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    posted a message on Need help on complex ability involving Transport

    How do you make sure the Tunnel knows where to teleport the unit?

    Posted in: Data
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    posted a message on Need help on complex ability involving Transport

    Oh ok I didn't understood about the Battery ability... I was messing things up :o

     

    Thank you very much I will try to find a way out with (this for the moment).

    Posted in: Data
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    posted a message on Need help on complex ability involving Transport

    I just tested to copy the Battery's behavior but it is actually an auto-cast, whatever the unit did before (right click or not)

     

    Did I missed something?

     

    EDIT: Nevermind, the Battery ability doesn't work like I thought (even with the auto cast disabled)

    Posted in: Data
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    posted a message on Need help on complex ability involving Transport

    Thank you for your response.

     

    I didn't understand the first part with the Location Range validator and the Buff, what is that for?

     

    Oh yea right I forgot about that Battery, I was thinking about it but I didn't remembered it had one ability like this.

     

    As for the Create Unit on Impact, I tried everywhere: Source/Caster/Target/Outer - Point/Unit, every combination...

    The effect does not trigger at all. I used a trigger that print the name of an effect that has been triggered, and it was never displayed.


    As I said, my Create Unit was in a Set Effect along with a Remove Behavior. Both the Set and the Remove Behavior triggered. Not the Create Unit...

     

    Thanks a lot for your help, I will dig into this!

    Posted in: Data
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    posted a message on Need help on complex ability involving Transport

    Hello everyone,

     

    I'm trying to make one of the most complex spell I've ever tried to do.

    It does not appear too complex on the first sight, but it is because of some missing things in the Editor.

     

    So here we go, the ability I'm trying to do is similar to League of Legends' Reksai E ability with a little twist

    For those who don't know, here is the description:

    - The ability is a ranged ability with a target (point/terrain).

    - The caster choose a point, and when the caster comes at range, the spells start.

    - First thing, if the unit is not borrow, then burrow it. Continue the spell

    - Create a Tunnel Entrance at the current position of the caster

    - Launch the caster (like a dash) to the target point

    - Create a Tunnel Exit at the destination point when the caster arrives

    - Unborrow the caster

     

    Notes:

    - I use the infestor as the caster

    - Both Tunnel Entrance and Exit are linked together (and only together, not like Nydus Canal)

    - Any friendly unit that enters any side of the tunnel exits at the other side, automatically (without having to unload it manually)

     

    So there are a lot of pretty easy stuff there, like creating the tunnels, launching the infestor, and some stuff I didn't tested but I think I can manage like ordering to burrow/unborrow.

     

    I would like some advices in order to create the perfect transport ability:

    - I need to be able to "customize" the effect of the transportation, for example the unit that enters can do an animation and be launched from one tunnel to another like a dash or something.

    - I need to know if it's possible to use the Transport ability without having to link all Transports together on the map, and if it's possible, link to only the 2 instances when I create them.

     

    If nothing is possible, I have a backup plan which involve automatic cast on response:

    Is there a way to execute an ability targetting an unit that has been ordered "right click" to the caster?

    Like for example, I select my unit, I do right click on a Tunnel, and I want that Tunnel to cast an ability to that unit. Without triggers if possible, else, I will use it.

     

    Any help would be appreciated, thank you very much in advance!

     

    Little thing, I had an issue with my Dash effect (I use Launch Missile) when I put "Create Unit" effect in the "Launch Effect" it works perfectly, but I couldn't do the same thing for the "Finish" or "Impact" Effect... I've tried almost everything, I was using a Set effect in between because I need to do 2 effects. I managed to fix the issue by putting the Create Unit at the end of a behavior that I was using.

    Posted in: Data
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    posted a message on Remove VoidCampaign Data over Multiplayer Units

    Thanks for the reply.

     

    But if I do this, will the units be able to be changed by the VoidMulti data? Like all the values coming from new patches?

    Posted in: Data
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    posted a message on Remove VoidCampaign Data over Multiplayer Units

    Hello,

     

    I would like to know if it's possible to remove VoidCampaign dependency data from the standard melee units.

    I need to access VoidCampaign dependency for models, or campaign units. The thing is, that if I add this dependency, the probe can build campaign buildings like Shield Battery and stuff I don't want. I just want the standard multiplayer Probe (and all other units/buildings) plus all the other campaign units.

     

    Do anyone know how to do that?

     

    Thanks in advance!

    Posted in: Data
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    posted a message on Buttons' Tooltip Formula Format

    Hello,

    I would like to know if there is a list or a tutorial on how to use the formula in the button tooltip, like hidden operations that needs special format in order to work.

    To clarify, I just want to use Powers in the tooltip. The only thing I know is that we can use the standard operations + - * / but not powers (I tested with ^ doesnt work)

    Is there something I should be aware of about all of this?

    Posted in: Data
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    posted a message on Help - Resetting mineral chunk's value to 100% with a trigger?

    Ok I think I found the problem. The filter I used was wrong, you must use "Resource (harvestable)" and "Resource (Raw)" separatly. However if you want to use only one loop, you can do like this:

    http://i.imgur.com/zUxc0ia.png

    I have tested it and it worked.

    Posted in: Triggers
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    posted a message on Help - Resetting mineral chunk's value to 100% with a trigger?

    Hm strange...

    Go on, send me the file i'll take a look

    Posted in: Triggers
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    posted a message on How to detect when a unit has been created?

    You can select the Barracks in the condition when the left value is a "Unit Type" function (or value) then you can put any values on the right (including every units in the game)

    Oh yea I forgot that part, you can use the "Remove Unit" function or "Kill Unit" function to remove/kill units. The main difference is that removing will just make the unit disappear like it never existed, and the "Kill Unit" function will kill the unit just as if it was killed by another unit.

    You can use variables dimensions for multiple switches for multiple player. Dimension is an array type variable. So for example, without dimensions the variable would be:

    Switch = True

    With dimensions you can do something like:

    Switch[3] = True

    Then instead of :

    If Player = Player 1
        Switch1 = True
    If Player = Player 2
        Switch2 = True
    If Player = Player 3
        Switch3 = True
    

    You can write:

    Switch[Player] = True
    

    Because "Player" values in the Galaxy Editors are Integers

    Posted in: Triggers
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    posted a message on Help - Resetting mineral chunk's value to 100% with a trigger?

    I'll try to see why it doesn't work later, in the meantime you can use another method, a bit brutal but it should work, it is just remove the unit, and create the same unit at the same place or you can also use the "Replace Unit" function I believe

    Posted in: Triggers
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    posted a message on How to detect when a unit has been created?

    You can use the "Unit Training Progress" event.

    As for your toggle/switch, yes I believe what you want is Variables. You can use "Boolean" variables which can have only two values: True or False. So you can just set your variable to True when the special unit has been created, and then check if your other conditions are fulfilled, in order to activate a Trigger that would spawn your unit at a constant interval.

    Here's an example of what I understood about what you want to do: http://i.imgur.com/kHmhB9W.png

    Hope it helps

    Posted in: Triggers
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    posted a message on Help - Resetting mineral chunk's value to 100% with a trigger?

    I believe you can loop on all resources on the map, and set their resources equals to their original maximum resource. Here's how I would do it: http://i.imgur.com/RI0Lojl.png

    I did not test this but it should work :p

    For your second question, there is a flag to turn on, on the resource behavior, just like the vespene geyser: http://i.imgur.com/JrQ32Z8.png

    Posted in: Triggers
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    posted a message on Ignore player buildings in native pathfinding

    Hello everyone,

    With my other thread being unresponded, I am trying to do other stuff regarding my pathing issue.

    I have tried dozen of things in order to counter the issue with StarCraft 2 pathfinding, without any success. The thing I am trying to do is simple. When using the "AI Pathing Cost Unit", you can decide if you're including or excluding enemy structures. The main idea is pretty much what I want, but for the real pathfinding when moving units.

    On the following image you can see the native pathfinding (Red Line) and the pathfinding that I want to get (Green Line). The Green Line COST can be obtained using the "AI Pathing Cost Unit" with the "Ignore enemy buildings" flag

    Now what I want is basically the Green Line WAYPOINTS, the complete path that is obviously calculated when using the Pathing Cost function (I guess) so my zergs won't act as stupid when ordering them to attack towards the probe.

    Image 1

    Thanks for the help

    Posted in: Triggers
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