Actors and animations aren't really my strong point, so I can't figure this out. Is there anyway to make beam attacks animation like the diamondback's or the archon's impact the outer point of an attack instead of the closest unit?
I managed to make the attack damage all the units till the outer point, but for some reason the beam art only shows it attacking the closest unit.
Sorry my bad, I didn't mean infinite per say, but rather very fast in a very short amount of time, hogging up all the pc's power and that's what causing the error. It might be running the trigger million of times in less than a second or millisecond.
I didn't say it was giving the order more than once, but rather I said that in a new trigger specific for the orders, don't make a loop for the order, but rather have it retrigger when the unit rereaches the point 004.
You can add a Wait 0.1 seconds for this trigger instead of making 2 new ones, and that will remove the error. But I think that then there's the possibility that the unit won't be exactly at point 4 when the If condition is tested, although I'm not quite sure. You will have to do some testing to see if it works.
That's because it is looping infinitely, and very fast.
Here's what you should do. Split it into two triggers. The first orders the unit to patrol. Only put the orders you have here once, and have it retrigger whenever the enters Point 004.
The second will do what your current trigger does minus the patrolling.
Make your while loop wait 0.1seconds, then check if the unit is still alive. If yes, keep looping, if not, then run Ghost 22, and exit out of the trigger.
Edit: I have a validator put on the Set. When I removed it, it worked! But even before I removed it, the validator conditions were being met.. Why wasn't it working?
And shouldn't it not attack at all if the Set validators where not being met?
Here is the validator:
Field MustHaveEnergy
Editor - Editor Comment
Editor - Editor Description
Editor - Editor Name MustHaveEnergy
Editor - Editor Prefix
Editor - Editor Suffix
Validator - Compare Greater Than
Validator - Failure Result NotEnoughEnergy
Validator - Ignore While Channeling 0
Validator - Other Unit + e_effectUnitUnknown
Validator - Result - Failure NotEnoughEnergy
Validator - Type Current
Validator - Unit + Source
Validator - Value 0
Validator - Vital Energy
I've checked everything... I even redid the weapon and the effects.. Still same result.. At the last step when I change from (Damage) to (Set) it stops doing damage...
My effect doesn't work on the custom unit, but on a unit with already added effects using sets (like the marauder) it does work.
The (Set) effect contains the (Damage) effect, and the added effect that I want.
The only thing I changed from the viking's original setup was that the Launch Missle's Impact Effect linked directly to (Damage) instead of the (Set) which contained the (Damage) and the added effect.
Why isn't it working?
Ok I just tried it and it's the same problem. It just get delayed before landing now.
I think has something to do with the lack of a proper animation playing... One that shows the Banshee lowering to the ground :S
Edit: I played around the fields, and it actually worked properly when I changed the Mover - Duration
Now the problem is that the morph ability has an automatic cast when the unit to be stationary/moving (it lands when it's not moving, and lifts off when it wants to move) This is causing it to keep landing/lifting off..
Edit 2: Facepalm again. I reput the ability delay to 0, when it should have stayed the same as the mover.
I have an air unit (banshee model) that morphs into a landed unit. The problem is, that when it does so, it instantly morphs into the landed unit, rather than landing slowly. I tried adding the "walk" animation for 5 seconds, but it has no impact. How can I make it land slowly like the Hercules lander?
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How about morphing him into a level 2 tower?
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@JimyStyles: Go
Why not Marine Frenzy? :D (Still haven't played the map so I assume you're using marines?)
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Actors and animations aren't really my strong point, so I can't figure this out. Is there anyway to make beam attacks animation like the diamondback's or the archon's impact the outer point of an attack instead of the closest unit?
I managed to make the attack damage all the units till the outer point, but for some reason the beam art only shows it attacking the closest unit.
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@clawcity: Go
Sorry my bad, I didn't mean infinite per say, but rather very fast in a very short amount of time, hogging up all the pc's power and that's what causing the error. It might be running the trigger million of times in less than a second or millisecond.
I didn't say it was giving the order more than once, but rather I said that in a new trigger specific for the orders, don't make a loop for the order, but rather have it retrigger when the unit rereaches the point 004.
You can add a Wait 0.1 seconds for this trigger instead of making 2 new ones, and that will remove the error. But I think that then there's the possibility that the unit won't be exactly at point 4 when the If condition is tested, although I'm not quite sure. You will have to do some testing to see if it works.
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@clawcity:
That's because it is looping infinitely, and very fast.
Here's what you should do. Split it into two triggers. The first orders the unit to patrol. Only put the orders you have here once, and have it retrigger whenever the enters Point 004.
The second will do what your current trigger does minus the patrolling.
Make your while loop wait 0.1seconds, then check if the unit is still alive. If yes, keep looping, if not, then run Ghost 22, and exit out of the trigger.
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@BumpInTheNight: Go
Yeah... that is weird >.< The problem is I need the Validator or else the effect is useless xD
Edit: I tried putting the validator on the (Persistent) instead of the (Set) since the weapon is linked to it and not the set. It worked xD
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@BumpInTheNight: Go
It's Unit.
Edit: I have a validator put on the Set. When I removed it, it worked! But even before I removed it, the validator conditions were being met.. Why wasn't it working? And shouldn't it not attack at all if the Set validators where not being met?
Here is the validator:
Field MustHaveEnergy
Editor - Editor Comment
Editor - Editor Description
Editor - Editor Name MustHaveEnergy
Editor - Editor Prefix
Editor - Editor Suffix
Validator - Compare Greater Than
Validator - Failure Result NotEnoughEnergy
Validator - Ignore While Channeling 0
Validator - Other Unit + e_effectUnitUnknown
Validator - Result - Failure NotEnoughEnergy
Validator - Type Current
Validator - Unit + Source
Validator - Value 0
Validator - Vital Energy
Forgive my n00biness >.< (it's in my name :P)
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@Vitkar: Go
I've checked everything... I even redid the weapon and the effects.. Still same result.. At the last step when I change from (Damage) to (Set) it stops doing damage...
My effect doesn't work on the custom unit, but on a unit with already added effects using sets (like the marauder) it does work.
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I'm making a weapon with a specific effect. I've made the weapon just like the viking's.
The weapon's propreties are:
Effect - Effect is (Persistent)
UI - Damage Display is (Damage)
The Persistent effect's properties are
Effect - Periodic Effect is (Launch Missle)
Launch Missle effect's propreties are:
Effect - Impact Effect is (Set)
The (Set) effect contains the (Damage) effect, and the added effect that I want.
The only thing I changed from the viking's original setup was that the Launch Missle's Impact Effect linked directly to (Damage) instead of the (Set) which contained the (Damage) and the added effect. Why isn't it working?
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@ItsPawl: Go
You can try using a 2 dimensional array, the first being the unit, and the second the owner.
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Then you can make a trigger that if an SCV dies while building, that the building dies too.
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@PredaN00b:
Ok I just tried it and it's the same problem. It just get delayed before landing now.
I think has something to do with the lack of a proper animation playing... One that shows the Banshee lowering to the ground :S
Edit: I played around the fields, and it actually worked properly when I changed the Mover - Duration
Now the problem is that the morph ability has an automatic cast when the unit to be stationary/moving (it lands when it's not moving, and lifts off when it wants to move) This is causing it to keep landing/lifting off..
Edit 2: Facepalm again. I reput the ability delay to 0, when it should have stayed the same as the mover.
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@Vitkar
*facepalm* I can't believe I didn't look there. I'll try it out once the server comes online.
Thank you ^_^
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@Astonepiper: Go
Or you can disable the cancel button :P
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I have an air unit (banshee model) that morphs into a landed unit. The problem is, that when it does so, it instantly morphs into the landed unit, rather than landing slowly. I tried adding the "walk" animation for 5 seconds, but it has no impact. How can I make it land slowly like the Hercules lander?