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    posted a message on Disappearing button?

    @piepgras: Go

    I tried fiddling with my requirements for a few hours and it changes absolutely nothing, would someone be so kind and help me out, again, again, again. Im affraid I still haven't fully understood what the previous poster here wanted me to do >_>

    Posted in: Data
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    posted a message on Disappearing button?

    @SouLCarveRR: Go

    So the requirement on the button in the command card = Nothing? I don't understand these button requirements at all, what is it you want me to do with them? Sorry for being dim, but I'm lost :P

    Could you please describe in detail wth it is you want me to do?

    Posted in: Data
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    posted a message on Disappearing button?

    @MiketheSspike: Go

    I don't see anywhere to change this? My ability doesn't have a requirements tab?

    Posted in: Data
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    posted a message on Disappearing button?

    @SouLCarveRR: Go

    There are no requirements on anything?

    Posted in: Data
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    posted a message on Disappearing button?

    @alejrb: Go

    Ability Command

    Posted in: Data
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    posted a message on Disappearing button?

    @alejrb: Go

    The behavior has no requirements, what would you suggest?

    Posted in: Data
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    posted a message on Disappearing button?

    Hello guys, this is sort of a sub-thread to my previous supply problem thread - http://forums.sc2mapster.com/development/data/11432-changing-a-supply-amount/ but seen as this is an entirely different issue (I believe) I remade the thread to something more specific :)

    I worked on changing max supplies through behaviors, which I can do now, but I'm still having an entirely different problem where a button, which on click adds 1 supply, removes 1/50 charges and then disappears. The button is not supposed to disappear, it's supposed to fade out once it has used all its charges.

    The behavior has been changed in the following ways:
    
    Behavior - Categories:        Permanent 
    Behavior - Modifications:    +1 Supplies
    Cost - Cost +:                   50 charges for max and start and 1 charge use
    Stats - Duration:                -1
    Stats - Maximum Stack     50
    Stats - Max Stack Caster  50
    
    The ability has been changed in the following ways:
    
    Ability - Behaviors            (Previous Behavior)
    Cost - Cost +                   50 charges for max and start 1 charge use (Should this be set to 0 or the should the buff cost be set to 0?)
    

    I tried fiddling with the charges among other things, but there's absolutely no changes. Help is much appreciated since I've been banging my head against the wall for quite a while now. Thanks again.

    Also: Changing all the charges on both the ability and behavior to 0 changes nothing apart from the number 50 in the bottom of my button :) The button still just vanishes on use.

    Posted in: Data
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    posted a message on Making unit A ignore unit B.

    @piepgras: Go

    It works, all I did was make unit B Massive and unit A's weapon target filter exclude massive.

    Thanks once again guys :)

    Posted in: Data
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    posted a message on Making unit A ignore unit B.
    Quote from TheAlmaity: Go

    You'd have to screw around with search filters and unit attributes, thats the only way i can think of. Maybe validators can help as well, but i suck at those.

    Basically, you can set one unit A to "Armored" and unit B to "Biological", and have unit A's attack not target biological units, and make unit C "Psionic", and allow unit As weapon to hit Psionic units. Don't know whether unit A would attack unit D which is both Biological and Psionic. If it would, then you can use combinations for a wider range such ignoring stuff.

    But if you use unit attributes already in any way possible (like bonus damage), my idea is useless.

    I'd try that, but then unit A would still be able to attack B, just without dealing any damage, which would cause unit A to be busy with doing nothing :D Think you might have given me an idea though, I'll try it out and report back.

    Posted in: Data
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    posted a message on Making unit A ignore unit B.
    Quote from Twinmold20: Go

    Miscellaneous Map Development is for questions that do Not fit into any of the other development forums such as publishing, using dependencies and such. This is about the Data Editor and should be posted in the Data forum as such. I am moving this to Data.

    Sure, sorry :)

    Posted in: Data
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    posted a message on Making unit A ignore unit B.

    I'm interested in learning how I can make a unit (of any sort) ignore another different unit (also of any sort). Like lets say I have unit A which shoots at everything that moves normally, now unit B enters A's range, which normally would cause A to attack B, but in this case A will completely and permanently ignore B. If a third unit C enters A's range while B is nearby A will start shooting at C as if B didn't exist. However C will attack B if ordered and/or is unfriendly with B.

    Hope this describes it :)

    Posted in: Data
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    posted a message on Changing a supply amount?

    Still haven't gotten this to work, any help is much appreciated!

    Posted in: Data
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    posted a message on Changing a supply amount?

    @dgh64: Go

    Sorry for the slow response, had a lot of crap to take care of today :)

    I made a new behavior, it looks like this:

    Posted in: Data
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    posted a message on Changing a supply amount?

    @piepgras: Go

    Still haven't figured this one out, bothering me to bits now :(

    Posted in: Data
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    posted a message on Changing a supply amount?

    @Auracy: Go

    I know how charges work, infact I've used them for the majority of abilities in my map :) But this behavior thing is really bothering me, my button still disappears after I use 1 charge, even though it should have 50 :)

    My ability should just add +1 supply limit every time it's used and then reduce the charge by -1, making it impossible to use the ability more than 50 times.

    Posted in: Data
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