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    posted a message on Ability won't work when cast from building

    So I have an ability called "TakeEnergy", which is self-explanitory. It takes 10 energy from the target and transfers it to the caster. (Actually, it costs -10 energy to cast, and drains 10 energy from the target). Anyways, when I cast it from a unit, it works perfectly fine, but when I cast it from a building, it just sits there with the button lit up, as if its trying to cast, but doesn't actually do anything. Can anyone explain to me why the building can't use the ability?

    Map Attached. The zealot and the pylon have the ability, use it on the high templar.

    Thanks! KrayzBlu

    Posted in: Data
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    posted a message on Complex Auto-Cast Select Target Ability
    On further contemplation, the only time I've seen an ability button light up like that before and not activate is when the caster is travelling to the cast destination. Does anyone know what the "Follow Range" number does in the Ability's Stat's tab?
    Posted in: Data
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    posted a message on Complex Auto-Cast Select Target Ability
    @KrayzBlu: Okay, so after trying the medivac ability, and seeing how hopelessly complicated it was, I decided to go with the good old "Medic - Heal" ability - which was one ability, one validator, and one effect. I pretty much copied the ability and the validator, keeping the same effect as I had before (because it worked).
    However, now when I try to active the ability, the button lights up as if it's being activated..... and doesn't actually do anything. It just stays lit up, apparently without calling the effect. I've turned off every "channel" checkbox I could find, but still no luck. Does anyone know what I might be missing?
    Thanks!
    Posted in: Data
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    posted a message on Complex Auto-Cast Select Target Ability
    @BumpInTheNight: Hey, good idea, thanks! I'll look into that. @coronbale: I'd prefer to avoid triggers if possible, but thanks for posting!
    Posted in: Data
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    posted a message on Complex Auto-Cast Select Target Ability
    @KrayzBlu: On further contemplation, it can't be the validator since I can run the ability manually. The 'Other Unit' or the 'Unit' values that I mentioned in my first post are part of the Ability's setting.
    Posted in: Data
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    posted a message on Complex Auto-Cast Select Target Ability
    @BumpInTheNight: I'm not even sure if I need a validator, it just seemed to be the "thing to do". Do you know of any examples? Because I couldn't think of any... Thanks
    Posted in: Data
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    posted a message on Complex Auto-Cast Select Target Ability
    So I'm trying to make a rather complex (or so I think :p) ability. The basic idea is that the unit with the ability searches in a radius around it, but only inside an angle depending on its attribute points (don't ask). Whichever unit inside that wedge has the largest amount of energy, the ability is cast on.
    So far, I've gotten the ability to be auto-cast type, and I can control it manually. However:
    - I can't get it to auto-cast, even just letting it target any unit in range. I think it's my validator, but I've had no success playing around with it. I'm not sure what the 'Other Unit' or the 'Unit' values need to be set to (Caster, Target, etc.). I think I've tried every combination, without no luck.
    - I don't know how to implement a feature that would let me search for the unit with the highest energy. I think it involves a "search" ability, but after looking at it I feel quite lost.
    - I REALLY don't know how to make the search angle depend on unit attribute points.
    Any help? Thanks!
    Posted in: Data
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    posted a message on Hide units from any players (includeing allies)?

    Is there any way to hide a unit from a preselect number of players, even if they are allies with the owner of the unit?

    Posted in: Data
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    posted a message on Is possible to give additional skill points to a hero?

    The way I'd do it is to create a behavior (buff) that adds certain attributes. When the unit reaches level 10, the trigger applies the buff to the hero. You can hide the buff by selecting the "hidden" in Stats - Flags.

    Posted in: Data
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    posted a message on Small Guy, Big (Camera) Problem

    @Anthius: Go

    I tried setting height offset values from -1 to -1000. None of them made any difference :(

    Posted in: Triggers
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    posted a message on Creating Unit Attributes Without Using Behaviors

    @Kafoso: Go

    The buffs was where I gave up. From my understanding, applying a buff repeatedly does nothing, only the first time. I tried using the Add 1 (Buff) to (unit) trigger, but it only applied once, no matter how many times I activated it. Do the buffs have to have a certain setting to allow them to stack?

    Posted in: Miscellaneous Development
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    posted a message on Creating Unit Attributes Without Using Behaviors

    I'm trying to create some custom unit attributes (for a large number of units), but I need to be able to modify them. Using behaviors has really gotten me nowhere as you can't seem to modify their values on the fly without massive amounts of pre-set values. Is there any way to create attributes (just a set of numbers on each unit) without using behaviors?

    Posted in: Miscellaneous Development
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    posted a message on UI - Hero Attributes Text

    Actually, getting even more general, is there any way to edit any of the bottom portion of the game's UI. Like getting rid of the unit wireframe image altogether?

    Posted in: Data
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    posted a message on How to set starting attribute points?
    Quote from Kafoso: Go

    Anywho, iirc the stats are added through an Effect. You can simply apply the effect to the unit(s) you desire via triggers through the "Environment - Add # Effect..." (can't remember the exact syntax, don't have the editor her).

    Oh, okay thanks. Is there any advantage to using a buff then? And for future reference, how do you hide buffs from the list?

    Posted in: Miscellaneous Development
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