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    posted a message on aoe knockback help
    Quote from Etravex: Go

    Ended up having to create 2 (search area) effects to pull it off 1 for apply force the other for add speed multiplyer. It works perfect. Actually I need to adjust it a little bit the units go flying of the screen so fast they almost disappear. Had to walk quite a distance to locate one that I threw off. LOL thanks for your help guys.

    Would it be possible for you to share what you did with the rest of the class? I'm interested in seeing this myself.

    Posted in: Miscellaneous Development
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    posted a message on Passive ability to active?

    @blubbdavid: Go

    As far as I can tell, there's no way to have an active AND passive ability in one skill. The only way I can see to counter this, is to make 2 behaviors. For example, I have a few ideas of skills myself, and when you use the active part of the passive, it makes the passive disabled for the duration. The way I'll probably have to do this, is create a validator that checks if the ability is in use, and then disable the passive part. So, that is my only suggestion for you as well :-/ if there's another way, someone else might have to explain it.

    Posted in: Miscellaneous Development
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    posted a message on Removing Buff?

    Thanks for the replies. I'll give that dummy ability a try.

    Cooldown was very easy.. I was looking at the wrong thing. I was under the charges part without realizing it.

    The targeting ring I'm referring to is the dotted line ring that surrounds a unit to show how far their range is for an ability, not the cursor ring to choose a location. I've already got the cursor selection situated, and know how it works. It changes size according to the "search" effect added to it.

    Now I've got kind of a new problem. I've added 2 abilities (one is that stun one, the other is a custom blink ability) to a High Templar, but if I try to cast one then another, the second one doesn't cast (even though the unit turns to the location) and I have to cast it again. However, if I wait a few seconds between casting, it's fine. What can I edit to make it so spells/abilities are castable with no pause between them?

    >Also, whenever I cast the modified blink, the HT just stands there for a second after casting, but the Stalker can immediately move after casting it. Why?

    Found it, "Effect - Clear Order Queue" needs to be disabled.

    Posted in: Miscellaneous Development
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    posted a message on Removing Buff?

    I'm trying to make an ability that triggers every .5 seconds, but what I need is for it to remove the buff each time before triggering the next pulse.

    To explain further, think Psionic Storm that also stuns, but I only want the stun to last .5 seconds, then wait 1 second before stunning again (while also dealing damage). I've got the damage part down, the stun and it triggers 5 times like I want. I just can't figure out how to remove the buff for .5 seconds before it triggers the effect again.

    Also, as an addendum.. how the HELL do you add cooldowns to abilities? I can't find the part in Psionic Storm to see where the hell the cooldown was added.

    EDIT: And one last thing.. I made a copy of Psi Storm from scratch (created each effect myself, no actual copypasta), but the ring around the unit to show the range doesn't show up. Where can you add this?

    Posted in: Miscellaneous Development
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    posted a message on Command Card Page

    Ok, so this is kind of a bump, but not really. I've found kind of a workaround/fix/solution to this. All it requires is your page 1 command card to have all the buttons for abilities that you want it to have (for my example, my Nexus has all Protoss and Terran unit training on page 1). Then, you can make an extra button (for my game, it's called Swap Units). Finally, you set up this trigger:

    Army Choice P1
        Events
            UI - Player 1 presses Swap Units
        Local Variables
            UnitSwap = false <Boolean>
        Conditions
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    UnitSwap == true
                Then
                    Unit - Show the Gateway - Train (Gateway) ability for Nexus [47.50, 74.50]
                    Unit - Show the Stargate - Train (Stargate) ability for Nexus [47.50, 74.50]
                    Unit - Show the Robotics Facility - Train (Robotics Facility) ability for Nexus [47.50, 74.50]
                    Unit - Hide the Barracks - Train ability for Nexus [47.50, 74.50]
                    Unit - Hide the Factory - Train (Factory) ability for Nexus [47.50, 74.50]
                    Unit - Hide the Starport - Train ability for Nexus [47.50, 74.50]
                    Variable - Set UnitSwap = false
                Else
                    Unit - Hide the Gateway - Train (Gateway) ability for Nexus [47.50, 74.50]
                    Unit - Hide the Stargate - Train (Stargate) ability for Nexus [47.50, 74.50]
                    Unit - Hide the Robotics Facility - Train (Robotics Facility) ability for Nexus [47.50, 74.50]
                    Unit - Show the Barracks - Train ability for Nexus [47.50, 74.50]
                    Unit - Show the Factory - Train (Factory) ability for Nexus [47.50, 74.50]
                    Unit - Show the Starport - Train ability for Nexus [47.50, 74.50]
                    Variable - Set UnitSwap = true

    However, I'm having a problem making it go back and forth. By default, the Protoss units are top, then the Terran units are below those. The first press works great, it hides all the Toss buttons permanently, and then Terran units can be built without going back to the previous command card page. But it's not swapping back to the Toss units once this happens.

    Maybe I'm just tired, but from the looks of how I have the trigger set up, this should go back and forth in showing/hiding the units.

    EDIT: Fixed it. I set the variable to a global array and it works great.

    Posted in: Miscellaneous Development
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    posted a message on Tooltips

    Bump, still need some help with this

    Posted in: Miscellaneous Development
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    posted a message on Tooltips

    In messing around with several tooltips, I've found that you can use certain.. directory looking path things that allow things about a tooltip, like total damage (ala psionic storm), and it will change the tooltip display if that damage ever changes. Does anyone know the way to do this for unit life, damage, armor.. etc? I'm not quite sure how the "path" thing works, so I don't even know what to put in.

    Posted in: Miscellaneous Development
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    posted a message on Different boss bars for different players?

    @Zarkm

    I believe you just put it to "triggering player" for the display and it will work. I'm going to actually mess around with this right now, so give me a few.

    EDIT: This works for me. I made myself player 1 and player 2 and both of them displayed correctly. As for more than 2 players.. I have no idea.

            UI - Display boss bar 1 with title "Player 1 Nexus", portrait Assets\Textures\ui_chatbaricons_terran_individual.dds and maximum value 2000 for (Enemies of player 1)
            UI - Display boss bar 2 with title "Player 2 Nexus", portrait Assets\Textures\ui_chatbaricons_terran_individual.dds and maximum value 2000 for (Enemies of player 2)
            UI - Set boss bar 1 boss to Nexus [47.50, 74.50] (Do refresh the boss bar)
            UI - Set boss bar 2 boss to Nexus [48.50, 16.50] (Do refresh the boss bar)

    Posted in: Miscellaneous Development
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    posted a message on TwistedMetal/vigilante 8 game

    My favorite was probably Twisted Metal 2. Are you working on the world first, cars later? I feel like I'd love to make Spectre, my second favorite guy next to Minion.

    Posted in: Project Workplace
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    posted a message on Threat/Aggro System

    @Tbome: Go

    I don't have the editor opened at the moment, but could it be possible to change a unit's "Attack target priority" via triggers? A higher number there means enemies attack that unit. I have this on a couple units in my game.

    Posted in: Project Workplace
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    posted a message on Command Card Page

    @anguule: Go

    Quote from anguule: Go

    @Bobo6969: Go

    When you choose a structure to build in the SCV's Build Structures page, it switches pages back to 1. What we want is for it to keep the page on Build Structures, so we can pick another structure to build (or, in this case, unit to train).

    Right, that's what I'm going for.

    @ Dijall: Problem with that, is you can't even reference the command card at all in triggers. It wouldn't be a problem if you could make a button do 2 actions at once, but you can't even do that.

    Posted in: Miscellaneous Development
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    posted a message on Command Card Page

    Bump.

    If this is an oversight, perhaps Blizzard should look into adding this.. I just can't believe that there's no way to do it through triggers. I found something called character sheet, but it has something to do with storyboards or something.

    Posted in: Miscellaneous Development
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    posted a message on Terrain Artist! [Picture Heavy]

    So, I'm fiddling around with the terrain, and I just realized that if I put cliffs on high raised terrain, it gives it a.. unique kind of look. I just can't tell how good it looks, and want a second opinion.

    All 3 of the photos are on the same mountainside, I'm just seeing which one looks the best out of them

    Posted in: Terrain
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    posted a message on How to give a building cloak detection and increase range

    As an addendum, you don't have to copy anything unless you're dealing with actors (I think). Whenever you make a change to something, it automatically makes a copy. At least, it does for me.

    Posted in: Miscellaneous Development
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    posted a message on Command Card Page

    Does anyone know how to go about making the command card stay on a page other than 1? To clarify, I want to make one building to produce all types of units (this is what I would prefer, if I need to have a separate building, I'll just change it), and it seems to be a huge pain to have to hit an extra button to go to page 2 to keep queuing the units.

    Or is it possible to make a button do 2 actions at once? So, you queue the unit on page 2, and at the same time it swaps to page 2, thus giving the illusion that it never changed.

    Posted in: Miscellaneous Development
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