Incase anyone wanted to know, my art field for the missle was set to the default that the editor gave it, no the actual missile. Correcting this field corrected the impact of the missile.
I made a auto turret that shoots a custom weapon, which is basically just a copy of the photon cannon. The impact effect hits the target as soon as the weapon fires, but the missile is still traveling. When the missle hits it does the damage but no effects, because the impact efffect has already played.
When the ability is used normally from the command card, it creates a cursor fine, but when the ability is used off an item (target) it does not create the splat zone.
I made a behavior that when it is removed, its supposed to create a persistent effect that creates a search, and in that search it should apply buff. Basically it's a poison gas cloud.
When the unit dies, it's supposed to create the cloud, and apply a buff to any units in it.
I've managed to make a similar ability where the unit dies , he explodes and damages everyone around him. The only difference is that this skill uses a search. The exploding skill just made a persistent effect, then a damage effect that had it's own built in search.
The poison gas behavior i'm makeing doesn't apply the buff.
Same problem. I also found that there are behaviors or effects associated with the ability that don't show up in the tree. I tried to remove the requirement but couldn't seem to find it either.
I want to make an ability that can only target biological units, for example, I don't want a tank takeing damage from small arms fire or similiar things that wouldn't normally hurt an armored unit.
Now I see all these validators, like unit must be ground, has hit points %, is not a specific unit, but I don't see anything for that classification. Perhaps I am missing something?
I don't think this is possible to do as of yet. The order you join the lobby is what player number you get so even if the second person to join the lobby goes to slot six, he will still be player 2 and start at position 2.
How do I set up the lobby so that if a player joins the 6th slot, he becomes player 6. Must I do this through triggers?
As of right now I tested the map with my friend. I was in the first slot, I moved him to team 2 and put him the 6th slot. When the game started we started next to each other, even though the spot for player 6 was supposed to be on the other side of the map.
Any ideas? I tried playing with the game varients but no luck
Well considering the Unit is dead .... It prolly doesnt have any buffs on it any more youd think.
This could be it. But it still works some times...
I tried the .1 wait, it doesn't change anything, still randomly works. The problem isn't the attacking, they still attack when they actually spawn, it's that they don't always spawn.
I may have to try a different route, unless anyone else has some ideas.
0
@HatTruck: Go
solved my own problem by finding another thread http://forums.sc2mapster.com/development/data/9685-damage-and-impact-issue/#p8
Incase anyone wanted to know, my art field for the missle was set to the default that the editor gave it, no the actual missile. Correcting this field corrected the impact of the missile.
0
I made a auto turret that shoots a custom weapon, which is basically just a copy of the photon cannon. The impact effect hits the target as soon as the weapon fires, but the missile is still traveling. When the missle hits it does the damage but no effects, because the impact efffect has already played.
any suggestions as to what field might be wrong?
0
Same problem in my map as well. I don't think there is a way to fix it, you just have to deal with it until blizzard patches.
0
@Zackreaver: Go
I'd also like to know, I see there is a method to allow something to stack, but couldn't find how to display it.
0
@Keyeszx: Go
I don't remember a Dr.Hanson unit the game...
Perhaps you are looking at the story mode model?
0
There is no msg type for item use, only ability.
When the ability is used normally from the command card, it creates a cursor fine, but when the ability is used off an item (target) it does not create the splat zone.
0
@HatTruck: Go
I am a retarded, I had the "appy effect" set to number of times to apply to "0"
0
I made a behavior that when it is removed, its supposed to create a persistent effect that creates a search, and in that search it should apply buff. Basically it's a poison gas cloud.
When the unit dies, it's supposed to create the cloud, and apply a buff to any units in it.
I've managed to make a similar ability where the unit dies , he explodes and damages everyone around him. The only difference is that this skill uses a search. The exploding skill just made a persistent effect, then a damage effect that had it's own built in search.
The poison gas behavior i'm makeing doesn't apply the buff.
any ideas?
0
Same problem. I also found that there are behaviors or effects associated with the ability that don't show up in the tree. I tried to remove the requirement but couldn't seem to find it either.
0
@DuckyTheDuck: Go
Did you find a solution for this yet?
I'm trying to figure this out too, can't get my items that do AOE abilities to show, I have to make this add charges to an the command card ability.
0
I want to make an ability that can only target biological units, for example, I don't want a tank takeing damage from small arms fire or similiar things that wouldn't normally hurt an armored unit.
Now I see all these validators, like unit must be ground, has hit points %, is not a specific unit, but I don't see anything for that classification. Perhaps I am missing something?
0
I don't think this is possible to do as of yet. The order you join the lobby is what player number you get so even if the second person to join the lobby goes to slot six, he will still be player 2 and start at position 2.
0
I have my start locations placed.
How do I set up the lobby so that if a player joins the 6th slot, he becomes player 6. Must I do this through triggers?
As of right now I tested the map with my friend. I was in the first slot, I moved him to team 2 and put him the 6th slot. When the game started we started next to each other, even though the spot for player 6 was supposed to be on the other side of the map.
Any ideas? I tried playing with the game varients but no luck
0
This could be it. But it still works some times...
I tried the .1 wait, it doesn't change anything, still randomly works. The problem isn't the attacking, they still attack when they actually spawn, it's that they don't always spawn.
I may have to try a different route, unless anyone else has some ideas.
0
Thanks, but that didn't work either :(
Blizzard is fucking me again!
I even tried moving the condition to the trigger instead of the if-then statement, but no dice.