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    posted a message on Attribute bonuses not working?

    Are you using any dependancies? And if so have they all been updated to 1.5?

    Posted in: Data
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    posted a message on New data types in patch 1.5

    Does anyone know if the Hero, Hero statistics, and Hero abilities data types are incomplete? Unless I'm wrong about their purpose (to make hero creation easier), they don't seem to be working.

    Posted in: Data
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    posted a message on New data types in patch 1.5

    Has anyone figured out how to use them? Or which ones are even useful?

    Some of them look promising, but when I quickly skimmed over some of them I couldn't how to take advantage of these new data types.

    Posted in: Data
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    posted a message on Can't change range actors for a multi-level ability

    I've been having absolutely no luck trying to increase the size of a range actor when an ability levels up. I tried making multiple range actors as suggested and using a Validate Unit validator that's linked to a player requirement validator. It just doesn't work! The range always stays at the level 1 range. What the hell can I do to fix this?

    For reference, here are my actor events:

    Field Teleport Range 1 Event: Events + (ActorOrphan|Abil.Teleport.TargetOn; ValidateUnit TeleportLevel1|Abil.Teleport.TargetOff; ValidateUnit TeleportLevel1):(||):(Destroy|Create|Destroy)

    Field Teleport Range 2 Event: Events + (ActorOrphan|Abil.Teleport.TargetOn; ValidateUnit TeleportLevel2|Abil.Teleport.TargetOff; ValidateUnit TeleportLevel2):(||):(Destroy|Create|Destroy)

    And here are my requirements:

    Field Teleport Level 1 : Requirement + (CountAbil(Teleport,CompleteOnlyAtUnit)[TechTreeCheat] == 1|(None))

    Field Teleport Level 2 : Requirement + (CountAbil(Teleport,CompleteOnlyAtUnit)[TechTreeCheat] == 2|(None))

    The validators are just copied from the Has Marine Shield Upgrade validator that link to my requirements.

    Posted in: Data
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    posted a message on [Help] How do I make this unique ability?
    Quote from DrSuperEvil: Go

    The los blocking is part of the footprint. Just have the missile impact use a Create Persistent to spawn los blocking units with a timed life that are unselectable and have a height of 4 else air units can look over it.

    Getting the cursor to show properly will require a Model actor that has the basic scope follow SOp created on the ability cursor and destroyed on cancel. You then need to give it a SOp forward vector to get it to face the caster and then attach your other visual models at an offset to it.

    Wait I thought you could only affect the vision height of a unit (how high a unit can see) and whether it's in the air or ground plane. How do you change a unit's actual height outside of aesthetics (via the UI:height field) ?

    Posted in: Data
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    posted a message on Going through buildings

    Is there a way to make a unit pass through building footprints and units without having them ignore cliffs?

    Posted in: Data
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    posted a message on Motivation

    I know how you feel. I love working on the editor, but it really is demoralizing when I look at the sea of maps and have no idea how I'll ever get my stuff noticed (assuming I ever finish my work haha) It also feels like the players themselves don't seem as interested in custom maps as they were back in WC3.

    Posted in: General Chat
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    posted a message on Patch 1.4.0 Is out ...

    Is it just me or has it become a LOT slower to search through things in the data editor using the search bar? It seems like they changed the search algorithm or something.

    Posted in: General Chat
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    posted a message on Lurker Den Morphing Problems.

    I've recently come across a problem that I can't fix at all. I duplicated the hydra den, lurker den, lurker den build, and lurker den morph actors and linked them all properly. Whenever I use the hydra den's custom morph ability, it goes into the lurker den morph animation, but the lurker den pops up a few seconds later and just stacks on top of the morph animation. I've messed around with the events and everything, but so far I've had no luck. Can anyone help with this?

    Posted in: Data
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    posted a message on How to stop AoE Spells from snapping on units

    @DrSuperEvil: Go

    Oh thanks! I have a tendency to ignore the grey fields in the data editor... I guess that's a bad habit.

    Posted in: Data
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    posted a message on How to stop AoE Spells from snapping on units

    Whenever I make a spell AoE, the cursor likes to snap over units whenever I mouse over them. Is there a way to make the target cursor move smoother like Psi Storm's targeting cursor? I haven't been able to figure out what's wrong.

    Posted in: Data
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    posted a message on Building Add Ons

    Thanks! I got the tech labs to work with your help! Unfortunately... the reactors are a totally different story. They'll attach to the base barracks, factory, and starport. However, they refuse to connect to my custom starport even after I added the custom building to the Behavior - Added On Units+ field and assigned it a Nuclear Reactor behavior.

    Posted in: Data
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    posted a message on Building Add Ons

    Update: I've gotten the buildings to build the addons properly, but I have no clue how to make them attach to the building properly. They just sit there in their inactive animation.

    Posted in: Data
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    posted a message on Building Add Ons

    I've been trying to make some custom buildings and trying to have reactors and tech labs attach to them, but I haven't had any luck. I tried using the tech lab and reactor data in the editor as a base to work off of, but I haven't been able to emulate the addons properly.

    Can anyone help me out or point me in the right direction?

    Posted in: Data
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