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    posted a message on Using the Force field model for a unit doesn't work?

    I set up a unit that uses the force-field model (from the sentry) and i can "build" it fine, but it's unselectable and if itake one of my other units and try and tell it to attack this unit, it says "must target unit" (like there's no unit there). Did i just screw up somewhere along the data editing process or what?

    Posted in: Data
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    posted a message on Medivac Load, need help

    Have you tried creating the various licenses as upgrades, then creating a validator for the load behavior (however that works) that requires the owning player have the respective license if they want to load a specific unit type?

    Posted in: Data
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    posted a message on Issue with actors spawning

    Effect.[MySearchAreaEffect].On. I tried Behavior.[MyBehavior].Destroy and Behavior.[MyBehavior].Off but neither were reliable (they seemed to not trigger if the caster of the behavior wasn't the one killing the unit, or something)

    Posted in: Data
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    posted a message on mineral collection

    Yep, dialogs will help with the UI.

    What you're trying to do Is complicated (though quite certainly doable); if you're new to the editor maybe you should start with a few custom weapons or something to get the hang of the data editor :)

    Posted in: Data
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    posted a message on mineral collection

    No no no, you don't want to remove the auto-cast ability, just modify part of what it does :)

    And as for displaying the number of minerals a unit is holding, your best bet is to make up some custom UI elements that do this for the selected unit you have.

    Posted in: Data
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    posted a message on Issue with actors spawning

    Nope, didn't work. It did fix another semi-related issue i was going to eventually ask about, but not this one ^_^

    Posted in: Data
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    posted a message on Issue with actors spawning

    I have an actor that spawns when a unit is killed (via way of detecting an effect applied via the death response of a behavior). The problem i'm having is that its spawning for each instance of the effect being activated instead of once per behavior trigger (which is an issue, since potentially there can be many tens of this behavior attached to a single unit). Can i fix this?

    Posted in: Data
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    posted a message on mineral collection

    This shouldn't be too hard. What it looks like the mineral pallet does is have an autocast ability on itself that casts on any unit close enough to pick it up (that can pick it up). This applies a set effect, which does 2 things:

    • Applies a Modify Player effect that actually adds the minerals
    • After a short delay, applies a damage effect to the source unit that deals no actual damage, but kills the mineral pallet off.

    So basically, if you replace the Modify Player effect with an Apply Behavior effect, then you can apply a custom "Unit is carrying XYZ minerals" behavior to the unit that picks it up. From there, you can use a behavior on the carrier units that does the following:

    • Periodically Search Areas, and applies a Set effect to all units near enough to it that contains a validator looking for your custom behavior (for this, you're looking for Unit Compare Behavior Count i think; make sure the validator is applying to the right unit). It would have the following effects to apply:
    • An Apply Behavior targeting the Caster, which adds a custom "Carrier is storing XYZ minerals" behavior specific to that mineral carrier (that way you can set a custom max stack count per caster to cap the amount of minerals that unit can have)
    • A Remove Behavior targeting the target, which removes the "Unit is carrying XYZ minerals" behavior (one copy at least).

    As for dropping minerals on death, you need to add a custom behavior with a death response (use a buff behavior, then look under Behavior -> Combat) that applies a Create Unit effect with a validator checking for the "Carrier is carrying XYZ minerals" behavior on the caster. I'm not sure how to drop multiple palettes depending on the behavior count, but it's a start :)

    Finally, you can use triggers (or more data if you're really feeling adventurous) to convert those "stored" minerals into actual usable ones. I can also help you with this if you need it, though hopefully you could figure it out yourself :)

    Slowing down ships with minerals stored is pretty easy as well; make sure your mineral behavior is set up to perodically apply an effect, then have the effect apply another behavior which actually does the slowing down. Like this:

    Carrier is carrying XYZ Minerals [applies periodically] -> Carrying Minerals Speed Debuff Effect [applies] -> Carrier is Carrying Minerals Speed Debuff Behavior [has a timed life of slightly longer than the period for the first behavior].

    This is a fairly high level overview of what you need to do, feel free to ask questions if something doesn't make sense.

    Posted in: Data
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    posted a message on remove timed life

    Check out (and break somehow) the Raven - Point Defense Drone Apply Timed Life effect (and the behavior it links to).

    Posted in: Data
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    posted a message on Attaching FX to unit with behavior

    That did it, thanks!

    And my method is usually to create a new model of the type i want, then browse the offered effects to choose one (then make a custom actor to use it). Works great for me! :)

    Posted in: Data
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    posted a message on Attaching FX to unit with behavior

    Ok, i have a unit that gets a behavior attached to it (a bunch of units, actually). I created an actor that creates on Behavior.[my behavior].On, but it appears on the behavior caster not the target. Can i fix this? I'm also not sure how to get this effect to follow the unit around. How do i do that?

    Posted in: Data
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    posted a message on Changin missile launch location?

    Hooray! Changing the Height field worked, finally!

    Edit: Bleh, I did it wrong again. I never bothered to set the Missile actor on the Attack actor. That fixed it all, including site ops not working and such. :P

    Posted in: Data
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    posted a message on Changin missile launch location?
    Quote from aczchef: Go

    Instead of telling a launch location you can raise the bzse hhighrt to where you want it to launch

    I presume with site operations or an attachment query? Yea, i tried that. :P

    Posted in: Data
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    posted a message on Changin missile launch location?

    It has one (overhead) but it seems like nothing I do is affecting where the missile wants to launch from. I don't get why :/

    Posted in: Data
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    posted a message on Changin missile launch location?
    Quote from Vexal: Go

    @RCIX: Go

    Try using the "sOPHigherby3" or 5 in the attack action actor. In the launch site operations field, neither the bottom of the actor options.

    I've tried using that field, all it does is change the position of the launch effect.

    @DrSuperEvil: Go

    And how would I see that? >.<

    Posted in: Data
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