I am trying to make a vespene refinery that harvests at a rate that is proportional to a percent of its current health. So if the refinery is at full health (100%) then it will extract every 2.1 seconds like it does normally, But if it is at 50% health then it should harvest lets say every 4.2 seconds.
Does anyone have any insight on how to do this? I have tried looking at the individual fields but it looks like they only accept a concrete numerical value.
It does the same thing for the marine, please actually test the map, we will solve the problem faster if you can see the problem. It only takes 2-3 minutes.
It does the same thing for the marine, please actually test the map, we will solve the problem faster if you can see the problem. It only takes 2-3 minutes.
Try looking at the map first, it is referencing the Site actor created by the Model actor to the target, it just won't stick to the target. Isn't going to the target point, it is actually attaching to the correct Site actor on the Unit but won't follow the unit.
It is attaching to the correct position on the correct unit, but it wont stay connected to the unit, I tried messing with the site actors but i couldn't get the right effect.
I cannot change the art of the tentacle to the sentry beam or it wont appear, I've tried switching the animations in the events (I don't know if I've done it correctly though).
I think it might have to do that im using a damage effect, instead of a persistent, like neural but idk.
I've set it up like neural parasite, i have got the tentacle to connect, but i have 2 problems; The tentacle will not attach to the unit it collides with but to the point where it collides, and I cannot change the art of the tentacle or it wont appear, I've tried switching the animations in the events (I don't know if I've done it correctly though).
I was able to edit it to get sort of what i wanted but there is a problem, I don't know how to make the tentacle "attach" to the target after it has hit the target, but everything else seems to work thank you.
EDIT: also I can't get the tentacle to attach to anything other than the ground
Well it works(the application of the effect that is), so the effect is applied to the missile because it collides with a target. It is a field UNDER the Launch Missile effect. I'll try changing the model and see if it works, but i doubt it.
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@ArcaneDurandel: Go
Could you provide a little more specific information please, like how do i relate the timescale to the percentage of unit health?
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Hello,
I am trying to make a vespene refinery that harvests at a rate that is proportional to a percent of its current health. So if the refinery is at full health (100%) then it will extract every 2.1 seconds like it does normally, But if it is at 50% health then it should harvest lets say every 4.2 seconds.
Does anyone have any insight on how to do this? I have tried looking at the individual fields but it looks like they only accept a concrete numerical value.
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@DrSuperEvil: Go
ah sorry here they are Tentacle
Missile
Action
Thank you, i will look at that and learn :D
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@DrSuperEvil: Go
The missile does not target a unit, it targets a point, if it collides then a tentacle is connected.
Here are the events for the Action actor
Missile
Tentacle
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-.-, So use a persistent, or behavior?
edit: using a persistent didn't work, i tried making one on my own then just copying neural's, nothing worked
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Here is the thread: http://www.sc2mapster.com/forums/development/data/31815-using-a-unit-as-a-reasearch-building/ someone had a similar problem
Short Answer:
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@DrSuperEvil: Go
Actor Events for the tentacle
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@DrSuperEvil: Go
It does the same thing for the marine, please actually test the map, we will solve the problem faster if you can see the problem. It only takes 2-3 minutes.
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@Irta643: Go
Under the High Templar- Psi Storm (Search) Effect go to the field "Search Filters" to change who and what it can damage.
High Templar- Psi Storm (Damage) is the damage per second,
High Templar- Psi Storm (Damage2) is the initial damage.
change the amount values under those 2 effects to change the damage.
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Try looking at the map first, it is referencing the Site actor created by the Model actor to the target, it just won't stick to the target. Isn't going to the target point, it is actually attaching to the correct Site actor on the Unit but won't follow the unit.
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@Terhonator: Go
It's under the model tab in the data editor, look for the field Selection Radius under your model.
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@DrSuperEvil: Go
It is attaching to the correct position on the correct unit, but it wont stay connected to the unit, I tried messing with the site actors but i couldn't get the right effect.
I cannot change the art of the tentacle to the sentry beam or it wont appear, I've tried switching the animations in the events (I don't know if I've done it correctly though).
I think it might have to do that im using a damage effect, instead of a persistent, like neural but idk.
0
@DrSuperEvil: Go
I've set it up like neural parasite, i have got the tentacle to connect, but i have 2 problems; The tentacle will not attach to the unit it collides with but to the point where it collides, and I cannot change the art of the tentacle or it wont appear, I've tried switching the animations in the events (I don't know if I've done it correctly though).
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@DrSuperEvil: Go
I was able to edit it to get sort of what i wanted but there is a problem, I don't know how to make the tentacle "attach" to the target after it has hit the target, but everything else seems to work thank you.
EDIT: also I can't get the tentacle to attach to anything other than the ground
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@DrSuperEvil: Go
Well it works(the application of the effect that is), so the effect is applied to the missile because it collides with a target. It is a field UNDER the Launch Missile effect. I'll try changing the model and see if it works, but i doubt it.
EDIT: did not work