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    posted a message on Tutorial Request

    Tutorial Request: Using an Ability with a cast time while moving. I tried using this for a cloak/decloak ability, had to use another method though, in which im still trying to figure out.

    Posted in: Tutorials
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    posted a message on Creating a weapon-switch ability without triggers

    in the end i just made an apply behavior effect that's used when you use the ability, the behavior has a duration of 3 seconds and its expire effect is the issue order effect. Which just brings up another problem, hiding the command card button for those 3 seconds/until the cloaked behavior is applied. (the decloak button overlaps the apply cloak button)

    Edit: could probably just convert back to the single behavior ability, which should fix the decloak attacking problem as well

    Posted in: Data
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    posted a message on Creating a weapon-switch ability without triggers

    @DrSuperEvil: Go

    lol well the trasient flag seems to disable the cast time for some reason, acts as if there was no cast.

    My cloaked behavior already has that disableing validator as well, so stealth is disabled while attacking and is re-enabled when not but cant get out of stealth while attacking via command button (which isnt what i want) and (if this helps) normally all my units will auto attack when in range of an enemy unit. But will not when cloaked. I also disabled if attacking when you decide to go into cloak the unit will automatically stop attacking until ordered to do so.

    lol sounds like alot of work just for a simple cloak ability but this is how id like cloak (stealth) to work in my map :\

    Edit: oh and btw i forgot to mention, would the fact that my move/attack ability arent on the command card (but of course can still use those abilities) have any effect on this, the unit could get out of stealth when attacking before i did anything with the ability instant - effect and was just a regular behavior ability but now cant.

    Posted in: Data
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    posted a message on Creating a weapon-switch ability without triggers

    @DrSuperEvil: Go

    with the way i have cloak setup everything seems to be working fine except i cant remove stealth while attacking :\ plus the the 2 command card buttons had to be in the same slot but that doesnt really matter.

    Edit: Plus also like to able to cast steath while moving without it being interrupted cant seem to figure that out either >< if i check the interruptiple flag - cast it stops the unit from moving and i if dont he can move but interrupts the ability. and yeah I did allow movement/transient flags but that dont work niether.

    Posted in: Data
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    posted a message on Creating a weapon-switch ability without triggers

    @DrSuperEvil: Go

    any way to add a cast time to a ability - behavior? I would use effect but they dont work so well with a toggle cloak ability. Or being able to stall the behavior - buff that makes you cloaked when you use the ability for say 3 seconds. I played with durations, period, and cooldowns and still no luck (Cooldowns dont seem to work on a toggle ability niether)

    Posted in: Data
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    posted a message on Cloak/Stealth Help?

    By the way this way doesnt seem to support being able to toggle cloak on and off (as far as i know) but i did find another way to do this with just a changes.

    Posted in: Data
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    posted a message on Cloak/Stealth Help?

    @Nashadun: Go

    hehe sorry.. im not exactly new to editor but for some reason with this kinda thing its difficult to remember how to do even the simple things. I actually almost had it working with just using the regular cloak with the single behavior, but for some reason i couldnt attack while cloaked, maybe if i had the attack button on command card and did it that way, but why have them there if there is no one really puts use to them. Plus it also disables the ability to be able to attack your own units and such which is what i want.

    But anyway this worked so thank you, just needs a little tweaking and should be good to go.

    (and for anybody absolutely new to the editor and comes across reading this, make sure the ability is effect - instant and the behaviors are buffs)

    Happy Mapping!! ^^

    Posted in: Data
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    posted a message on Cloak/Stealth Help?

    @Nashadun: Go

    actually i found a somewhat fix of my own, instead of having the (caster not attacking validator) in the ability put it on the cloak behavior itself on either disable or remove depending on what you want (so it can cloak while attacking) - of course atm having remove on is just a waste - and still i cannot find how to stop attacking (if already attacking) when you cloak until done manually, and as for auto attacking while cloaked, i checked my cloak behavior flags and there is no passive flag :(

    Posted in: Data
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    posted a message on Cloak/Stealth Help?

    I have auto attack in my map and my question is does anyone have a simple solution as to when a unit is cloaked the unit will not auto attack and can only manually attack, but if you do attack the unit automatically uncloaks and if it were to go cloaked again while attacking it will stop attacking until ordered to attack again. (or uncloak yourself of course) now i know how to get rid of auto attack (scan filters) but i want him to auto attack when not cloaked, so this i assume would be the use of two attack abilties, but how to overlap an ability with another... i dont know xD

    Edit: If its a requirement, could anyone possibly post what this requirement would be? thx

    Edit2: Well i figured one thing out, add the caster not attacking validator to the cloak ability, but now that brings another problem, can only cloak when not attacking which wasent the intended effect, just want to stop attacking. and for the life of me i can not seem to figure out.. disable an ability when you have a behavior (buff) and vice versa, disable an ability when you do not have the behavior, ive tried this through requirement.. and sadly its pissing me off O.o

    Posted in: Data
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    posted a message on Help - Specific Unit Upgrades?

    @DrSuperEvil: Go

    for the map you posted, anyway to change wireframe/unit name through that method?

    Edit: or at least be able to share the same ability between 2 different units, upgrade marine to marine captain through a morph ability and if you bought a weapon and then upgrade your unit, it wont cost resources on your new unit and may keep the same weapon already attached to the previous unit, basically being the same unit except unit name, wireframe, and a few stat changes.. ect >:D

    Posted in: Data
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    posted a message on [Trigger] Income

    how would you go about making an income based on how much supply you use, like if you have 0/100 supply used you get 300 minerals every minutes, but if you have 50/100 used its 200 minerals, 51/100 would be 198 minerals, and so on

    Posted in: Tutorials
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    posted a message on [Data] Tutorial: Boss bars.

    @Volsky: Go

    Im wondering if its possible to have (say i was making a custom interface) this boss bar not show until a unit is clicked and applys for any unit i click, move it to the bottom of the screen, and to basically just show everything besides that blue background you got there. and to rearange the order of this boss bar. Like Unit name above the unit icon and thats above the health bar, and change the size of those specific differently.

    Posted in: Tutorials
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    posted a message on Difficulty selected condition / Level cap

    @billimaster23: Go

    It is mostly likely a trigger problem, make sure you changed all the variables as well.

    Posted in: Data
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    posted a message on Help - Specific Unit Upgrades?

    lol So much work to get so little accomplished. I had remembered raynor at one point during the campaign i believe it was you could switch between weapons, i had looked him up but couldnt find it, didnt think it was a buff (duh) probably should of checked everything. But i didnt think first time use could cost resources but not second time use, unless you made a loop of buffs and such which would not be worth it in the end. I didnt want to make 50 seperate marine units only really counting as one unit, and doind so for like 20 other units.

    so thank you... this has worked wonders!! >:D

    Posted in: Data
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    posted a message on Help - Specific Unit Upgrades?

    Let me elaborate exactly what i mean by this, of course by upgradeing a specific unit you would use abilities, thats fine. But say if i made this marine, his standard weapon is gauss rifle. He has multiple weapon upgrades, flamethrower, plasma gun, ect. To simplify this or maybe by doing this the only way possible i would use an ability to morph that "gauss rifle marine" into say a "flame thrower marine" but now i face an enemy in which the plasma gun would do more damage to this kind of target, i should probably get that weapon. and btw, these weapon upgrades shall cost resources(for the first time you get it). So now i have the plasma gun, i can switch back to standard gauss rifle if i wish, which would cost no resources. but now here is where i run into the problem, i want to switch back to the flame thrower, i already had gotten it, so it should cost no resources. But what if i never did get it? is there any way possible to have the game check that you already bought that upgrade (ability) so it wouldnt cost resources again?

    Upgrades are global so cant use them :\ QQ - Let me know if this was hard to understand

    Posted in: Data
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