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    posted a message on (Dunno how to name this) Actors either remaining too long or too short

    nvm it works now

    Posted in: Data
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    posted a message on (Dunno how to name this) Actors either remaining too long or too short
    Quote from Kueken531: Go

    Add the From Effect Tree Descendant term to the destruction event.

    Thanks! And the destruction event itself aswell as the creation event? Just Effect.Persistent.Stop and Effect.Persistent.Start respectively?

    Thanks again, youre a hero :)

    Posted in: Data
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    posted a message on (Dunno how to name this) Actors either remaining too long or too short

    Hey. I'm looking to make a spell which basically creates 5 Psi Storms in a row, with a small delay between them. This I've managed to do. The problem comes in with the visuals. I can't get the storms to dissappear on an individual basis. (Note: the durations of the storms are so that storm #1 will be gone by the time storm #5 is cast) I've tried every single combination of methods of creating/destroying actors within the Actor Events tab that I can think of, but the only results I come up with is either that each storm appears for about a millisecond and then dissappears, or they all remain until the last storm is supposed to dissappear, at which point they all dissappear. (this means that the first storm for example has a visual effect long after all its damage has been dealt :( )

    I basically want it to look like this: *storm #1 appears* -> *storm #2 appears* -> *storm #1 dissappears* -> *storm #3 appears* -> *storn #2 dissappears* -> *storm #4 appears* etc etc...

    Like I said, the damage and stuff I have gotten down, its only the visuals that keep fucking up!

    Edit: I've been mostly trying to use the Effect.CreatePersistent.Start and Effect.CreatePersistent.Stop "things" in the Actor Events field to try and get the visuals right. Alas, to no avail.

    Posted in: Data
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    posted a message on (Solved) Actor stubbornly creating itself on the caster instead of targeted point.
    Quote from Spoolofwhool: Go

    Under the Host - Site Operations field give the actor SOp Target Point.

    Thanks alot! it works now :)

    Quote from abvdzh: Go

    effect.persistant.start

    ->At Caster - add this condition

    Create

    Dont think that was exactly what i was looking for, but thanks anyways :)

    Posted in: Data
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    posted a message on (Solved) Actor stubbornly creating itself on the caster instead of targeted point.
    • Hello. I have an Ability which creates a persistent effect at the targeted point. I want to create an Actor at that specific point. Here's how the Actor Events look:

    For creating the Actor:

    • Msg Type: Effect
    • Source Name: Custom Ability 1 Create Persistant (this is a "Create Persistant" Effect)
    • Sub Name: Start
    • -> Create

    For destroying the Actor:

    • Msg Type: Effect
    • Source Name: Custom Ability 1 Create Persistant
    • Sub Name: Stop
    • -> Destroy

    I can't see anything wrong with this set up, yet the actor keeps being created on the spell caster! Help me out here please.

    Edit: Lol why doesnt [Enter] actually jump down a line on this forum?

    Posted in: Data
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    posted a message on Sensor tower radar stops working as soon as i change the range of it

    When I cange the Modification - Unit - Radar field in the "Sensor Tower Radar" Behavior, the radar stops working. Is this a bug?

    I dont have HotS btw

    Edit: Fixed it. When I changed the value, the "radar arc" field automatically dropped to 0, which apparently =/= 360... 358.99 will have to do :)

    Posted in: Data
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    posted a message on (Solved) Adding Cloak via behavior isn't working...

    Finally got it to work by adding the behavior directly to the Stalker unit, then giving the behavior itself a requirement

    Posted in: Data
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    posted a message on (Solved) Adding Cloak via behavior isn't working...

    @DuckyTheDuck: Go

    That's an ability that can be toggled on/off, which is not what I want. I want Stalkers to be perma cloaked once the research is finished.

    I did try to change the Behavior given by the ability to the ghost cloak (and added arbitrary energy to the stalker unit so that it could work) and tested it, but it still doesnt work...

    Edit: It works when adding the behavior through a trigger. Is the Data Editor simply bugged?

    Posted in: Data
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    posted a message on (Solved) Adding Cloak via behavior isn't working...

    @Trieva: Go

    I actually have no effect object types linked to the ability. It's just a behavior ability + a buff behavior. So I'm not using the apply behavior effect.

    Posted in: Data
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    posted a message on (Solved) Adding Cloak via behavior isn't working...

    @DrSuperEvil: Go

    With a "Behavior" ability that gives a "Buff" behavior, so no, not the Apply Behavior effect.

    It worked when I added the behavior directly to the unit. I ultimately want this to be researchable thou, so I want it to be an ability...

    Posted in: Data
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    posted a message on (Solved) Adding Cloak via behavior isn't working...

    @DuckyTheDuck: Go havent touched the validators yet, and all validator fields are empty. hidden is unchecked. "Are you adding buff through units behaviors field?" - what do you mean? :)

    @Rileyb80: Go will do! when i have time

    Posted in: Data
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    posted a message on (Solved) Adding Cloak via behavior isn't working...

    Hey, I'm trying to make my stalker cloaked by giving it a "buff" behavior which checks the "cloak" box under the "behavior" tab. But it doesn't work. What am I doing wrong? Even the little buff/debuff icon next to the unit wireframe doesn't show up.

    Posted in: Data
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    posted a message on Need units to never change targets, ever.
    Quote from Kueken531: Go

    @FIRETRUCKEU: Go

    You can use issue order effects in data to issue orders. Not sure, if you can add an order in front of the current order queue, like you can do with triggers, though.

    Actually works briliantly! Thanks! <3

    Posted in: Data
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    posted a message on Need units to never change targets, ever.
    Quote from Kueken531: Go

    I would suggest to execute an attack order on the target unit, once the unit starts attacking, for example by using an Issue Order effect.

    And then queue a new A-Move order as "After existing orders"? Hmm... Not rly what I had in mind, I always thought I would do it with Data, but i guess this could work too! ;)

    Posted in: Data
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    posted a message on Need units to never change targets, ever.

    No I meant than when a unit finds a target when A-Moving, like a building, I dont want that same unit to switch target if something comes and attacks it. Wonce a unit accuires a target, it should attack it until it or its target is dead.

    Posted in: Data
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