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
-----
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.
0
@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.
0
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.
0
@msong7229: Go
Thanks a lot.
0
@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.
0
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
-----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.