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    posted a message on "Phoenix Fire" Ability

    @MasterDinadan: Go

    Oh I see, it has multiple targets then. A non-focusing weapon is doable, but if the OP wants multiple targets simultaneously, then yes a search area effect is probably best.

    Posted in: Miscellaneous Development
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    posted a message on Ability Buttons per Level

    @puritysdisciple: Go

    I've been looking into it but sadly I can't figure out the reference tag to refer to current level / index.

    Essentially, using Blink as an example:

    Teleports the Stalker to a nearby target location. Ability can only be used once every <d ref="Abil,Blink,Cost[0].Cooldown.TimeUse"/> seconds.

    The 0 in Cost[0] needs to be replaced by some value which represents level. I've tried a whole slew of things but no luck so far.

    Posted in: Miscellaneous Development
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    posted a message on "Phoenix Fire" Ability

    @Iggyhopper: Go

    Just create a weapon with the following flags UNchecked: Linked Cooldown, Only Fire at Attack Target, Only Fire while Attacking; and under the "Allowed Movement" make it "Moving." Then change the "Arc" to 360. Then add the weapon to the unit.

    You'll have a weapon that will automatically fire at any unit that comes within range. And weapons are easy to enable/disable & show/hide via upgrade or add/remove via trigger.

    Posted in: Miscellaneous Development
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    posted a message on Unit radius problems

    @Etravex: Go

    the "selection radius" can be found under the Thor model (not the actor, the model) look for "selection radius"... the default thor selection radius is something like 1.37.

    As for the shields, this took me about an hour to find so I hope you appreciate :P You'll want to alter the field "Visual Radius" underneath the thor's model (again not the actor, the model). For a 0.5 scaled Thor actor, a visual radius of 5 was a pretty good fit.

    Posted in: Miscellaneous Development
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    posted a message on [Solved]"Fire bat" animation issue

    @Rorax: Go

    for 1, you need to go inside the events mentioned earlier and change everywhere it says "left" to "right" and "right" to "left." That's how you alternate which hand is shooting; it's still not entirely satisfactory (the hand stays up a bit too long) but I think tinkering a bit with the animation clear (and the effect which activates it) should fix that

    for 2, that must be something else you altered. My firebat (which I created in like 5 seconds by changing marauder unit's weapon to infernal flame thrower) does not have this issue. Perhaps you did not duplicate the flamethrower beam actor properly?

    Posted in: Miscellaneous Development
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    posted a message on checker when the missile effect arrives at the target

    @Ultris: Go

    Give the ball (a missile unit I assume?) a periodic effect which searches for a collision (search area effect), have this effect give the colliding unit a behavior (by using an Apply Behavior effect). You can cause that behavior to enable the ability "ball toss" which would otherwise be disabled.

    Posted in: Miscellaneous Development
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    posted a message on Doodad damage

    @desiderius1: Go

    As far as I know, you cannot cause damage through actors (which is all a doodad is).

    Posted in: Miscellaneous Development
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    posted a message on [Solved]"Fire bat" animation issue

    @Rorax: Go

    Mine actually works fine regardless of those caveats. Methinks you altered something you shouldn't have.

    Posted in: Miscellaneous Development
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    posted a message on [Solved]"Fire bat" animation issue

    @Rorax: Go

    Phaos, to alternate the shooting animation, you'll need to do:

    Go into your duplicated Marauder unit and check under events. You'll see, at the bottom, a long list of Effect.MarauderLM.Start which is all the events used for cycling between alternating shots. You want to change that effect to the hellion battle turret effect (the effect of whatever weapon he has); on my test map (which worked) I changed that to Hellion - Battle Cannon (Persistent).

    That should work; let me know if you encounter any issues.

    Posted in: Miscellaneous Development
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    posted a message on No point in creating more maps - popularity sort

    @Windexglow: Go

    It does work, I've used it :P

    So, yes, if we all wanted to make a statement, we could take ten empty maps called "This Map Sucks 1" & "This Map Sucks 2" & etc and artificially boost them all to the top. See how quick they'd change their system then... (or at least give a press release about what sort of sorting method they do intend to release).

    Posted in: General Chat
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    posted a message on No point in creating more maps - popularity sort

    @Windexglow: Go

    I feel like I should say this... the "games created" is simply a count of games made public.

    So, if you want to artificially boost your game's popularity, all you need to do is create your game then make it public then quit. You don't even need to START the game. That counts as one hit.

    Thus, if you use an automated macro program (like Quick Macro), you can start it up and step away and add 1 to your popularity count about every 5 seconds, depending on how long it takes you to load the lobby. So, from a single person auto-hosting, you can get a popularity of about 500 games/hour.

    Posted in: General Chat
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    posted a message on Unit/structure data&trigger editor question on movement

    @chickenballs02: Go

    Yes, and I would recommend you take a look at the spine crawler unit to see how to do this.

    Posted in: Miscellaneous Development
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    posted a message on Windwalk for 10 seconds ...

    @Robbepop: Go

    Pretty sure you can do all of this with a behavior.

    Create an ability: Wind Walk which'll cause effect on caster
    Create an effect: Wind Walk which'll add a behavior
    Create a behavior: Wind Walk, which'll have the flags Cloaked & Suppress Collision enabled, and give it a duration of 10.

    I believe that'll work.

    Posted in: Miscellaneous Development
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    posted a message on Trigger Help

    @ST4RKiLL3R: Go Event:
    Unit dies

    Condition:
    Owner of Killing Unit != Owner of Triggering Unit

    Action:
    Set Variable CreditCount[OwnerOfKillingUnit] = CreditCount[OwnerOfKillingUnit] + 1
    (or)
    Add Minerals to OwnerOfKillingUnit + 1 (whatever that may be)

    As for the leaderboard... take too long to explain! I suggest you load up a map with a working leaderboard and see how they did.

    Posted in: Miscellaneous Development
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    posted a message on Color codes?

    @Thalassicus: Go

    Not entirely sure Thal, but you may want to login to Battle.net on the editor and then search through the map database. Maps with color names, like Marine Arena, still have their tags available. Might be a different tag of some sort? Maybe you have to put a space before you put the tag. If there's something special beyond that, though, I do not know.

    Posted in: Miscellaneous Development
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