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    posted a message on [Data] Is it possible to make unit attack ground?

    @adovid: Go

    Quote from RileyStarcraft: Go

    Make a persistent ability that triggers the same effect as your unit's weapon, set the period to whatever the weapon's attack speed is and flag it as channeled, and the period count to -1, then make a new Effect - Target ability "Attack Ground."

    Then when you give the order to attack the ground the unit will channel the effect until you give it any other orders (which will automatically interrupt the channeling.)

    Posted in: Data
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    posted a message on (data) Auto cast help :(

    @Jones2412: Go

    I got it, inside the ability itself, change the arc to 360.

    Posted in: Data
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    posted a message on (data) Auto cast help :(

    @Reaperguyver: Go

    Lol, yeh I came to that assumption too, but I was trying to figure out how to make it be able to do it without needing to turn. Sorry I could only help with the first one. I'll continue to work on it if need be an I'll message you if I come up with something.

    Posted in: Data
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    posted a message on (data) Auto cast help :(

    @Reaperguyver: Go

    So you want a building to have the void bullets?

    Posted in: Data
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    posted a message on (data) Auto cast help :(

    @Jones2412: Go

    If you move both conditions under the AND, it will work for the most part. You need to change the values, right now, it will never do the buff because you have the statement generally speaking - If maximum shields == 100 AND maximum shields == 0.0, it will always return false, they are contradicting statements. So, it continuously does the other statement, which actually reduces maximum shields to 100 if your unit has more than that.

    Posted in: Data
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    posted a message on (data) Auto cast help :(

    @Reaperguyver: Go

    Hmm, I think I found the problem, in your triggers, you only have one condition under the AND for the "Shield me" both the restore and buff. I noticed, I've been changing shield stats for units, and they're always 100, even if they don't have shields originally. Your trigger is only recognizing one condition, and unfourtunately does both, setting shields to 100, both setting to max and fully restoring, but not units can have more than 100.

    Posted in: Data
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    posted a message on (data) Auto cast help :(

    @Reaperguyver: Go

    Whats the set up on your ability, could you post the map or a pick of the ability in the data editor?

    Posted in: Data
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    posted a message on [Data] Help with Raven Auto-turret like ability

    @Jones2412: Go

    The only problem, not really a big a problem, but something I'd like to fix, is that it works as a whole for the player, i.e. you have two units using the deploy turret ability, if you place a turret with one unit, then go to place a turret with the other unit, unit one's turret gets destroyed. I would like it to work for each unit individually, where each unit would be able to place one turret. I'll work with it, an post if I get it to work that way.

    EDIT: I forgot to mention, in the turrets ability command list (Abilities - Ability, not the command card), you have to add both abilities, but not the actual button since one is set to auto cast initially, and the other has an affect that issues the command automatically.

    Posted in: Data
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    posted a message on [Data] Help with Raven Auto-turret like ability

    @Jones2412: Go

    I sort of got it to work, I haven't tested to see if it interferes with other players, but so far I have two behaviors, two effects, two abilites, one requirement, and one validator. The two effects are set up like so:

    • Turret(Death) Damage Effect: Effect - Flags - Kill, Target - Impact Location - Value - Source Unit
    • Turret (Issue Order) Issue Order Effect: Ability - Ability - Turret (Behavior), Unit - Unit - Value - Caster
    • Now The Behaviors:
    • Turret (First) Buff Behavior: Behavior - Validators(Remove) - Turret (Validator), Effect - Effect - Final - Turret (Issue Order)
    • Turret (Destroy) Buff Behavior: Effect - Effect - Intial - Turret(Death)
    • Now the Abilities:
    • Turret (Destroy Behavior) Behavior Ability: Ability - Behaviors - Turret (Destroy)
    • Turret (Base Behavior) Behavior Ability: Ability - Behaviors - Turret (First), Stats - Flags - Auto Cast, Auto Cast On
    • The Validator - Turret (Validator) Player Requirement Validator: Validator - Find - Enabled, Validator - Player - Value - Target, Validator - Value - Turret (Requirement)
    • The Requirement - Turret (Requirement): Requirement - Node Link (CountUnit(Turret,QueuedOrBetterAtUnit) <= 1|)
    Posted in: Data
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    posted a message on [Data] Help with Raven Auto-turret like ability

    @Jones2412: Go

    Ok, i got it to work part of the way. I don't if I need all this but, what I've got so far is a requirement: Less than or equal to - count unit turret queued or better at unit - constant 1. Then I have a validator (player requirement) that checks the requirement. I then have Two behaviors, two effects, and one ability. The Ability is a behavior ability that applies one of the behaviors. The behavior that it applies destroys the turret through a damage effect I created (kill flag). The other effect issues the order for the ability. The second behavior I set on the turret itself, an have it so that when the validator returns false this behavior is removed, which, then calls the issue order effect. If anyone follows that. Basically it works like - when >1 turret, remove this behavior, when behavior is removed, apply that behavior, when that behavior is applied, destroy turret. The problem now is, that it only works after the second turret is placed (i.e. Place one turret, then place the 2nd, first gets destroyed, after that, turrets no longer get destroyed). So if anyone understood that what-so-ever, and maybe has an idea how to get that process to repeat for every turret, it would be much appreciated.

    Posted in: Data
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    posted a message on [Data] Help with Raven Auto-turret like ability

    @Jones2412: Go

    Could someone explain this to me in more detail? I'm not that good with Actor Events, if thats what GeEom is referring to. Or, if there is some other way to do this.

    Posted in: Data
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    posted a message on Spider Mine Charges? Can you make them infinite?

    @KillerGymSox: Go

    In the abilities cost, theres 3 sections that deal with that Ability - Charge - CountMax, Ability - Charge - CountStart, and Ability - Charge - CountUse. You need to change the max to 0. Also, personally I would change the start and use to 0 as well.

    Posted in: Miscellaneous Development
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    posted a message on [Data] Help with Raven Auto-turret like ability

    @GeEom: Go

    Ok, I'm missing something, in the turrets actor, I add an event Abil.PlaceTurret - Destroy an its still not working. Is that something what you were talking about?

    Posted in: Data
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    posted a message on [Data] Help with Raven Auto-turret like ability

    Ok, so I've been trying to work with this ability that creates an auto turret. I have it working correctly, but theres a little extra I would like to do to it, without using triggers if its possible. Right now, I made a complete copy of the Raven's place Auto-Turret ability, but removed the life timer from it. Now what I want to do, is make it so that if the unit places another turret the old one gets destroyed. So far I can only do it with triggers, but I would like to do it without the triggers. Any ideas?

    Posted in: Data
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