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    posted a message on (Solved) Help with Auto-Taunt Ability

    Uh...

    Your Marauder has no behavior set in the Behaviors+ field in the Unit tab. Might that be why? I'll keep looking if it's not... :P

    EDIT
    Everything looks fine as far as I can tell.

    I noticed one thing, which I don't think will matter much since you got it working for your marine, is that the Target:Target+ field on the search is set to Caster Unit and not Source Unit, but it works because the Marine is casting the ability, while if you are using a Passive Buff, you MIGHT need to set it to Source Unit. Other than that it looks fine.

    for the Passive you want, Behavior on the Unit, Periodically casts Search Effect, Search Effect casts Issue Order. You do not need an Apply Behavior effect for the Passive, and not even for the Taunt Ability, you can just skip the Apply Behavior and just go straight from Search -> Order.

    Posted in: Data
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    posted a message on (Solved) Help with Auto-Taunt Ability

    You issue an order, to ""Attack on Source Target"" ? So, which one is it targetting? The source unit, or the target unit(IE, the enemy unit)?

    Basically, this by default works instantly if you leave pretty much everything as default on your issue order.\

    • Issue Order Effect
      • Ability: Ability - Attack
      • Target: Target+ - (None):Source Unit
      • Unit: Unit+ - (None):Target

    got it working on the first try.

    EDIT:: Impact Location Value and Launch Location Value as default. For your search effect, just modify the search area+ and the Search Filters, and maybe the Search Flags depending on the caster unit's size(If your source/caster unit is Size 4, and the search area is size 1, you will need to add the flag "Extend by Unit Radius".

    Posted in: Data
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    posted a message on (solved) help with upgrades

    @KingRadical: Go Yo do not need to create a loop to re-add the buff, first of all. The validator in the Disable field only disables it, not removes it. It's still technically on the unit, it just shouldn't come into effect. Also, it shouldn't be used to check on an upgrade. That is best left in a requirement.

    You give your unit(s) each of the behaviors that coincide with an upgrade level.

    Setup a Requirement and put that in the Behavior: Requirements+ field.

    Your requirement(s) should look something like this when you are editing it in "tree" mode.

    Requirement For the Default Behavior(+1/-1)(if it's always on at the start of the game)
    (If it's not on right away, refer to the lvl2 requirement, adjust each CountUpgrade by -1 for the first level)

    • Show
      • Equals
        • CountUpgrade MineralsLevel2 Completed
        • Constant 0
          (This will disable the default/initial +1/-1 behavior when you upgrade to +2/-2)

    Requirement for the 2nd Level(+2/-2)

    • Show
      • And
        • CountUpgrade MineralsLevel2 Completed
        • Equals
          • CountUpgrade MineralsLevel3 Completed
          • Constant 0
            (This will enable once you get +2/-2, and disable when you upgrade to +3/-3)

    Any levels after this until the very last one should look like the above requirement, of course updating the Upgrade Count by +1 in each CountUpgrade

    Requirement for the last Level(+5/-5)(or however high it goes)

    • Show
      • CountUpgrade MineralsLevel5 Completed


    Validators should be mostly used for things like "IsNotMoving" or "CasterHasEnergy"

    Posted in: Data
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    posted a message on (Solved) Question: Warp Drive n Afterburner

    @Icesmaster: Go

    Also a suggestion, take a look at the High Templar. When they move, they leave a shadow. Create the same type of things but make it fire. You attach the fire with a SOpAttachOriginStationary(or any stationary I imagine).

    Just look at the High Templar's Actor Events, set yours up to be similar. I am afraid that moving at high speeds you will still get gaps in your "after burner" even if it's a short interval.

    Posted in: Data
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    posted a message on [Solved] Changing a Transport ability so it can load structures

    Well, after one quick test I was able to get a Nexus loaded into a Warp Prism.

    I followed my own suggestion(removed the footprint, didn't do the morph), and then I got this error in game: You cannot load immobile units

    So I gave it move speed 1, acceleration 1000, the move ability.

    So, you are going to have to make it a "morph" type building, that morphs into a 0.00001 move speed unit.

    Building, Structure, Unit... technically it's all the same. You find buildings in the Unit Tab in the data editor. They just have different values that makes it a different kind of "unit".

    Posted in: Data
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    posted a message on [Solved] Changing a Transport ability so it can load structures

    First, you will likely need to remove the structures Footprint, but then it's not really a structure anymore, is it?

    What you could do is have it morph from it's Structure mode, to a mobile mode(think Spine/Spore Crawler), and modify the Structure's Mobile Mode's Stats: Cargo Size field for starters?

    Posted in: Data
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    posted a message on (Solved )Help with Ability Cooldown
    Quote from dragooness: Go

    I wanted it such that as long as Corruption is on CD, Hardened Shield will not work. (of course not the same behavior/ability, but the idea is there)

    I don't think there is a way to validate a cooldown, so what you would need to do is add a set effect to the Corruption ability, that does the effect and applies a buff onto the Overseer that suppresses the Hardened Shield behavior.

    Posted in: Data
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    posted a message on (Solved )Help with Ability Cooldown

    @dragooness: Go

    • Give your ability with no cooldown a 0.5 second cooldown if you need a cooldown to have it function?
    • The Link goes both ways.
    • Lets say if you use ability A, you cannot use A or B for the duration of Cooldown A, but if you use B, you want to be able to use A, you make Ability A also apply a buff to the caster that disables ability B. Duration of this buff is the same duration as the Cooldown of Ability A.

    About the behavior? You mean a Behavior-type ability? Like cloak?

    Uploaded a map with linked cooldowns, including a behavior and regular type ability on Ultralisk with different cooldowns. 2 regular abilities with different cooldowns on Colossus.

    Everything works fine.

    Posted in: Data
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    posted a message on Siege tank + Seiged = unuseable ability???

    @joecab: Go

    Honestly right now I don't know. I can't see how you've set your ability up, but it should be usable regardless. Perhaps you're targeting out of range?

    I am at a loss as to what might be wrong.

    Posted in: Data
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    posted a message on Rally point: only for trained or unloaded units?

    That will be a little complicated...

    the Rally Point is a Target Finds type.

    What you could do is create an ability that creates a persistent effect, costs free, and is smart. Give that ability to the building but do not display it on the command card. Whenever you set the rally point(by right clicking the ground) it would create the persistent effect at target point.

    Give the building the Create Unit ability, in the Create Unit effect, set the Effect- Effect Spawn to an Issue Order effect.

    Your issue order effect, Ability set to Move, Index set to 0, set the Target: Target+ field to CreatePersistentEffect:Target Point.

    You should be able to figure out how to set the rest of the fields to issue the order to the correct unit and whatnot.

    Posted in: Data
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    posted a message on (solved) help with upgrades

    @KingRadical: Go

    Seems like your Modify Player effect is only triggering once, which it should be. When you upgrade, you are only changing the NEXT time that the effect happens.

    Basically, it is not retroactive because it modifies an effect.

    I ran a test.

    Gave a buff to marines, the initial effect was a modify player, +1 mineral. The final effect was a modify player, -1 mineral.

    Gave the barracks an upgrade, ADD +1 to initial effect, ADD -1 to final effect, affected unit is Marine.

    Tested in game, I build a marine, he gives 1 mineral, I build a second marine, he gives 1 mineral, for a total of 2. I kill one marine, I lose a mineral for 1 total.

    I upgrade, no extra mineral applied from my current marine. Build a new marine, +2 = 3 total. Kill the old marine, -2 = 1 total mineral.

    Problem arises if you have, lets say 4 marines =4 minerals, then you upgrade. 4 minerals, Kill 3 marines for -6 = 0 minerals(mineral don't go into negatives).

    Attached the map since it seems you are applying the upgrade incorrectly if it is not working properly when you kill marines after the upgrade. You can upgrade in my map up to 4 times for a +/- 5 mineral modification effect.

    Posted in: Data
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    posted a message on Siege tank + Seiged = unuseable ability???

    Does your ability by change fire a missile? Do you have Pathing Ammo unit set? This post might be revealing, or it might not, since I don't know how the ability is setup.

    http://www.sc2mapster.com/forums/development/data/17394-solved-weird-weapon-bug/#p10

    Read the second last post.

    Try setting the Pathing Ammo to NONE?

    Posted in: Data
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    posted a message on Floating Giant Rock, Doodad Fade Help

    @bulletbutter: Go

    @xxxDisturbedxxx: Go

    Goes a bit further than that, slightly.

    Your boulders/rocks Must be set to HIDE and your UNITS must be set to SHOW. If the units are set to NONE... no occlusion.

    Posted in: Data
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    posted a message on (Solved )Help with Ability Cooldown

    Yes it is possible and extremely easy to do.

    Setup both abilities however you like, with different costs and cooldowns as per normal. Abil A has 10 sec cooldown and Abil B has 60 sec cooldown.

    Now, open the Cost+ field on Abil A.

    Scroll down till you find the Cooldown section, you will see Link with the default entry Abil/Ability A. Next to Abil/Ability A, you will see a button titled ADD. Click on that, and name it CooldownAB (or whatever you like) and set it to CooldownAB.

    Next, you see Location with the default entry of Ability. Change Ability to Unit.

    Now, do the same thing to Ability B, change the Location to Unit and the Link to CooldownAB(no need to ADD it a second time.

    Voila, all done.

    Now if you use Ability A in game, you get a 10 second cooldown to both Ability A and B, but if you use Ability B, you get a 1 minute cooldown to both Ability A and B.

    Posted in: Data
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    posted a message on [Music] The Official Metal Thread

    I pretty much listen to Metal exclusively, in almost all it's forms, Nu/Progressive/Doom/Symphony/Black/Death/Trash/Sludge

    Cradle of Filth, Mudvayne, Disturbed, Slipknot, Killswitch Engage, Korn, Godsmack, Lacuna Coil, System of a Down, Lamb of God, Five Finger Death Punch, Static X, Mastodon, All That Remains, In Flames, Iced Earth, Trivium, Dragonforce, Chimaira, Soil, Deathstar Assembly, Bury Your Dead, Satyricon, Samael, Hermh, Fear Factory, Arch Enemy, Children of Bodom, Bloodsimple, Kalmah, Kataklysm, Dark Tranquility, Tiamat, Hammerfall, Dragonforce, Nightwish, Candlemass, Rob Zombie, White Zombie, Ministry, Shadows Fall, Amon Amarth, Soilwork, Quo Vadis, Rammstein, Mnemic, Mushroomhead, Nine Inch Nails, Meshuggah, Spineshank, Hatebreed, God Forbid, As I Lay Dying, American Head Charge, Drowning Pool, Annihilator, Sepulture, Chronzon, Born of Thorns, D.D.T., Dark Army, Kaul, Kekal, Lucifer, Mizradeh, Noctuary, Serpents Aria, Veil of Anguish, Wehrwolfe, Willow Wisp, Black Sabbath, Ozzy, Slayer, Alice In Chains, Symphony X... that's what I've got in my music folder. I'm sure there are a few more... but I cannot think of them right now.

    Posted in: Off-Topic
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