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    posted a message on (Solved) Help with export

    Anyone?

    Posted in: Data
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    posted a message on SOLVED Weapon type help

    @ri0k: Go

    Effect > Damage > Effect > Kind

    Under Effect tab, you will have to locate the specific Weapon Damage.

    Within the Damage effect, under Effect colume, you will locate Kind.

    Posted in: Data
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    posted a message on (Solved )Help with Ability Cooldown

    I got it, it worked.

    1. I create a Behavior X to disable Hardened Shield for the full duration of Cooldown,
    1. Then add a Apply Behavior Z to apply such Behavior X.
    1. Then add that Apply Behavior Z to Effect - Initial for another behavior.
    1. Or create a Set Effect for which Desired Ability uses.
    Posted in: Data
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    posted a message on (Solved )Help with Ability Cooldown

    @BorgDragon: Go

    I think I got what you are saying.

    When I use Corruption, I also apply a behavior to myself that disable Hardened Shield behavior for 45 seconds.

    But how do I know Hardened Shield will apply only after the unit checks if disabling behavior have been applied?

    Posted in: Data
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    posted a message on (Solved )Help with Ability Cooldown
    Quote from BorgDragon: Go

    @dragooness: Go Give your ability with no cooldown a 0.5 second cooldown if you need a cooldown to have it function?

    That works, but isn't some ability such as Medivac - Heal or Load don't really function well with CD. But I guess I can make CD to 0.01 seconds.

    Quote from BorgDragon: Go

    @dragooness: Go About the behavior? You mean a Behavior-type ability? Like cloak?

    Like a Passive behavior, such as Hardened Shield from Immortal and Corruption from Corruptor on the same unit.

    I wanted it such that as long as Corruption is on CD, Hardened Shield will not work. (of course not the same behavior/ability, but the idea is there)

    Posted in: Data
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    posted a message on (Solved )Help with Ability Cooldown

    @BorgDragon: Go

    I did the following - did not work.

    Scroll down till you find the Cooldown section, you will see Link with the default entry Abil/Ability A.

    Next, you see Location with the default entry of Ability. Change Ability to Unit.

    Now, to Ability B, change the Location to Unit and the Link to Abil/Ability A.

    I also did what your original instruction said - did not work.

    It will only work if ALL ability have CD, if one does not, it does not work.

    Also, how about 1 Behavior without CD & 1 Ability with CD?

    If I use Ability, then Behavior will not apply until Ability have finish Cooldown.

    Posted in: Data
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    posted a message on (Solved )Help with Ability Cooldown

    @BorgDragon: Go

    And if you only want the ability cd share one way, you only change it for Ability A, right?

    Or you just adjust the Link to Ability B's ability ID?

    Posted in: Data
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    posted a message on (Solved) Help with export

    One more thing, how about dependency and custom art? They are not there as well.

    Posted in: Data
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    posted a message on (Solved )Help with Ability Cooldown

    Thanks a lot, I never know what Link did until now.

    Much appreciated.

    Posted in: Data
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    posted a message on (Solved )Help with Ability Cooldown

    Is there a way for 2 different ability to share cooldowns?

    For example - a validator or requirement for certain ability's cooldown?

    So as long as Ability A is in CD, you will not be able to use Ability B.

    Ability A and Ability B both have different cost, effect & cd.

    Posted in: Data
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    posted a message on (Solved) Help with export

    I copied Base.sc2data folder.

    But a lot of custom ability, all description for abilities and buttons are gone or empty.

    Posted in: Data
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    posted a message on [Solved]Buff for increased weapon range.

    @Rice87: Go

    I am pretty sure Bunker - Range Bonus does not change all unit in bunker to the same Maximum range, I think it just extend to what the unit originally have. Because it only says 1 in Bunker - Range Bonus, if it changes the maximum range to 1, all unit in bunker would not shoot very far.

    Have you tried it?

    Posted in: Data
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    posted a message on [Solved]Buff for increased weapon range.

    If you take a look at Behavior > Bunker - Range Bonus, it should be pretty straight forward.

    Behavior > Buff > Behavior > Modifications+ > Weapon > Weapon Range.

    Posted in: Data
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    posted a message on (Solved) Help with export

    Quick question.

    Is there anyway to export Game Data (that includes ability, unit, effect, so on and so forth)?

    Because I want to keep the same Data but import them on a different map.

    Posted in: Data
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    posted a message on (Solved) Help with Radar Filter
    Quote from BorgDragon: Go

    @dragooness: Go

    If you try it and you cannot get it working, perhaps you can send me the map? I could tweak it and do some quick tests, go over it and see if you might have missed something. Trust me, it happens to everyone. I know I've spent too much time on one thing only to realize that one field was wrong. So easy to miss things :)

    Thanks for the offer, but I am a tad embarrassed to share. I am basically just modifying a basic melee map for a slightly more advanced Terran, coz I am no good at playing the "real" game. So if one thing don't work, it is ok; only for my personal entertainment.

    Thanks again for the offer.

    Posted in: Data
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