Hard for me to explain but... is that possible to obtain multiple "effects" using only one behavior? Or create a "behaviors chain"?
CAbilTransport_UnloadTransportBehavior only accepts one behavior entry, not an array of behaviors... but my vehicles, while unloading units, they should do a lot of things at the same time... how can you translate this in Data Editor:
1- Change unit ownership to neutral.
2- IF the transport's type is X then give an order to the transport.
3- Deselect the transport.
4- Select the unloaded unit.
Is there a way to apply two cooldowns to an ability (preferably using Data Editor)?
I have an ability that creates a shield around a unit (something like the guardian shield but smaller) for 15 seconds... so, while the ability is being used I would like to use a normal use cooldown of 15 seconds (sort of elapsed ability time) and then, when the effect is finished, I would like to start another cooldown of 30 seconds before player can use the ability again.
That is what I'm looking to... transform back after unloading all the units. But there is only a behavior that can be applied when something is unloaded... and I don't know how to fire an ability with a behavior, if it's possible.
Not really autocast... for example...
When a unit changes owner, then force it to transform back to it's original form. When a unit unloads cargo (there is a behavior field for this in the transport ability), then transform it back to it's original form... and so on...
I have a persistent effect created by an ability that applies a behavior on every units inside a radius durint 20 seconds...
How can I destroy that persistent, or stop that ability execution, in advance?
Let's say... the player uses the unit's ability... 10 seconds of abilities are used when something happens to the unit or in the region in which the unit is located... and so the ability is removed/stopped.
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BUMP
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Mh... I just don't understand when scripts are necessary and when I can do all through Data Editor.
That's impossible to do through data?
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Hard for me to explain but... is that possible to obtain multiple "effects" using only one behavior? Or create a "behaviors chain"?
CAbilTransport_UnloadTransportBehavior only accepts one behavior entry, not an array of behaviors... but my vehicles, while unloading units, they should do a lot of things at the same time... how can you translate this in Data Editor:
1- Change unit ownership to neutral.
2- IF the transport's type is X then give an order to the transport.
3- Deselect the transport.
4- Select the unloaded unit.
:S
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Could be a solution.
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Is there a way to apply two cooldowns to an ability (preferably using Data Editor)?
I have an ability that creates a shield around a unit (something like the guardian shield but smaller) for 15 seconds... so, while the ability is being used I would like to use a normal use cooldown of 15 seconds (sort of elapsed ability time) and then, when the effect is finished, I would like to start another cooldown of 30 seconds before player can use the ability again.
Any suggestion?
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Mh... can someone explain me how set effect works?
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Bump!
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That is what I'm looking to... transform back after unloading all the units. But there is only a behavior that can be applied when something is unloaded... and I don't know how to fire an ability with a behavior, if it's possible.
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I just create constant text for each level and then change them at click.
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Not really autocast... for example...
When a unit changes owner, then force it to transform back to it's original form. When a unit unloads cargo (there is a behavior field for this in the transport ability), then transform it back to it's original form... and so on...
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Is that possible through data editor?
And what should I use? Behavior, effect or actor?
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Up! Up!
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Sure I did so... but, how can I destroy the persistent in advance if something occurs to the unit that is using the ability?
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I have a persistent effect created by an ability that applies a behavior on every units inside a radius durint 20 seconds...
How can I destroy that persistent, or stop that ability execution, in advance?
Let's say... the player uses the unit's ability... 10 seconds of abilities are used when something happens to the unit or in the region in which the unit is located... and so the ability is removed/stopped.
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Is there a way to remove some elements from the control panel?
Specifically, the ones marked with a red cross :)