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    posted a message on Having problem with The abil 'SOA StrafeAttack'

    @DrSuperEvil: Go

    Don't know what SOA stands for in LOTV's data? It's Spear of Adun..

    I gave Unit the ability and the button. My problem is that this abil 'StrafeAttack' doesn't work with 'execute'.

    As I think this abil needs trigger to execute (or not). But I can't find what's the problem.

    Posted in: Data
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    posted a message on Having problem with The abil 'SOA StrafeAttack'

    I am trying to make an abil that uses Strafe Attack of SOA(SpearOfAdun), I found 3 of them on the table:

    SOAStrafeAttackActivate

    SOAStrafeAttack

    SOaStrafeAttackExecute

    I did try to put 'Execute' in the Unit's abil, but it didn't work.

    I can't find the reason why this abil doesn't work since SOAOrbitalStrike's 'Execute' works very well.

    Posted in: Data
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    posted a message on Problem with cloaking behavior

    @msong7229: Go

    Thanks a lot.

    Posted in: Data
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    posted a message on Problem with cloaking behavior

    @GalaxyCross: Go

    I'm trying to make a game like a skill battle, as it's validator is limited on allied/player, it can still sneak upon enemy and assassinate them.

    Posted in: Data
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    posted a message on Problem with cloaking behavior

    At first I should say that I'm new to the Galaxy editor in English, so the translation can be a little different. Sorry for that. I'll put ' (?)' at translated words I'm not sure about.

    I'm having problem trying to make a behavior that reacts on allied's presence/absence.

    -----

    This is what I'm trying to make:

    1. A Dark Templar 'cloaks' if allied/player is far away.

    2. A Dark Templar 'decloaks' if allied/player is nearby, is attacking, has been hit.

    3. If Dark Templar decloaked, and has no allied/player nearby, he 'cloaks'

    4. Repeated

    -----

    I've tried several methods to solve this problem, and this is one of them:

    1. make behavior that 'DT decloaks'

    2. validator(?) 'off' if [allied/player is far away]

    3. make another behavior that 'DT cloaks'

    4. validator 'off' if [allied/player is nearby, is attacking, has been hit]

    5. put both the behaviors to DT's behavior

    6. nothing happens

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    Well, the different method I used was:

    1. make behavior 'DT decloak'

    2. put duration time 1

    3. put renew duration(?) validator if [allied/player is nearby, is attacking, has been hit]

    4. expiration effect(?) to apply behavior 'DT cloak'

    5. make behavior 'DT cloak'

    6. put duration time 1

    7. put renew duration validator if [allied/player is far away]

    8. expiration effect to apply behavior 'DT decloak'

    9. put 'DT decloak' behavior to DT's behavior

    10. nothing happens

    -----

    I've seen how pylon's MatrixOverload works, but this couldn't solve my problem.

    Posted in: Data
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