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    posted a message on Change Destructible Rock texture

    @Ragoo90: Go

    You should be able to place any unit on any tileset as far as I know...

    A heavy handed solution would be to go into the data editor and manually replace the model. Actor -> Art - Model

    Posted in: Data
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    posted a message on Dynamic Button

    @Crypt0rz: Go

    I found that if you click "edit" and do the insert data reference action there, custom data won't show up as blank. :)

    Posted in: Data
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    posted a message on Dynamic Button

    @TheTAZsc: Go

    On buttons tooltip -> Show style controls -> Insert Data Reference -> Choose Field -> Effect

    For some reason, my custom data is shown as blank, but you can type it in manually.

    For example, damage effect called "Laser"...paste the following into the tooltip:

    Effect,Laser,Amount,

    If you find out how to fix it from showing up as blank, let us know!

    Posted in: Data
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    posted a message on How do you make sounds for abilities?

    There's several ways to hook up a sound to a missile ability. You can set up the actor to play a sound on effect.acidthing.launchmissile or the impact, effect.acidthing.damage. You can also go into the missile actor's launch assets and impact map...something like that. Go into one of the game's missile attacks, and look for the sounds...then use explain link to learn how it's set up. That's what I do for everything. :)

    Posted in: Data
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    posted a message on Question About Actor Animation Bracket

    @Kildare88: Go

    I'm "noob" with animations, but try Animation Clear, instead. Or, animation clear after animation stop.

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

    @Builder_Bob: Go

    Thanks, Bob! I've never used a switch before, but I'll look into it. Also, I noticed that when the behavior modification is for attack speed, it doesn't affect any of the beam periods...I suppose that is to be expected, but just putting it out there for completion purposes. An alternative to attack speed might be a chronoboost effect where I speed up the "time" of the unit while appropriately reducing its speed, energy regeneration, etc to match...but that's really messy to me.

    The switch solution is really not too much work, but I guess it's in my nature to try to find the cleanest solution first. Thanks again.

    Posted in: Data
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    posted a message on Volatile 1.2 popularity

    Confirmed as a bug: http://us.battle.net/sc2/en/forum/topic/1869410024

    The blue poster is named after Segmentation Fault, a type of bounds error...a little ironic. :D

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

    @Builder_Bob: Go

    Hmm, with the way my buff works, the buff can be turn on "mid channel" as in after the first tick. Perhaps my observation of first tick is inaccurate, I'll double check. Try making your ability turn on midcast via "transient."

    edit: With testing, you are correct that if the behavior is applied before the channeling, it'll work on each tick. The original issues remain, however, for the damage aura as well as turning on the buff midchannel.

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

    Let's say I have a buff like stimpack or a similar one that gives +10% damage. It only affects the first damage tick of the void ray attack. I believe it's because void ray damage is chained...one effect calls another effect and so on. I also have an aura that's like immolation...it damages units near it.

    Anywho, Combat Behavior Modification seems to only affect the first damage tick from weapons (edit: this is wrong. it affects the channeled damage if it's turned on before the channeling, but not during). What's the best way to get this kind of modifying effect to work? My current planned solution is to make a *set* of two damage effects with mutually exclusive validators (one damage effect if the caster has a buff and the other without.) However, if I have 2 buffs, I'll need 4 damage effects to account for the combinations and so on. Is there a better way?

    Thanks!

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

    @Builder_Bob: Go

    The map that I'm working on requires this. I remember seeing a flag called "turn before moving" somewhere. I haven't done my movements yet, but I remember seeing the flag when I was looking around. It might be what you're looking for.

    Posted in: Data
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    posted a message on plz help, command card trouble shooting

    @cinicraft: Go

    There could be several reasons for this. Most common for me is an editor quirk where the "Ability Command" is shown (autofilled), but disappears when you press OK. Also, make sure the ability has an effect. In the ability -> Ability Commands, make sure Execute has a default button.

    If you are still having problems, try using a non-custom ability for the button and see if the problem lies in your ability.

    Posted in: Data
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    posted a message on Fun Stats From My Youtube

    @OneTwoSC: Go

    That's interesting! I found that your healing fountain aura and frostbolt tutorial covered most of what I needed to learn about to get started with the data editor and should be mandatory watching for any new mapmaker. I guess I'm just not into making TDs. :P

    Posted in: General Chat
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    posted a message on Weapon's Target Sort field

    @Builder_Bob: Go

    Yes, weapon - allowed movement -> moving

    Posted in: Data
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    posted a message on Weapon's Target Sort field

    @Builder_Bob: Go

    I think you're right. I probably changed those two things at once and noticed the result. (killed the scientific method!...but it wasn't an experiment, just trying to get something to work :P)

    I played with it a little bit, but I don't notice anything out of the ordinary. There could be many reasons for something to be in the editor and have no function or effect. Speaking of which, I haven't noticed any need for continuous scan. Can you give me a sample case? All my units attack and acquire new targets while moving. I have attack while moving allowed, though.

    Posted in: Data
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    posted a message on Weapon's Target Sort field
    Quote from Builder_Bob: Go

    Has anyone gotten any results from using this field for a weapon?

    No matter what I put in there it doesn't change anything. I'm not asking for a workaround using search effect or something else, just this field.

    I messed around the other day with a Battlecruiser. Normally, it kills its target until it finds a new one to attack. I put TSDistance and it attacks the nearest target for every next shot. I also modified the weapon arc to 360 and allowed the BC to auto fire while moving, though. I have "can initiate attack" checked. I don't have continuous scan checked (dont know what that does.)

    Posted in: Data
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