Bumb... Maybe i explained my problem poorly. So i have a Hero unit with an ability that if used it will take over the whole computer allied army and then load him into the command center.
This is how the ability is designed. Ability is Effect - target that is linked to and Effect Search which looks for all allied units, then the search runs a Set Effect which runs Effect Modify unit (to change team over to hero unit) then Effect Issue Order (to load Hero into the Command Center)
This works fine but every time you load into the command center all the SCV's (and other unit) lose the previous orders which is very annoying because you have to go and start making all the SCV's gather minerals and gas again. Buildings also lose their previous order as well like training unit or upgrades.
So i want to know is there a flag i can check off somewhere or is this just how the game is upon control change.
So here is the first issue I have an ability that uses modify unit to transfer all units to said player everything works fine. Only problem I'm having is that the SCV's stop building and mining. So my question is... is there a way to make units keep there existing orders from the previous player?
2nd Issue - is there a way to transfer the amount of resources collected from one player to another through data if not i can stick with triggers.
Hey so I change the art:missile to actor: chain lightning beam1 which is my simple beam actor but still having problems with it connecting. Seems like the art:missile doesn't really change anything with the actor because I have tried many different things to get it to work but nothing changed in game what so ever.
yup all three are the same. As far as the Art: Missile i guess i should have mention I'm using Prozaicmuze's method for chain lightning, by using behaviors so there is no missile involved with this.
Alright so here is the I have created a chain lightning ability everything works except on the third bounce the Beam actor doesn't connect between the second unit hit and the third unit hit. I have read every tutorial out there and searched for a while to see if anyone had the same problem but to no avail.
So here is what i have set up i have a generic attack actor with "Combat: Launch Attachment Query + Weapon 0:Center"
Event: Events +
Effect.Bogus.Start; At Caster|
Effect.Bogus.Start; At Caster|
Effect.ChainLightningDamage1Lev1.Start|
Create
all impact maps for sound are correct.
Art Beam is correct as well.
Next is the Simple Beam Actor.
Field Archon - Chain Lightning Beam 1
Hosting: Host Impact Site Ops + SOpTargetUnit (Unnamed):Disabled:Disabled
Event: Events +
AnimPlay Spell Stand 0 -1.000000 -1.000000 2.000000 AsDuration
AnimDone
AnimName Spell
Destroy
Effect.ChainLightningDamage1Lev1.Start
Create
So like i said Beam from caster links to target fine, then Beam from Target links to next target fine, but then next target the beam is doing that thing that beams like to do when you have done something wrong. They look like they are coming from the ground or something.
Anyone that can help i would appreciate it greatly.
As our team is growing more rapidly. I will be looking for any one with web design abilities to help create and maintain a website for our map as well as to help me with the PR.
Perfect Projekton I like the confidence. When you have time check the PM i sent you it will allow you to add me to skype from there we can chat some more. Looking forward to hopefully having you on the team.
Hey everyone just thought i would post again here. We would appreciate any help at all even a tester would be great send me a PM if you want to help test or help work on this project.
Here is a second Video Dev Log for mine and spoolofwhools map Dark System. I know the Video editing is that of a 4th grader, but I'm a mapmaker not and artistic video editor. :P enjoy!! (Video in the first post)
OK so what me and my teammate have done is made 4 different missiles (it is a 4 level ability) and gave them the different levels of the behavior that has the search effect on them. Giving them the units in that search area the slow behavior.
Hey, So here is the deal i have an ability that shoots a missile at the target point location. Now what i need is for the missile to create searches behind it. So missile launches straight in a line from caster unit to target point and every .1 seconds it creates a search field at the current missile point of about 1 radius created by a persistent that searches for units in that area and applies a buff that slows the unit down using timescale.
Only problem I'm having is that i cannot get the persistent to land the search where missile unit is at that time. I have used other target finds such as source unit in the launch of the missile (Effect: Missile Launch). Is this even possible to reference a missile during an ability to allow it to apply persistence and such.
I am using Unit type but when i put the validator in the search area it doesn't matter if if there is a barracks or not. The validator just gives me the error message that you set on the validator itself. (the one i used was unwarpable area)
0
Bumb... Maybe i explained my problem poorly. So i have a Hero unit with an ability that if used it will take over the whole computer allied army and then load him into the command center. This is how the ability is designed. Ability is Effect - target that is linked to and Effect Search which looks for all allied units, then the search runs a Set Effect which runs Effect Modify unit (to change team over to hero unit) then Effect Issue Order (to load Hero into the Command Center) This works fine but every time you load into the command center all the SCV's (and other unit) lose the previous orders which is very annoying because you have to go and start making all the SCV's gather minerals and gas again. Buildings also lose their previous order as well like training unit or upgrades. So i want to know is there a flag i can check off somewhere or is this just how the game is upon control change.
0
So here is the first issue I have an ability that uses modify unit to transfer all units to said player everything works fine. Only problem I'm having is that the SCV's stop building and mining. So my question is... is there a way to make units keep there existing orders from the previous player?
2nd Issue - is there a way to transfer the amount of resources collected from one player to another through data if not i can stick with triggers.
0
Hey so I change the art:missile to actor: chain lightning beam1 which is my simple beam actor but still having problems with it connecting. Seems like the art:missile doesn't really change anything with the actor because I have tried many different things to get it to work but nothing changed in game what so ever.
0
yup all three are the same. As far as the Art: Missile i guess i should have mention I'm using Prozaicmuze's method for chain lightning, by using behaviors so there is no missile involved with this.
0
Alright so here is the I have created a chain lightning ability everything works except on the third bounce the Beam actor doesn't connect between the second unit hit and the third unit hit. I have read every tutorial out there and searched for a while to see if anyone had the same problem but to no avail.
So here is what i have set up i have a generic attack actor with "Combat: Launch Attachment Query + Weapon 0:Center"
Event: Events +
Effect.Bogus.Start; At Caster|
Effect.Bogus.Start; At Caster|
Effect.ChainLightningDamage1Lev1.Start| Create
all impact maps for sound are correct.
Art Beam is correct as well.
Next is the Simple Beam Actor.
Field Archon - Chain Lightning Beam 1 Hosting: Host Impact Site Ops + SOpTargetUnit (Unnamed):Disabled:Disabled
Event: Events +
AnimPlay Spell Stand 0 -1.000000 -1.000000 2.000000 AsDuration
AnimDone AnimName Spell Destroy
Effect.ChainLightningDamage1Lev1.Start Create
So like i said Beam from caster links to target fine, then Beam from Target links to next target fine, but then next target the beam is doing that thing that beams like to do when you have done something wrong. They look like they are coming from the ground or something.
Anyone that can help i would appreciate it greatly.
0
As our team is growing more rapidly. I will be looking for any one with web design abilities to help create and maintain a website for our map as well as to help me with the PR.
0
Perfect Projekton I like the confidence. When you have time check the PM i sent you it will allow you to add me to skype from there we can chat some more. Looking forward to hopefully having you on the team.
0
Hey everyone just thought i would post again here. We would appreciate any help at all even a tester would be great send me a PM if you want to help test or help work on this project.
0
Here is a second Video Dev Log for mine and spoolofwhools map Dark System. I know the Video editing is that of a 4th grader, but I'm a mapmaker not and artistic video editor. :P enjoy!! (Video in the first post)
0
OK so what me and my teammate have done is made 4 different missiles (it is a 4 level ability) and gave them the different levels of the behavior that has the search effect on them. Giving them the units in that search area the slow behavior.
It works great thanks guys.
0
Awesome i cant believe i didn't think of just doing that. thanks Ill try it and let you know how it goes. should work in theory though.
0
Hey, So here is the deal i have an ability that shoots a missile at the target point location. Now what i need is for the missile to create searches behind it. So missile launches straight in a line from caster unit to target point and every .1 seconds it creates a search field at the current missile point of about 1 radius created by a persistent that searches for units in that area and applies a buff that slows the unit down using timescale.
Only problem I'm having is that i cannot get the persistent to land the search where missile unit is at that time. I have used other target finds such as source unit in the launch of the missile (Effect: Missile Launch). Is this even possible to reference a missile during an ability to allow it to apply persistence and such.
0
Ya i just figured that out last night. Thank you guys! Works great now.
0
I am using Unit type but when i put the validator in the search area it doesn't matter if if there is a barracks or not. The validator just gives me the error message that you set on the validator itself. (the one i used was unwarpable area)
0
there is no compare unit type validator unless im blind just Unit Type and that doesn't work.