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    posted a message on Effect Target, Transient.

    @Kueken531: Go

    Hmmm... Is that new since the patch? I'm quite certain I used to have transient targeted abilities.

    Edit: I Just tested it to make sure. You can still make transient targeted abilities. The issue you're probably having is the caster trying to cast without turning to the target location, since he's trying to do everything in one instant. Set Arc to 360 and it should work.

    Posted in: Data
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    posted a message on [solved?]Need help with retargeting/stacking a persistent effect

    @Photoloss: Go

    I've tried recreating what you've described up there, but I seem to be unable to duplicate your results. As far as I can tell, the marker gets removed perfectly fine when following your recipe. It looks funky though, having the beam being created and destroyed many times a second. If we could have a look at a test map it might be easier to help out with details.

    Posted in: Data
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    posted a message on See through terrain texture

    I don't know what you mean. What energy bridge?

    Posted in: Terrain
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    posted a message on Units at same Z coordinate as fog of war

    @Kalithumos: Go

    Hmmm... I'm afraid that fog most likely refer to graphical fog and not the fog of war. I'll try it though. Thanks.

    Everything is right if I use the next lowest cliff level and do not hide the texture. I will try to import a see through texture and see how that works out. I just need to learn how to make that texture first.

    Posted in: Data
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    posted a message on See through terrain texture

    How do I go about adding an invisible texture to my map? I know I can hide terrain in the terrain editor, but it won't suffice for my use.

    Posted in: Terrain
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    posted a message on Units at same Z coordinate as fog of war

    @Kalithumos: Go

    Negative height brings them down. Unfortunately this reveals a new problem. When I order a unit, the "ground" being clicked is 8 or so higher than the ground with units and fog of war. I'd have to bring down that layer as well.

    Posted in: Data
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    posted a message on Units at same Z coordinate as fog of war

    @Kalithumos: Go

    That is sufficient for cliff levels above lowest level, but not lowest level.

    Posted in: Data
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    posted a message on remove tech requirement?

    @Reaper872: Go

    You can do the necessary changes in the ability Barracks - Train. Ability - Info+ -> Train Ghost -> Find Requirement, and click the red x to remove it.

    Posted in: Data
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    posted a message on Units at same Z coordinate as fog of war

    When using Space Platform terrain and removing the terrain, only the background remains. The fog of war will then be placed at the lowest level (0), but flying units will be placed a bit above this.

    Do you know how to either make units get down there, or make the fog of war get up to the level of the units?

    I've tried many different things, so I would appreciate if you try yourself before you suggest solutions that you are not certain of.

    Posted in: Data
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    posted a message on Patch 1.2 WASD?

    I just tested it on a map I also tested it on before the patch, and it doesn't feel any different to be honest. This is a method making units move using 'move unit instantly' in the trigger editor.

    What's beyond me is why this delay has to be forced even when playing single player maps on battle.net, but that's for another topic.

    Posted in: Triggers
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    posted a message on Combat Behavior Modification not working on attacks like void ray charge

    @Crypt0rz: Go

    I see. It's a whole other problem altogether. Let me think about it for a little while. From the top of my head I can't think of a quick simple solution for that issue.

    Edit: Did some more testing. Damage response behaviors does update damage modifications mid channel, but that doesn't help much.
    I'm afraid I cannot help you on this one. Either it's an oversight from Blizzard, or there's some hidden knob you have to turn to have it account for buff changes while channeling.

    Your buff/validator solution seems crude, but at least you'll know it works right. Use a switch instead of a set effect for it though.

    Posted in: Data
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    posted a message on Combat Behavior Modification not working on attacks like void ray charge

    I'm may have misunderstood the question, cause I didn't get the same results as you.

    To me it seems combat behavior modification affect every tick on void rays. My test was as follows:
    I set all of the void ray's damage effects to 5 (and removed +armor damage) to make the test easy to follow. I added an ability with Behavior Modification->Combat->Damage Dealt Fraction 1 (100% additional damage). This void ray dealt 10 damage on every tick when continously fireing on a unit.

    Posted in: Data
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    posted a message on [solved] How to make units turn slowly when moving

    @Crypt0rz: Go

    It's under Unit - Flags.

    For units with flyer mover, it does nothing. For ground units it will make a unit come to a complete halt whenever making a turn, however small. It doesn't look very good on flying ships, unfortunately.

    Posted in: Data
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    posted a message on [solved][data] Reduce maximum energy.

    You did right in the behavior the first time. It's behavior->unit->max vital. Both positive and negative values work well.

    If you want to do a quick test, open the behavior called Sentry - Guardian Shield. Put -3 in the Vital Max Bonus Energy field. Place sentries on the map and see every unit affected by guardian shield lose 3 energy as long as they stay under the shield. (Adjust ability cost for the ability under cost->vitals->energy so you don't have to wait for energy to test)

    Your problem has to lie somewhere else.

    Posted in: Data
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    posted a message on [solved] "Has behavior" validator

    You can make a requirement check for buffs on the unit that is building. Here's a map for reference.

    I gave the probe an ability that applies a self buff that is required to build buildings, and changed all protoss buildings to require this buff to be set. The requirement need to count behaviors completed at unit of this type. All in the data editor.

    Just ask if there's anything unclear in the map.

    Edit: Sorry, didn't see Lilianna already gave you the answer.

    Posted in: Data
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