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    posted a message on Different players construct same building?

    @mark8264: Go

    Yeah but if they aren't in range it should still run up and build.

    Posted in: Data
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    posted a message on [solved] Share tech requirements between allies?

    I want a tech requirement to be fulfillable by allied players of the player. So if my ally has X building, I can build anything that requires X building.

    Posted in: Data
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    posted a message on [Solved] Teleport to target unit, automatic behavior, using data editor

    @Kueken531: Go

    Well it is still not working and I can't figure out why.

    Here are 3 pictures:

    1 of the behavior 1 of the search area effect 1 of the teleport effect

    Posted in: Data
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    posted a message on (solved) Auto Turret custom construction process

    @Popobawa: Go

    Try making a Model that uses the assets\buildings\terran\terranbuild\terranbuild.m3 model, and make the actor use that for construction

    Posted in: Data
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    posted a message on [Solved] Teleport to target unit, automatic behavior, using data editor

    Ok, in my map, there is a passive behavior that units can gain. It is called "Redemption" and works as such:

    • If unit is below 40% hp, every 1 second the unit has a 35% chance to teleport to safety (to a Hive structure in this case)

    I thought I could figure it out but I've been unable to achieve it in the data editor, and I would prefer to not use triggers.

    One problem is that I do not quite understand the way targets are passed to different effects. I tried a behavior "Redemption" that has a periodic effect every 1 second. The periodic effect is a Search Area, and searches for a Hive within 500 range. I set "launch location effect" to a Teleport effect. On the "Redemption Teleport" effect (type Teleport), it has a .35 chance, 500 range and targets Target Unit.

    Anyway it doesn't work, the best it has done is just cancelled the unit's order queue (since the Teleport effect is flagged to clear it). So I know it's triggering, it just isn't automatically teleporting anywhere.

    Anyone know how to get it to target a hive and teleport the unit there?

    Posted in: Data
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    posted a message on Different players construct same building?

    Yesterday while toying around I discovered that if a worker is in the build process and the owner of the building changes via a trigger, the worker will continue building.

    Apparently a worker build ability only checks for ownership to start, but doesn't care about ownership once it has started.

    I attempted to exploit this and made a trigger (paraphrasing):

    Events
    • (Any unit) is issued order (move)
    Conditions
    • (Target of order) is (structure) owned by (ally of triggering player)
    • (Target of order) is (under construction)
    Actions
    • Change owner of (target of order) to (owner of triggering unit)

    Basically if they right click on the building, it gives them ownership.

    Pros:

    • This means a different player can "join in" on the construction since they will "own" the building when their worker starts, and the original builder's unit is still working on it even though it has changed ownership.

    Cons:

    • Basically the player has to click twice, once to "gain ownership" and once to "build".
    Troubleshooting
    • Would like to have it such that only a single click is required. Possible solutions?
    • Assuming a single click, if player A clicks from a far distance, they gain the structure. If player B then also clicks a worker on it, then B will gain ownership, so when Player A's unit arrives it will be unable to build since A no longer owns the structure. Possible solutions?

    Obviously the ultimate solution would be to simply have build abilities ignore ownership, so if anyone can figure that out that would be best I know I'm being persistent about this issue but I'd like to find a good solution so that A) The community can always know how to solve it if anyone else ever needs to know and B) I can finish a fun map for people to play on battle net!

    Thanks!

    Posted in: Data
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    posted a message on Behavior with less than 100% chance to cause effect

    @Kueken531: Go

    Damn I didn't even notice it. I could have sworn I searched for a chance field... ignore this then.

    Posted in: Data
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    posted a message on Behavior with less than 100% chance to cause effect

    I've got a behavior that has a period of 1, and has a periodic effect.

    The problem is I want the effect to have only a % chance of activating each period, rather than every time. I couldn't find a combo of validators or requirements to make this work. Anyone know a data-based solution?

    The specific behavior is that if a unit is below 40% health, then every 1 second it has a chance to be teleported somewhere safe.

    Posted in: Data
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    posted a message on Different players construct same building?

    @SouLCarveRR: Go

    I've not yet had the opportunity to attempt it, however I have thought of an obstacle.

    The marine team has a "commander" that places buildings around the map, and then the other players (marines) actually build them. So the owner of the building (commander) will not be present to build it, thus the progress bar will not be moving until a marine starts building it. Since the there is no progress to scale up, time scale would not help.

    However come to think of it I could probably just grant ownership of any uncompleted building to the first marine that tries to build it, and other marines can use the buff method on it, then give ownership back to the commander once it is complete.

    Posted in: Data
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    posted a message on [Solved] Units attacking the far edge of the actor instead of the unit.

    @fosere: Go

    I would look at simply using a unit with no actor for units to attack instead of the battleship, and just have the battleship be a model.

    Posted in: Miscellaneous Development
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    posted a message on [Public Alpha] Natural Selection (based on the Half Life mod)

    progress update!

    Here's a shot of things coming along!

    Some more shots on the project page.

    Posted in: Project Workplace
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    posted a message on Build ability button wont show

    @yukaboy: Go

    You need to switch to command card 2, place 1 button for each structure you want to build, and then make each button an Ability Command, choosing ability Build Defense Structure, and then the command = to the building that button should make.

    Posted in: Data
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    posted a message on Different players construct same building?

    @SouLCarveRR: Go

    That's actually a very good idea, I will try that out.

    I am trying to do it because that is how Natural Selection the game works. Each player on the marine team controls a single marine, and the marine "commander" can place unconstructed buildings, which individual marines can all help construct. It's a vital mechanic of the game.

    Posted in: Data
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    posted a message on Different players construct same building?

    @Selfcreation: Go

    I could not find anything name "interact" or "interactive" as a field in the ability or unit data objects, only the Interact behavior type that was mentioned. If you can show me where to find what you are referring to, that would be good.

    I have successfully allowed multiple builders using the campaign ability, like you mentioned, but only if the builders belong to the owner of the building.

    Posted in: Data
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