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    posted a message on Ability - Fire Bomb

    Still no luck. All I see in the "Weapons" field are (D-8 Charge) and (Reaper - P-45 Gauss Pistol).

    Posted in: Data
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    posted a message on Ability - Fire Bomb

    Unfortunately I still don't know where the C4 ability is... I clicked "Create New Map" and set the dependency to Campaign (Liberty). Then I went to the Data Editor and searched up Reaper, but I can't find where the ability is!

    Posted in: Data
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    posted a message on Ability - Fire Bomb
    Quote from AlphaShadows: Go

    Look at the abilities from the campaign version of the reaper. I believe its their C4 charges that work very similarly to that.

    Where can I find that campaign?

    Posted in: Data
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    posted a message on Ability - Fire Bomb

    I want to make an ability that involves my Probe planting a bomb right where it is and have the bomb explode 5 seconds later. Anyway I can achieve this?

    Posted in: Data
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    posted a message on Vacuum Effect

    @Reaper872: Go

    I forgot to clarify: I do not want the units to die, I just want to have them sucked up all in one point. I also want them to be vulnerable to attacks. It would be even better if it is possible to prevent it from being sucked to the center by creating a barricade around it.

    Posted in: Data
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    posted a message on Vacuum Effect

    Is it possible to create a vacuum in the middle of the map where ALL units within the region gets sucked in? I would like to use this effect in one of my maps but unfortunately I have no idea how to achieve this. Thank you!

    Posted in: Data
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    posted a message on Unit is Invincible when..?
    Quote from Quickshot14: Go

    @Nothing5: Go

    One way you could do this is by creating a behavior buff, in the behavor modfictions sections under the bahvior flag you would have invunerable set to enabled, so basicly this behavior will make the unit invunerable, then set its flags field to hidden and finnaly what makes it really work is under behavior vaildators disable put in a vaidlatior that checks a units hieght field so say like in your example you want less then or equal to 0, setup a vaildatior with a hight check for the unit being greater then 0 and place it in the bahvior under the vaildators disable field.

    What happens is whenever that vaidlatior returns false it disables the behavior completely, thus making the unit vunerable again. I've done something simlar for catching a unit before it dies to help simulate a death instead of that unit dying, so it does work. As to what vaildator to use my best guess would be to create a new vaildator of the type Unit Compare Field since as far as I can see there is no direct vaildaitor to check the units height. Change the Vaildator field entry to the same field entry id for the unit height (i'm assuming it will have to the raw id so to get that simply goto a unit and click the view raw data button and look for the unit id height in this case i've done it for you and the raw id is CUnit_Height (yes case senstive! so make it eact)) then in Vaildator - Value field but the height you want to compare, in this case 0 and change the Vaildator Compare to Greater Then and you should have a vaidlator that compare the unit height to see if its greater then 0.

    Just add that to the behavior disable as I said and anytime that vaildator returns false the behavior gets disabled. Whats great about this is if the unit comes below 0 as you want then hes vunerbale but if he goes above 0 again hes now invunerable and back and forth. Please note I havn't tested this exact idea but from everything i've done and messed with this should work. I hope it does and I hope i helps!

    Works wonders. However, I found it to be a little complex, so I decided to simplify it quite a bit. To make things less complicated, I applied the behavior to the units beforehand, and it has a duration. Since it takes 0.9 seconds for it to drop to the ground, I decided that the behavior would last 0.9 seconds.

    Posted in: Miscellaneous Development
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    posted a message on Action as a Result of This?
    Quote from Quickshot14: Go

    @Nothing5: Go

    Add a new trigger, look under the Unit Selection catagory and select Unit is Selected and press okay. Leave any unit as any unit, and leave selected as selected. Set the player to the player you want this trigger to effect, if you don't care about players or its a single player map leave it as any player. Now under local varibles add a new varible, name it something like tmpUnit and make sure its type is set to Unit, change its default from No Unit to Triggering Unit (Under functions, Unit Catagory)

    Next under actions add a new If Then Else action (under Genreal Catagory) Under If add a new condition, and select comparsion. For value 1 double click it and select Unit Type (Unit Catagory), for the unit double click it and change it to your tmpUnit varible you set in the local varibles portion of the trigger. Now for the Value 2 part of the comparssion, Double click it and find the beacon unit type you want. With it highlighted/selected click okay, your comparsion is done.

    Now under then, add a new action, set varible should be selected by default so press okay. Double click Varible and select your gloabl varible that you want to set to true. Once selected press okay, and under value 2 double click and just make sure the true checkbox is checked and press okay. Finnaly under else add a new action, again set varible should be selected by default so press okay. Double click Varible and again select the same global varible that we just set under then. But this time in Value when you double click it, do not check the checkbox just leave it blank and press okay. Thats it your done!

    Baiscly everytime the player selects a unit, we check to see if that selected unit is a specifc unit type, if it is not then we set your global varible to false, if it is we set it to true. Simple and very basic but hopefully a good starting point, hope it helps!

    This works extremely well. Thanks!

    Posted in: Miscellaneous Development
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    posted a message on "Volcano" like Ability?

    If anyone had played Diablo II, I am sure they know what I am relating to.

    Basically, a volcano is summoned, throwing particles of fire and rock up into the air, then landing onto the ground randomly. Units that touched the debris were damaged.

    I have no idea how I can replicate the function where the debris are fired up, and then landing at a random location around the area of the volcano.

    Posted in: Miscellaneous Development
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    posted a message on Action as a Result of This?

    How can I set a variable to True when I select a certain beacon, and set it to false when I deselect it?

    Posted in: Miscellaneous Development
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    posted a message on Unit is Invincible when..?

    How can I force a unit to be invincible when its height is greater than 1?

    I want it so that when its height is <= 0, it loses its invincibility.

    Posted in: Miscellaneous Development
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    posted a message on Cliff Levels

    @MaMasToast: Go

    You can change the look of the level of cliffs by increasing the height (raising and lowering of the floor) of the cliff levels, and adding textures to the cliff sides to make it seem like it's a cliff.

    Bad explanation, but it works, hopefully. :P

    @SystemSe7en: Go

    I think they're going to release it with the full content of the editor. Again, hopefully.

    Posted in: Miscellaneous Development
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    posted a message on Unit Missile moves away from walls / units?

    Trigger

    Here it is.

    Posted in: Miscellaneous Development
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    posted a message on Unit Missile moves away from walls / units?

    @MaMasToast: Go

    Well, it starts out from my unit, but it shoots to a different angle than what my unit is facing!

    Posted in: Miscellaneous Development
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    posted a message on Unit Missile moves away from walls / units?

    @MaMasToast: Go

    Hmmm.... did that but it still fails to work. D:

    Posted in: Miscellaneous Development
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