times with 0.5 delay between each set, through persistent effect, but it only does so if you leave it on attack command, as soon as you try to move it the attack is interrupted. The weapon cool down is 4.

    So I want a unit that will fire it's missiles in quick succession even while moving but the attack itself be only initiated when attacking, not moving.

    Posted in: Data
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    posted a message on [Solved] SC1 Valkyrie like attack while moving weapon?

    I'm trying to create a weapon that will behave akin to SC1 Valkyrie. To specify, Valkyrie after attacking would launch a couple of missiles over time, even after ordering it to move in any direction. At the same time it didn't start attacking while on move command.

    How would can I recreate this effect?

    Posted in: Data
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    posted a message on How do I make gas depletion work like in SC1?

    So I work on an extension mod, one of the features will be (hopefully) that after the gas is mined out, you can still mine the gas at a rate of 2 per trip. Unfortunately, the Empty Harvest Amount value in behavior for Extractor and racial Extractors doesn't seem to work.

    Is there something I'm missing in the Data, or can it be done as a trigger? If so, how (I suck at triggers).

    Posted in: Miscellaneous Development
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    posted a message on Contaminate to Infest Command Center/Barracks?

    Hi, first of all, I apologize if I posted in wrong section. I'm working on a balance mod, one of the features is to move the Contaminate spell from Overseer to Infestor, which I done without issues. What I want to do, is to make the Contaminate have an extra effect of changing the Command Center and Barracks into Infested version if the building has less then 1/2 HP.

    So far:

    - I made a morph ability for Barracks using Infestable Infested Barracks as a base for a new structure

    - I made an issue order effect to force the morph with a validator Life < 1/2, which should work correctly

    However, I'm only starting to learn the editor, so my problem is: How do I add this effect to Contaminate, so that if I cast the ability on the Barracks, it executes the morph if it's under 1/2 HP? How do I change the ownership of the structure to the caster? (optional) How do I add this effect, so if the Barracks or Command Center is already Contaminated and goes under 1/2 HP (like 10 seconds after casting the spell for example), the morph is executed?

    Also, I have searched for it on the internet, and as far as I can tell, there are some issues with the supply of units produced still counted for the Terran. But first I want to get it working.

    Is there any other, easier way of achieving what I want? I know some people prefer using Colony Infestation, but I do not know how could I make it work with Contaminate.

    Posted in: Data
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