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    posted a message on SC2 Marketplace functionality

    It's probably a bit early to go all Chicken Little on this. I haven't heard any specific details, so I'm not going to stress over it until we actually know what the model will look like. It's probably best not to assume the worst in the meantime :P

    Posted in: General Chat
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    posted a message on A Computer To Sit on its Thumbs

    @AtrusReNavah: Go

    Err, I don't remember ever having to do anything at all to make the computer AI not function...aside from deleting the default melee map init trigger. My computer controlled units have always sat on their hands unless attacked.

    Posted in: Miscellaneous Development
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    posted a message on Stop auto-retaliate?

    @pyrophantom: Go

    You can remove the response flags on the damage effect. That will prevent units from reacting in any way. However, that applies to *all* units hit by those effects, so use with care.

    Posted in: Miscellaneous Development
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    posted a message on A Real Headscratcher. Randomly invincible unit.

    @Rhadamant5186: Go

    Do you ever add *any* behaviors to the unit at all? Every behavior has the fields necessary for death prevention, if set to the appropriate values.

    Posted in: Data
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    posted a message on Actor issue together with Search Effect

    @Nashadun: Go

    What's the exact setup of your Actor Event(s) for this effect? It's probably something to do with that.

    (I suspect you have an "Impact" where you should have a "Start", but that's just a hunch)

    Posted in: Data
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    posted a message on Battleline Wars by Clan TTG

    @triggerthis: Go

    This sounds intriguing. Most of the tugs out there are very poorly designed right now (especially with regard to engine constraints of having 99999999 units on-screen at once), so I'm interested to see if this one improves on the formula in that regard :)

    Posted in: Map Feedback
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    posted a message on Ability Animations!?

    @Parkerpoly: Go

    The snipe ability uses a Persistent effect. Have you tried using that to trigger the actor events instead?

    Posted in: Data
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    posted a message on ugh need help...

    @SkedarLord: Go

    I think you'll find what you're looking for in the Effects tab under the name "Mothership - Mass Recall (Teleport Units)". It'll take a few extra steps, though.

    You'll need to use two effects in a Set when the ability fires. One will do a Search Area around your caster unit and apply the Teleport effect. The other will fire at the target point of your Teleport skill and the Teleport effect's Target+ and Placement Around+ fields will be set to the target point of this effect, rather than the source point as with the Mo'Ship.

    Hope that makes sense.

    PS: Cool idea :)

    Posted in: Data
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    posted a message on Make "Attack" only scan for targets in front of attacker

    @kenxftw: Go

    Oh, that's like a million times easier than what the OP is asking for. Just go into the "Area+" field of the effect you want to use when the attack occurs, and set the Area to be the frontal range (ex: 1), then set the angle to be the width (in degrees) of the arc in front of the caster (ex: 90).

    Play with the values and see what you like.

    Posted in: Data
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    posted a message on Override default action of a unit

    @puritysdisciple: Go

    You can use triggers to detect control input and respond with pretty much whatever result you'd like. There was a neat little game a while back where you controlled a set of photon cannons and all you did was fire various weapons with the left/right click buttons (they all responded to the clicks in chorus).

    I don't know if there's a way to "replace" these default functions directly, though. The aforementioned cannon defense game appears to have gotten around that issue by making the units uncontrollable/unselectable and issuing all relevant orders via triggers (so that the left/right click default functions became irrelevant).

    Beyond that, it's not too difficult to set up a unit with multiple weapons and use validators to control when and how they fire - with a bit of trickery that could be extended to make your right-click attack behave differently than your auto-attack.

    Posted in: Data
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    posted a message on Single weapon multiple attack (Solved)

    @Claymuffin: Go

    You need to use a "create persistent" effect to achieve this. Set the period count equal to the number of attacks, and the periodic effect to the attack itself, then hook up the persistent in the weapon's effect field.

    You'll generally want to use very short period durations as the unit will be tied up attacking for the duration of the persistent effect.

    Posted in: Data
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    posted a message on Make "Attack" only scan for targets in front of attacker

    Abilities inherit validators from the effect they "cast". If you give the effect triggered by the attack a validator, the attack will only be used on targets who meet the criteria specified.

    Would you be able to provide some more details about what exactly you're trying to do, kenx?

    Posted in: Data
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    posted a message on Help with Ability that Kills Enemy Unit that Kills the Caster

    @Kueken531: Go

    Yeah, I read what he wrote as that he wanted it to specifically kill the affected unit if and only if the affected unit kills the caster. There are a lot of ways that can get dicey with just data.

    If the affected unit dies when ANY unit kills the caster, then yeah, it'd be bug-free.

    Posted in: Data
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    posted a message on Help with Ability that Kills Enemy Unit that Kills the Caster

    This is something that's very prone to bugs, but without context it's hard to say which ones to care about.

    If your map could potentially have a number of units using this "soul channel" ability, then scripting is the only way to make sure it's bug-free.

    If your map would only have one unit with this ability, then either of Kueken's suggestions would work fine and would be considerably more efficient than scripting it.

    Posted in: Data
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    posted a message on Tofu (Project TMA) Official Thread
    Quote from SouLCarveRR: Go

    @Varine: Go

    .... a project can easily take 9 months.... the data editor is pretty involved.

    ^This.

    And anyway, I wouldn't mind helping out, but my availability can be kind of iffy. How strict of availability requirements are we talking here?

    Posted in: Project Workplace
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