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    posted a message on Deleting terran drop pods?

    Gonna bump this one last time, the solution is still eluding me!!

    Posted in: Miscellaneous Development
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    posted a message on Creating level requirements for ability tiers

    @DrSuperEvil: Go

    Yes, I have the requirement functioning the way I want to now, I'm just trying to get the tooltip for it to display what I want to.

    Posted in: Data
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    posted a message on Creating level requirements for ability tiers

    @DrSuperEvil: Go

    The video didn't answer my question unfortunately, but I think I'm just gonna go with a single requirement for each ability using the formula. Now the only thing I'm wondering is how can I get my tooltip to reference the Ability Level?

    I know it's something along the lines of <d ref="Ability,MyAbility,Level"/> but I'm not sure what that last value should be, does anyone know the field name for an ability's currently learned level?

    Posted in: Data
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    posted a message on Creating level requirements for ability tiers

    So I have four abilities that can be leveled up to 4, but I would like to do them in a similar style to warcraft with the following restrictions:

    • Level 1 Ability - No Requirment
    • Level 2 Ability - Requires Hero Level 4
    • Level 3 Ability - Requires Hero Level 6
    • Level 4 Ability - Requires Hero Level 8

    I've seen in my Learn ability that I can place a Requirement on each ability that you can learn, but as far as I can tell, it's only one per ability, not on per ability level .

    I imagine I could use some formula to make one requirement work for each ability tier, but I'd really prefer to make 3 separate ones if it's possible to work that way. I could actually create clean tooltips for them that way, and also if any special cases come up down the road, it will be much easier for me to work around this.

    Also, when I'm referencing the ability level in my requirement, does anyone know if the first learned level counts as 0 or 1?

    Thanks,

    Posted in: Data
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    posted a message on Trouble with creating a levelable Guardian Shield ability

    @ckSynergy: Go

    I don't think it's the switch, on the account of I'm not even using the switch for the duration anymore. I initially set it up the way you described, using the switch for all 4 levels of the Effect field of my ability.

    After looking at some other tutorials though, I realized I should just be able to list this in the four levels of the Effect field for my ability:

    • Guardian Shield (Apply Persistant) 1
    • Guardian Shield (Apply Persistant) 1
    • Guardian Shield (Apply Persistant) 2
    • Guardian Shield (Apply Persistant) 3

    I was getting the double-animation issue using both methods, and the buff duration still works properly without bothering with the switch in this case.

    Posted in: Data
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    posted a message on Trouble with creating a levelable Guardian Shield ability

    @ckSynergy: Go

    Had time to do a little bit of testing on this, with the subsequent Apply Persistent effects, it definitely looks like it's playing the animation a second time right as the first one is supposed to die. I'm not sure why this is happening, could it be queueing up multiple create events for some reason? (if that's even possible)

    I tried deleting and re-duplicating my Apply Persistent effects as well, just to make sure I didn't change any other values that I'd forgotten about, and I can definitely confirm that the only values changed is the Period Count from 30 to 35 and 40 respectively.

    The real kicker is why does the default one work, but I'm getting multiple animations off my subsequent levels of this...

    Posted in: Data
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    posted a message on Trouble with creating a levelable Guardian Shield ability

    Thank you so much JPNyt! Your post almost completely solved my issues. The buff values are working properly now, and the shield model is appearing for all levels at increased amounts of time per level.

    The only issue remaining is this:

    For my (Create Persistent) effects for my ability, I'm using the default one (with a Period Count of 30 and Period Duration of 0.5) and two other effects I duplicated with values of 35/0.5 and 40/0.5 respectively. The levels of my ability that are using the default Create Persistent Effect work great, but the ones using my duplciated effects are having the model stay up for exactly twice as long as the buff duration.

    It's definitely using my duplicated effects, as the times are different, but I'm not sure why the model is staying up for twice as long when it works fine on the default effect. Does this have something to do with the period values? Or maybe just the events I added to the actor?

    Posted in: Data
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    posted a message on Trouble with creating a levelable Guardian Shield ability

    @sethmachine: Go

    I'm not sure I quite understand, I see that the Guardian Shield actor has create/destroy events associated with it, but where are they being sent from? Are these events being sent from somewhere within the ability's effects? Because that could explain why it's not getting them with my duplicates.

    Posted in: Data
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    posted a message on Trouble with creating a levelable Guardian Shield ability

    So as the title says, I am attempting to create a Guardian Shield ability something along the lines of this:

    • Level 1 - Reduce ranged damage by 1, duration of 15.0 seconds
    • Level 2 - Reduce ranged damage by 2, duration of 15.0 seconds
    • Level 3 - Reduce ranged damage by 2, duration of 17.5 seconds
    • Level 4 - Reduce ranged damage by 3, duration of 20.0 seconds

    So far I've been able to succeed with getting the duration of the various levels to work by making multiple Guardian Shield (Create Persistent) effects and putting them into the Effect field of my ability.

    One of the problems I'm having though, is getting the shield model to exist for the correct amounts of time on my subsequent levels, it does not seem to appear at all on my other levels (though the buff still exists for the correct amount of time) I'm not sure where I can adjust this.

    The other problem I'm having is with the buff value itself (I'm testing it with +100/200/300HP for now). I know the combat values for the buff are in the Sentry - Psionic Shield behaviours, so I made duplicates of it and assigned them to duplicates of the Guardian Shield (Apply Behaviour) effect.

    The original Apply Behaviour effect was being referenced in the Guardian Shield (Search Area) Effect, so I ended up throwing my duplicate behaviour effects in there too (in the Areas field), I thought it would behave similarly to the Effect field of my ability, but that does not appear to be the case. Does anyone know how to get this behaviour levelling properly?

    Posted in: Data
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    posted a message on Having the first level of an ability initially learned

    @Khalanil1: Go

    Aha, that worked! I looked at it before, but got thrown off when I wasn't seeing my particular command card abilities for the 'Learn' command. Turns out I was just blind. At any rate, thanks a lot!

    Posted in: Miscellaneous Development
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    posted a message on (Solved) Starting with level 1 abilities learned

    @Taintedwisp: Go

    I think you're right, but I can't for the life of me find where it is!

    EDIT: Nevermind, I got it figured out now, ended up using a trigger to manually use the learn ability at game init.

    Posted in: Data
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    posted a message on Having the first level of an ability initially learned

    @Khalanil1: Go

    Enable/Disable, Show/Hide and Add Level to Ability all only work once I've learned the initial level of that ability :(

    What I want is for the first level of the ability to already be learned when I start the map up. It may be a value in one of the fields of my 'Learn' ability, but I didn't see anything obvious when I was looking.

    Posted in: Miscellaneous Development
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    posted a message on Having the first level of an ability initially learned

    @DrSuperEvil: Go

    I don't think so, I can issue an order to a unit to use the 'Learn' ability, but past that I can't tell anything what they're supposed to be learning..

    Posted in: Miscellaneous Development
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    posted a message on (Solved) Starting with level 1 abilities learned

    @Spoolofwhool: Go

    I've tried that trigger too, but it only works if I use after my hero has learned the first level of the ability, so it won't be able to help me in this case.

    Posted in: Data
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    posted a message on (Solved) Starting with level 1 abilities learned

    @Bilxor: Go

    I don't want to hide the ability, I want my hero to start with all of her abilities already learned at level 1.

    I tried these triggers (ran at game init) to no avail:

    Unit - Enable the Infestor - Fungal Growth ability for Kerrigan (Char) [14.23, 13.84] Unit - Show the Infestor - Fungal Growth ability for Kerrigan (Char) [14.23, 13.84]

    It still doesn't appear on my hero until I learn it with one of my ability points.

    Posted in: Data
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