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    posted a message on Mortar projectile - help with vertical unit facing

    Yeah, I am still trying to figure out what all the setting on the movers do. But when I replaced the mover on the Missile Turret missiles with the Infestor Infested Terran mover(Without changing anything else) I was able to get the Parabolic path, when I try to create my own...well...things don't go quite as well (My favorite was when the missiles stopped about 5 range out and just piled up on each other).

    Posted in: Miscellaneous Development
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    posted a message on Creating Simple Effects

    Are you able to create damaging effects that way, like an explosion that injures nearby units?

    Posted in: Miscellaneous Development
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    posted a message on Finding a Point inside a Region.

    You could store all the points into an array and then do a foreach over the array until a point in the region is found, still a bit messy but would eliminate the need of a switch or a lot of If/Else statements(Just 1 would be needed).

    Posted in: Miscellaneous Development
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    posted a message on Creating Simple Effects

    When he said "I want to create an effect when a type of unit dies at the point where he dies" I took that to mean an effect above and beyond the normal visual death effects. In that case, I believe this is probably the way Blizz intended for us to do it. If he is looking just the visual effects, then I agree, that isn't the way to do it.

    Posted in: Miscellaneous Development
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    posted a message on Mortar projectile - help with vertical unit facing

    I think I got something similar to what you are looking for by replacing the "Mover" of a missile with the "Infestor Infested Terrans" mover.

    Posted in: Miscellaneous Development
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    posted a message on Creating Simple Effects

    This can be done in just the editor. You haven't said what effect so I will assume you have already created your effect.

    1. Open the Behavior tab and create a new behavior of type "Buff".
    2. Open up the "Damage Response +" field.
    3. At the top change "Chance" to 1(This will make the effect happen every time)
    4. A little over halfway down the list you will find a check box called Fatal, check it.
    5. Under the Fatal check box is "Handled" change it to your effect.
    6. Click ok to close the window.
    7. Go to your unit and add the behavior you just created.

    Now if you are anything like me you now should have a Zergling that goes Nuclear when it dies.

    Posted in: Miscellaneous Development
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    posted a message on quick Protoss building help

    There is a behavior on most protoss buildings Power User (X) try removing that and see if it works.

    Posted in: Miscellaneous Development
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    posted a message on Remove Behavior Help

    I tried creating a remove buff effect/ability and I get buzzed as well. When I swapped in a different effect for the ability and it starts to work. I have tried playing with a number of the fields for the Remove Behavior and nothing seems to work for me. It seems that despite being included in the editor, it doesn't seem to be working.

    Posted in: Miscellaneous Development
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    posted a message on Remove Behavior Help

    Looking at the Remove Behavior effect I would have expected it to be pretty simple.  When you say "Error" do you mean it crashes the game, or it buzzes you and prints out a red message saying "Error"?  

    Make sure that you are trying to remove the correct behavior. One time had 2 effects with similar names and accidentally assigned the wrong one took me a bit to figure out it out.

    Posted in: Miscellaneous Development
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    posted a message on map not initalizing properly after patch.

    I just started up a map I was working on pre-patch and it loaded up without any troubles.  So it does not seem to be universal, I would check your map changes against the patch notes and see if there is anything that could cause a conflict.  Though a look at the patch notes doesn't really look like there is anything to conflict with.  The size of the patch makes me think there are some undocumented changes, since most of the documented changes looks like stuff anyone on this forum could have done in about 30 minutes.  

    One thing you could try is use the Overview manager to find the changes and delete them one at a time and see if the map with run, if it doesn't run put the change back in and move onto the next.

    Posted in: Miscellaneous Development
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    posted a message on Healing specified unit on unit damage

    Damage Effects have a field called "Leech Fraction" while I haven't played with the field I expect that this will give you the desired effect. It is a fraction of the damage dealt, so 0(default) is nothing and 1 would leech an amount equal to the damage done, 0.5 would be half the damage done.

    Posted in: Miscellaneous Development
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    posted a message on Zergling food count help

    If you are killing units in a region then you do not need to save them in a unit group, you could use the "Unit Group - Pick each Unit in Unit Group" action and then change the the Unit group to "Unit Group - Units in Region Matching Condition".

    If you could post the trigger that you are having trouble with it would make it easier to find the problems you are having with the zerglings.

    Posted in: Miscellaneous Development
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    posted a message on Ability Help

    Since you say you have the Effect and the Behavior I will leave that out.

    First you will need to make an ability.

    1. Go to the Ability Tab and create a new ability of type "Effect - Target".
    2. In the "Effect" field select the ApplyBehavior.

    Now that you have created your ability you will need to add it to your unit.

    1. Go to your unit and in the "Abilities +" field add the ability you created.
    2. Open up the the "Command Card +" field.
    3. Select an empty location in the command card and click the green "+x".
    4. Select a button you wish to show up in the command card for your ability.
    5. Change "Command Type" to "Ability Command".
    6. Change "Ability" to the ability you created.

    Now when you start up the game the ability should be available on your unit.

    Posted in: Miscellaneous Development
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    posted a message on Required for a building

    Without looking at it it would be very difficult to determine what the problem is, since it doesn't seem to be the obvious solution.

    Posted in: Miscellaneous Development
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    posted a message on Add XP via trigger

    It doesn't look like you can order unit to use a custom ability through the GUI atm. Another potential way is create a Behavior of type "Buff". Change its duration to something small, say 0.1 seconds. In the "Expire Effect" set it to the effect you created earlier. Then in your trigger use "Add Behavior" to apply the new behavior. I am not sure I like this solution, its feels wrong to me, but it will probably do what you want until something better can be found.

    Posted in: Miscellaneous Development
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