Sorry for double posting. The charge buff applies to the caster but for some reason it is immediately removed. There is a split second where the buff icon shows up and then disappears. I have removed all validators. What could be causing this?
Yeah, I tried converting the zealot - charge to a targetted effect but it is not working at all. Can someone explain that in detail? When i use the ability, my unit simply doesnt react at all.
Edit: I had the transient flag for the ability, unchecked it and now the ability does register, my unit attacks the target but like the previous post, he does not have the buff. Working on that now.
Targeting abilities have the cursor effect option which allows you to edit the model of the abilities AoE cursor. You can look at Sentry - Force field for example. I'm not exactly sure thats what you wanted though.
hmm.. Knockback library? I understand that the data editor includes an "apply force", but I'm not actually convinced (maybe from lack of experience) that it can achieve the same range of effects as a triggered system.
I'm not very good with actors yet, nor was I ever really good with working unit animations. My problem is that I have a behavior buff that applies to a unit and an actor model (buffcontinuous) that goes along with it. The model is "DefensiveMatrixModel" and it shows up fine when the behavior is applied and disappears when the buff wears off. The only problem is that when it wears off, it instantly disappears. I need pointers on how to make it look smoother. Right now my actor events are pretty simple.
E: Behavior.Coagulation.On
A: Create
E: Behavior.Coagulation.Off
A: Destroy
E: Actor Creation
A: AnimBracketStart BSD Birth Stand Death
What he is doing is fine, timers are fun to use. Now that you have the timer set, you need to create ANOTHER trigger. In this new trigger, make the event: "Timer" expires (set "Timer" to the name of your timer.). Then just set the victory actions and what not.
Cinematic mode also disables clicking with the mouse. You can Hide mouse cursor outside of it, but players can still click and drag when the cursor is hidden.
I've been looking and testing a few off the list, but I can't seem to find a validator that checks if the target has a certain behavior buff. is there a validator for this?
Im trying to keep it so he is flagged as invulnerable for the sake of the way some of my triggers work. If it can't be done, I guess I'll make a behavior that reduces damage or something like that.
I have a unit that is set to invulnerable, however, I'm curious if it is possible to make other units attack him even though he won't take damage. I need him to have the invulnerable state. I tried changing some of the target filters, Invulnerable is allowed in the weapon, attack effect filters, but units will not attack him. Anyone get this to work?
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Can someone make a tutorial on how to make on-hit/orb (wc3) abilities, with autocast support?
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I'm hoping this hits US soon, The Thing was probably one of the most rememberable maps of SC1.
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Did you put the dependencies in the right order?
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Sorry for double posting. The charge buff applies to the caster but for some reason it is immediately removed. There is a split second where the buff icon shows up and then disappears. I have removed all validators. What could be causing this?
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Yeah, I tried converting the zealot - charge to a targetted effect but it is not working at all. Can someone explain that in detail? When i use the ability, my unit simply doesnt react at all.
Edit: I had the transient flag for the ability, unchecked it and now the ability does register, my unit attacks the target but like the previous post, he does not have the buff. Working on that now.
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Targeting abilities have the cursor effect option which allows you to edit the model of the abilities AoE cursor. You can look at Sentry - Force field for example. I'm not exactly sure thats what you wanted though.
0
hmm.. Knockback library? I understand that the data editor includes an "apply force", but I'm not actually convinced (maybe from lack of experience) that it can achieve the same range of effects as a triggered system.
0
I'm not very good with actors yet, nor was I ever really good with working unit animations. My problem is that I have a behavior buff that applies to a unit and an actor model (buffcontinuous) that goes along with it. The model is "DefensiveMatrixModel" and it shows up fine when the behavior is applied and disappears when the buff wears off. The only problem is that when it wears off, it instantly disappears. I need pointers on how to make it look smoother. Right now my actor events are pretty simple.
E: Behavior.Coagulation.On A: Create
E: Behavior.Coagulation.Off A: Destroy
E: Actor Creation A: AnimBracketStart BSD Birth Stand Death
E: Actor Orphan A: AnimBracketStop BSD
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What he is doing is fine, timers are fun to use. Now that you have the timer set, you need to create ANOTHER trigger. In this new trigger, make the event: "Timer" expires (set "Timer" to the name of your timer.). Then just set the victory actions and what not.
0
Cinematic mode also disables clicking with the mouse. You can Hide mouse cursor outside of it, but players can still click and drag when the cursor is hidden.
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Wow, yea that looks right. I had looked at it before, but hadn't scrolled down the half inch to the value field. TY
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I've been looking and testing a few off the list, but I can't seem to find a validator that checks if the target has a certain behavior buff. is there a validator for this?
0
Im trying to keep it so he is flagged as invulnerable for the sake of the way some of my triggers work. If it can't be done, I guess I'll make a behavior that reduces damage or something like that.
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depending how you want it to look/act, you can read a few tutorials on dialog boxes.
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I have a unit that is set to invulnerable, however, I'm curious if it is possible to make other units attack him even though he won't take damage. I need him to have the invulnerable state. I tried changing some of the target filters, Invulnerable is allowed in the weapon, attack effect filters, but units will not attack him. Anyone get this to work?