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    posted a message on Changing Mover?

    @aczchef: Go

    As in move over cliffs.

    Posted in: Data
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    posted a message on Changing Mover?

    So I have an ability that consumes energy, raises height, increases speed, and makes targeted as an air unit. Now all I need to do is find a way to make it so he behaves like an air unit. Can I change the mover with a behavior? Or any other way using the data editor? And what else would I have to do to achieve this effect?

    Posted in: Data
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    posted a message on [Passive] Negating any abilities that affect energy negatively?

    @Crypt0rz: Go

    Triggers aren't a possibility I'm afraid. I'd like to do it all in the data editor. I don't mind if it's not possible, I'd just like to know, as I was requested to make a passive that does such a thing. We decided to just remake it anywho, it'd be purely for experience, knowing how to do so.

    Posted in: Data
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    posted a message on [Passive] Negating any abilities that affect energy negatively?

    So for a passive, I want anything that would affect the units energy in a negative way (IE Feedback) to be negated, dealing no damage to his life points or energy. Thing is, I'm not allowed to modify any of the offending abilities. So it has to have this effect without validators attached to feedback or anything like that. Is this possible? (Obviously, I also need it so I still use energy on ability casts)

    Posted in: Data
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    posted a message on Giving behaviors per level

    So, I want to give a unit a dummy ability that says what level he is, for a requirement. Is there a way to either

    A) Give the unit a behavior that only lasts for 1 level or B) Have a behavior disabled by default? So I can enable each at their corresponding levels?

    Posted in: Data
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    posted a message on Must Target Visible Location

    @Builder_Bob: Go

    It is unchecked. :\

    EDIT: Got it, there was a validator in the Launch Missile effect that says "has vision".

    Posted in: Data
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    posted a message on Must Target Visible Location

    I have a missile ability that does splash damage in a target area. It's duplicated from the Toss Grenade ability. It works relatively fine, but I can't target anywhere I can't see. It gives me the error in the title. I'd like to be able to target anywhere, including in the fog of war.

    Posted in: Data
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    posted a message on [Showcase] Protoss Dragoon

    It's pretty nice looking, but the Dragoon had larger hind-legs.

    Posted in: Artist Tavern
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    posted a message on [Resolved] Interrupted Channel ability

    @Kueken531: Go

    Ended up making a periodic effect that runs on the initial effect and makes it depart after 9 seconds. Works pretty well.

    Posted in: Data
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    posted a message on [Resolved] Interrupted Channel ability

    So I have a channeled laser ability from a summoned unit. Basically, it does the damage in periodic ticks for about 9 seconds, and after that, runs a periodic effect to simulate a delay, then fly up into the air and be removed.

    It's all working fairly well, but the one problem I have is if the channeled ability is interrupted by its target going out of range, it stops channeling and doesn't do the expire effect, making it disappear.

    I do want the spell to be interruptable by leaving range, but I also want it to run the expired effect even if it's interrupted.

    Any ideas?

    Posted in: Data
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    posted a message on [Resolved] Duplicate Unit's missile launch from under unit

    So I duplicated a Scout. All I want is a normal scout, some stat changes, and adding abilities. But when I test the duplicated unit, the missiles come from the ground, far underneath the Scout. How do I fix it so the missiles come from the actual Scout?

    EDIT: Nevermind, renaming all the actors and weapons and whatnot seems to have fixed it for some reason. Thanks for reading anywho. ;o

    Posted in: Data
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    posted a message on [Resolved] Create Unit - Issue Order

    @Johnzee: Go Ya, then the unit warps back out. (I don't know how to make it warp out, so I just made it raise height and disappear) But as I said, I already have it working.

    Last problem I'm having is that it doesn't play the expire effect if the targeted unit leaves the range of the created unit's ability.

    Posted in: Data
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    posted a message on [Resolved] Create Unit - Issue Order

    @BorgDragon: Go

    This is what I've been trying to do. I want a set that make it use the warp-in effect and makes the unit order to just attack. I removed the warp-in effect, for testing, and I still can't get it to work. How would I set the issue order up?

    I've been able to issue an order to the casting unit and the targeted unit, but not the summoned unit.

    EDIT: After a LOT of trial-and-error I got it.

    I set the 'Unit+' as 'Target'. Then I had to set the 'Target+' to Effect: (create unit ability) Value: 'Target Unit'

    Posted in: Data
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    posted a message on [Resolved] Create Unit - Issue Order

    So basically, I have a targeted effect, you cast it on a unit, and it creates a unit. I want this created unit to use an ability as soon as it's created through the data editor. Can this be done? I'd really like to avoid using triggers and I can't seem to find out how to make the created unit do an action, only the targeted unit and casting unit.

    Posted in: Data
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