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    posted a message on Adding Ability Charges Via Trigger

    @Kueken531: Go

    Ok, so that did work (though I could've sworn I tried that!). But now the problem is that it completely recharges the ability instead of adding 1 charge. Any ideas?

    Posted in: Triggers
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    posted a message on Adding Ability Charges Via Trigger

    Ok, so I am trying to add charges to an ability via a trigger. I have looked at other posts and in other forums and found the general method (i think).

    What I have is this:

    A shop where you can buy grenades that are used by an ability. The shop has it's own ability called "Buy Grenade". It is basically a dummy ability that I use for the trigger. Every time the "Buy Grenade" ability is used, I want it to add a charge to the "Toss Grenade (Hero)" ability that is on my Raynor. Of course, the end result of this trigger should work for all players, but right now I am trying to make it work for an individual unit, just to debug it. My trigger so far is this:

    Event Unit - Pawn Shop [148.50, 84.50] uses Buy Grenade at Generic1 - Any stage (Ignore shared abilities)

    Action Unit - Add -1.0 charges used for charge "TossGrenadeHero" on ability Raynor - Toss Grenade (Hero) on unit Jim Raynor (Hero) [151.00, 82.17]

    Now it isn't working. I know the Event works because I added a move command under the action to test it, and that worked. So something is wrong with the Action. Even if I try to take charges away by making the value 1.0 (instead of negative), it doesn't work. The ability Raynor-Toss Grenade (Hero) was linked in through the pull down menu. I only have one Jim Raynor (Hero) on the map. So it must be something with the "used for charge...." I'm not even sure what exactly I am supposed to put in that category, as it requires a text string as input. The charge link in the ability was set to "Abil/id" and in the map, it changes that to "Abil/TossGrenadeHero". I tried putting all of those for the input, and none of them worked.

    Any thoughts?

    Posted in: Triggers
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    posted a message on Validate Attribute Level

    I was wondering if it is possible to validate the level of an attribute. I have an attribute called "Accuracy" that increases with the hero's level. Is there any way to use a validator to see if the level of the attribute is within a specified range? Also, the hero can also add attributes via a skill, so I can't just validate the hero's level.

    Posted in: Data
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    posted a message on [Solved] Gradually changing unit height

    So I figured it out. I just had to reverse the Start/Stop times. If I put Start = 0 and Stop = 10, then it jumps to the height at 0. However, i fI put Start = 10 and Stop = 0, it makes the unit go to the height over a period of 10 seconds. Interesting, but it works. However, once the 10 seconds is up, the unit jumps back down to normal height....not a problem for me though.

    Posted in: Data
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    posted a message on [Solved] Gradually changing unit height

    Ok, so you know how with the merc air drop, the unit is set at an initial height and is given 3 seconds to come down from that height. Well, I am trying to reverse that. I have a unit at normal height and want it to gradually fly up to a certain height. I have been trying to use the bevavior buff and setting the height to what I want and giving it a time of 5 seconds. However, the unit simply jumps up to the desired height instantly and then gradually comes back down. Definitely not what I want. How can I make my unit gradually increase height?

    Posted in: Data
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    posted a message on [Help] Move order with persistent offset

    So I have made a sort of evacuate ability that calls in a dropship that picks the unit up and drops it off at the target location. However, once the unit is dropped off, I want the dropshit to move away from unit. Right now I issue orders using behaviors which, when they are removed, cause an effect. Everything works except for the last part (the dropship moving away from the dropped off unit). I have it set so that a behavior is removed when the dropship drops off the unit. I have the final effect for that behavior as a create persistent effect. The persistent effect has 1 period and 1 effect, with an offset of x=5,y=5. The periodic effect is my move order. However, I can't get the order to actually issue. The dropship just sits there. I tested out an apply behavior effect as the periodic effect to see if I had the unit right. Right now, I am specifying hte unit that gets issued the order as the "Source" of the "Create Persistent" effect. This worked with the apply behavior, so I assume it should work for the move order. I set the "Target" of the move order to "Target Point", hoping that it would take the offset designated by the persistent effect. The persistent effect has a "Location = Target Point" , "Location Offset - End = Target Point" and "Location Offset - Start = Target Point". I'm not completely sure if these are right, as I'm not completely sure what Point these are actually refering to. If anyone can explain that as well, it owuld be much appreciated. Does anyone have any idea of what I'm doing wrong?

    Also, can someone please explain to me the difference between "Source" and "Caster" when referring to an effect.

    Thanks

    Posted in: Data
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    posted a message on [HELP] Hero Leveling with new patch

    Ummm....so my game just updated to the new patch ((I believe 1.2) and now none of my heroes gain any experience. They can kill loads of units and still just stay at Lvl 0. I checked to make sure that the kill experience is still set on the units, and that the level up behavior is still there. I'm not sure what happened. I didn't change anything. Game updated and boom, heroes don't level. Anybody get this yet?

    Posted in: Data
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    posted a message on [SOLVED] Unit Compare Cargo

    So I apply a behavior to a dropship using an apply behavior effect, and I want this behavior to be removed as soon as a single unit is loaded into the dropship. I have tried using a Unit Compare Cargo behavior, setting the foloowing terms: Compare: Greater than or equal to; Count: 1 ; Type : Used; Unit: Source.

    I have also tried changing the Unit to each different option, and still no luck. The behavior is removed immediately every time. Any one know my problem?

    Posted in: Data
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    posted a message on [Ability/Weapon] Manual weapon switch?

    TheAlmaity suggested what I believe to be the best solution. I too had a problem with disabling a weapon that was already on the unit (i.e in the "combat" portion of the unit). Thus, I made a behavior for each weapon which enables a certain weapon when the behavior is equipped (Behaviors - Weapon tab).

    Now, to disable the previous behavior (after you have pressed the button to equip a certain weapon), I am not entirely sure. Validators may work, but it will be interesting because your behaviors should never time out, and which validator would take precedent over the other may be tricky.

    A quick thought was to have each of your buttons be an ability that activated a unique "Set" Effect. Under each Set effect, have 2 unique "Apply Behavior" Effects. One will be a dummy behavior that times out after 1 second. The other will be the actual apply behavior that activates your weapon. The dummy behavior would be to use in Validators. Say you had 3 different weapons. Well, you would have 3 different dummy behaviors and 3 different validators. Weapon 1 Behavior would have the validator that if Dummy Behavior 2 or Dummy Behavior 3 was on the unit, you would remove Weapon 1 Behavior. Weapon 2 Behavior would have the validator that if Dummy Behavior 1 or Dummy Behavior 3 was on the unit, you would remove Weapon 2 Behavior. And so on. This could be a more difficult way of doing it.

    You might be able to make a validator that said "If effect Apply Behavior is cast at unit, return true" and use something like that. I'm not great with validators, but they are fairly simple to figure out if you know what you want.

    Posted in: Data
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    posted a message on Timed Life Behavior Countdown

    Ok...if someone can take a look at the map and see what is going on, that would be great. I have uploaded a test map and the mod file. Everything is done via the mod file, so look in there to find the data.

    The time bars on Raynor's Defense Grid turrets (Defense Grid Ability) don't work correctly. The timer itself works fine, but the UI timer bar that it displays starts at 90 seconds.

    Also, as I posted in another thread, for some reason, the MercGroundDrop effect won't work on that particular ability. So I changed it to the Calldown Mule effect and it works perfect. So its just the simple spawn effect that won't work. The merc ground drop effect works perfectly on the "Summon Raynor's Raiders" Ability. So I have no clue what is going on.

    Take a look at the other heroes and abilities as well as the items that are bought via the pawn shop. Let me know if there are bugs or any suggestions. I know there is no balance yet and all of the abilities have silly costs and coooldowns. In addition, I am still trying to come up with an actual map idea to use all these folks in. I would like it to be a Co-Op map where everyone works together, but also want it to be different from all of the other "fight waves of zerg" maps.

    Posted in: Data
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    posted a message on Timed Life Behavior Countdown

    No, I am using a custom auto turret. I don't apply the timed life via the Set effect at creation. I simply gave the timed life behavior to the unit in its behavior section. So it is a behavior the turret starts out with.

    Posted in: Data
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    posted a message on Effect that orders unit to Move towards its facing angle

    So since I am not taking the time to go through the map that Kueken posted, I can't be sure. He definitely uses a target point to turn the unit. But does he use a target point to tell it which direction to move or does he use some other effect that simply says "move forward" ? If the latter is the case, then you don't need a target point. I feel like he wouldn't need to rotate the unit first if he was using a target point to move it.

    Posted in: Data
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    posted a message on Effect that orders unit to Move towards its facing angle

    Quote from Kueken:

    "I used an effect called Create Unit Set. It contains the MercAirDrop effect from the campaign (which causes the banshee to drop from space like the mercenary banshees in the campaign) and the IssueTurnOrder Effect, which causes the banshees to turn to the target point. Then I added an expire effect to the final behavior of the MercAirDrop (called MercAirDropC), which issues an order in the direction the banshee is looking (thats why I turn the banshee in the correct direction first), using a persistent effect with an offset."

    He says that it issues an order in the direction that the banshee is looking. You will have to check it out but it sounds like it could be of use.

    Posted in: Data
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    posted a message on Effect that orders unit to Move towards its facing angle

    Although I don't know the answer, check out the Data Editor Challenges. A number of the aerial support ones spawn a unit, rotate it, and make it move a distance forward. Most people upload their maps so you can check out exactly what they did.

    I also forget exactly which challenge it is, but it should be stickied at the top of the page and it was the one that involved aerial support (bombing runs and stuff).

    Posted in: Data
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    posted a message on Must target a unit

    I believe that this is controlled by the Effect that your ability uses. Find your Effect and go to the Targets tab. Find the "Target Location Type" and change it to Unit. Then, go back to your Ability and go to the Ability tab. Scroll down until you find Target Filters. Add a new object and select the type of units you would like to be targetable. Anything you don't want to be targetable, either uncheck (in the case of the players) or change to excluded.

    Posted in: Data
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