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    posted a message on [Question] Weapons not showing up on unit

    In my mod, weapons can be equipped as items on a unit and then used. However, if I have more than 1 weapon, only one of the weapons will show up. Here is some visual aid.

    All the items in the hero inventory are weapons.
    However, only one of the 3 shows up on the unit (middle weapon in inventory). In fact, it is always that weapon (it overrides other weapons)

    How do I make the unit recognize all three of the weapons?
    And what would be the easiest way to make weapons stack (like 2 gatling guns)?
    http://i.imgur.com/MJfDq.jpg

    Also, how do I change post title to solved once the problem is solved?

    Posted in: Data
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    posted a message on (Solved) Behavior type leveling Ability (solution inside)

    @DrSuperEvil: Go

    Thanks, I will look into the Permanent flag.

    Regarding the multilevel buttons, I just wanted to add that I put 5 buttons beneath the main disappearing button (one for each level) and associated each button with each buff level (I had to make 5 diff buffs for each level).

    I think we might have just come up with a new way of emulating passive abilities. In fact, making it Auto Cast and Auto Cast Initially On proved to be a better workaround since the "dummy" buttons covered up for the fact it is an auto cast ability.

    Note: I did have to make requirements for the buttons to avoid conflict. The ability name is Reinforced Airframe. Here are the working requirements.

    CountAbility(ReinforcedAirframe,CompleteOnlyAtUnit) == 1 <= lvl 1 button
    CountAbility(ReinforcedAirframe,CompleteOnlyAtUnit) == 2 <= lvl 2 button
    CountAbility(ReinforcedAirframe,CompleteOnlyAtUnit) == 3 <= lvl 3 button
    and so on...

    Edit: I also want to add that this will also work:

    CountBehavior(BehaviorNameLevel1,CompleteOnlyAtUnit) == 1
    CountBehavior(BehaviorNameLevel2,CompleteOnlyAtUnit) == 2
    These are separate behaviors used for abilities in order to level. I am not sure which is better yet, CountBehavior or CountAbility.

    Posted in: Data
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    posted a message on (Solved) Behavior type leveling Ability (solution inside)

    @DrSuperEvil: Go

    That's the crazy part, I do have Toggled On enabled. Is there a way to make the buff persist through death? Unless you meant the Transient thing, I tried it and it did not do anything. After death, in order to be enabled the buff has to be clicked.

    For the ability, under Shared Flags, un-selecting Disable While Dead also did not do anything. I did "fix" this by making the ability Auto Cast and Auto Cast Initially On. However, this is more of a workaround and I am hoping for a more permanent and effective solution.

    Regarding the buttons, what would be the most effective way for the buttons to correspond with the level? I don't really want to use one button for all 5 levels of the buff. I don't think validators apply to buttons.

    Posted in: Data
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    posted a message on (Solved) Behavior type leveling Ability (solution inside)

    Thank you, this fixes the issue of the vanishing button.

    However, when the hero revives, the buff has to be clicked in order to be activated even though it is meant to be passive.

    Posted in: Data
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    posted a message on (Solved) Behavior type leveling Ability (solution inside)

    @DrSuperEvil: Go

    Could you please elaborate more on the dummy button and how to do it? I looked over the brooding strike and I could not find it.

    Posted in: Data
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    posted a message on (Solved) Behavior type leveling Ability (solution inside)

    I made a very simple ability that upgrades the heroes health by a certain amount when learned. Level 1 gives an extra 100 hp, lvl 2 gives 200 hp and so on. The ability works but it has to be clicked in order to activate the buffs I made for it. Once clicked, the button disappears although the buff remains. When the hero dies and is revived, the button has to be clicked again to gain the health buff. Is there a way to make it so it is initially on, not clickable if possible (or clicking it wont do anything), and upon death and revival the passive ability shouldn't be clicked in order to be activated Simply said, I am trying to make a passive ability but I am running into a problem where it has to be clicked to be activated.

    EDIT: I got as far as selecting the "Toggle On" flag. That means when I learn the passive ability, the buff is immediately applied but the button for it disappears from Command Card 1 (I can still learn new levels) so at least I don't have to click it to enable it initially. However, if my hero dies and revives, despite having "Toggle On" flag selected, the passive ability still has to be clicked in order to enable the buff. Afterwards, the button disappears.

    I would like the button to remain in CC1 so the user knows the passive ability is there and the level of it. I also don't want the user to have to click on it each time their hero dies in order to activate the health buff.

    Posted in: Data
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    posted a message on Quick hero leveling question and cool screenshots! No clicking necessary to see them.

    I made a Warcraft 3 style hero leveling system for an ability with 5 levels. It works perfectly, down to the ability being selectable only every 1, 3, 5, 7 levels. Only problem is, my 5 level ability button disappears in the "Learn Ability" after level 3. Any reasons as to why?

    Here is some visual aid since I suck at describing (and naming) things:

    Starting Screen, please make note of the WC3-like add level button

    http://i.imgur.com/awBKD.jpg

    This is what it is like to pick an ability at level 1, very Warcraft 3 style. I chose the WC3 style since stacking an ability every level is OP.

    http://i.imgur.com/celd2.jpg

    There is me at level 4 unable to choose my spell until I am level 5 due to the WC3 style system I made. On a side note, I would like to make the requirements text disappear from the game.

    http://i.imgur.com/mExSw.jpg

    And here is the problem. After the ability is learned at level 3, the button disappears. I know 5 levels exist and I did add the 5 effects to the ability. Here is the guide I used to make the hero leveling system: http://www.hiveworkshop.com/forums/data-editor-656/create-hero-attributes-167754/ The ability thing is near the end. Pardon the outside link but it might be helpful to fully understand what I did.

    http://i.imgur.com/G4WaF.jpg

    For the curious, the map is called Empires of Smoky Skies, a project I have been working on. The wraiths are currently a place model for a different ship, similar to a blimp. On a slightly off-topic question, I can't seem to get the fifteen second cool-down for my ability to work, no matter what.

    For an HD version of the image, right click on an image and select to view it in a new tab!

    EDIT: I was able to find the solution. The problem was the requirements. Note the 5 in the screenshot. Before it was a 3. That's how many levels the ability has to be before it disappears.

    http://i.imgur.com/pDa6M.png

    Above is a fully working WC3 style requirements system for leveling heroes. The 5 is the number of levels my hero ability is (maxed out). If your ability has 3 levels, make that number a 3. If it is 7 levels, make it 7.

    The show is not over yet! I do have some questions

    1. I have tried and failed making a cool-down for my ability. Frustrated, after a while I put 15 into anything that said "cooldown" for the ability and still no good.
    2. What is the best way to make the ability play a rocket launch animation or an attack animation of some sort like a Yamato strike at the target
    3. The items in my inventory are weapons. How do I make it so they all show in the hero info area with the damage and level and kills? Or if possible, make it so that none of them show?
    4. What would be a good way of making these item weapons stack, meaning I can have more than one of a weapon type like two gatling guns? One of each works but when I have two or more, only one will work.
    5. How do I make the requirements text go away when requirements aren't met?

    Thanks for reading this.


    Posted in: Data
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    posted a message on Hero spell levels and XML data [question]

    A while ago I was working on my Starcraft 2 remake of Ultimate Footmen (hero arena map). On the SC2 version I ran into the issue of hero spells where you have to create a separate buff,effect, ability for each hero level (let's say it is a 7 level ability, so I would make 7 separate abilities). I found a way around that using XML somehow. I don't remember what I did though since it was a year ago. Does anyone know of a way to do hero levels as one ability using XML? I will edit this post shortly and post a screenshot.

    here is a screenshot for one ability called time warp:

    http://i.imgur.com/Mfd2E.png

    My question is, does anyone have more in depth information on how to do this from scratch?

    Posted in: Data
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    posted a message on Stacking weapons question

    It is not a buff to be exact. It is a literal weapon item. I am not sure how to describe it. I created a unit for the item. Then I created a weapon. Then I added that weapon to the unit. I could make a behavior (buff?) and add the weapon to it but I am not sure how it would work. I don't want to change my current set up if possible. I do want the weapons to stack so if a player wants to have six gatling guns, they should be able to. If you recall, I made a post about passively attacking weapon items. These are the weapons in question.

    This is the guide I used to make the weapons: http://www.galaxywiki.net/Creating_a_weapon_item

    It should give a better idea of what we are looking at here since my english is bad and I cant describe things well

    Posted in: Data
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    posted a message on Stacking weapons question

    I have made some weapons that come in form of items. The hero that picks it up does not have an attack. Once it picks up weapons, it has that weapons attack. If it picks up 3 different weapons, it has 3 different attacks (the hero). I want to make 2 or more of the same weapon stack. Is there a simple way of doing it? I noticed that picking up 2 of the same weapon only results in one of them functioning.

    Posted in: Data
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    posted a message on (Solved) Behavior stacking question

    Thank you, I tried it out and it worked. I will have a lot of behaviors since I will have a lot of items but I can work with it.

    Posted in: Data
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    posted a message on (Solved) Behavior stacking question

    So I did this:

    Validator: Behavior: Health1
    Compare: Equal to:
    Failure Result: Must Target Unit
    Validator result- Failure: error

    I looked over the wiki, still somewhat confused.

    Posted in: Data
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    posted a message on (Solved) Behavior stacking question

    This may sound silly, but is there a validator tutorial? I looked over the validator feature in the data editor and I was a little confused as to what I would do in the Unit Compare Behavior Count validator.

    I see there is a behavior, compare, failure result, value, etc. What do I put in those fields to make it work? Let's assume the name of my behaviors are Health1 and Health2 (Health2 being the bigger one)

    Posted in: Data
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    posted a message on (Solved) Behavior stacking question

    Thank you very much :)

    Could you please briefly explain what exactly are validators and how they work in this specific case? I don't have a lot of experience working with them sadly.

    Posted in: Data
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    posted a message on (Solved) Behavior stacking question

    @SouLCarveRR: Go Yeah I don't want the 350 and 300 to stack.

    Posted in: Data
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