• 0

    posted a message on Modify unit effect to change ownership confusion
    Quote from DrSuperEvil: Go

    The Modify Unit effect is bugged in that it can only convert to caster, also has issue with stuff being known as belonging to original player. Use this.

    Thanks, I was trying to do this as well but I opted for a modify unit ownership change because this seems to have some issues with training units; it checks if the original owner has enough supply to build it instead of the current owner. At any rate, if modify unit is broken then this is the appropriate solution. I have found a workaround for the supply issue as well. Thanks again.

    Posted in: Data
  • 0

    posted a message on Modify unit effect to change ownership confusion

    Hey guys, so I'm just getting back into mapping and I've run into a bit of a problem here. I'm trying to make it so when you approach a gateway, if player 0 owns it, it becomes yours. I'm accomplishing this (or failing to) using this:

    Behavior on the gateway which periodically (1s) does a search to find nearby units. The search has a maximum count of 1 and applies a modify unit effect. So obviously I want the search to occur about the gateway and I want to transfer ownership of the gateway to the approaching unit. Basically all I can get it to do right now is not work at all or give ownership of the unit to the owner of the gateway (opposite of what I want to do).

    The values in question are:

    Search

    • Impact Location: Source Unit

    Modify Unit

    • Effect Modification Flags: Owner
    • Target Impact Unit: Caster
    • Target Launch Unit: Source
    • Unit Transfer Unit: Target

    What's wrong here?

    Posted in: Data
  • 0

    posted a message on Destroy persistent after one periodic effect fails
    Quote from DrSuperEvil: Go

    Considered using an Enumerate Area validator at the target point of the periodic. Maybe in the Periodic Validator field. Or do you want a Set effect with a Destroy Persistent effect in the periodic that is disabled if the periodic is meant to occur.

    Can I do that by just setting the Target - Location of the validator to Target Point and setting that the periodic validator field to that validator?

    Posted in: Data
  • 0

    posted a message on Omni light in Low Graphics

    @gamemore: Go

    I think you can force the model to show by setting the Low Quality Model to be the same file as the Model, but I'm not sure what to do about the complete blackness on medium and the lack of darkness on low.

    Posted in: Data
  • 0

    posted a message on Destroy persistent after one periodic effect fails

    So what I'm looking to achieve is to have a persistent effect kill itself if one of the periodic effects were to fail validation.

    It's not as simple as just setting the validator from the periodic effect as the periodic validator of the persistent because the validator from the periodic effect is checking if a unit is nearby and will take place in a different x and y (there are periodic offsets) than the persistent effect will.

    Any ideas?

    Posted in: Data
  • 0

    posted a message on chat disappearing?

    Hey guys, while testing my map I noticed that the chat was disappearing nearly instantly for some players and just not showing up for some others. I do hide the game UI and use a custom built UI but I have not done anything to alter the chat nor are there any dialogs that might be covering it up. Anyone else have this issue/know how to solve it?

    Posted in: UI Development
  • 0

    posted a message on Lock Number of teams in loby
    Quote from Sherlia: Go

    The wonderful tool gave me absolutely nothing about this, I'm not sure what link you found, to bad you did not link to to me :(

    ScorpSCII, what you say i have "done" and this is how my window look

    Ok the teams are "locked" but i dont want to show the rest of the teams like 3 4 5 teams and so on i, i would prefer it to be locked/hidden, is not that possible?, i only want 2 teams to be visible

    I would like to know this as well, seems simple enough but I can't find where to change it.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Implementing an Extra Attack buff?
    Quote from nikjamin: Go

    @peranzormal: Go

    I think this works best for what I'm trying to achieve.

    Really? DrSuperEvil's first method would be a lot more reliable...

    Posted in: Data
  • 0

    posted a message on Implementing an Extra Attack buff?
    Quote from DrSuperEvil: Go

    Or just apply a buff with a damage response on attacker that uses the same damage effect as the weapon. An alternative is to just apply a buff that adds a second copy of the weapon but is removed via validators after the attack.

    This guy.

    Posted in: Data
  • 0

    posted a message on Implementing an Extra Attack buff?
    Quote from nikjamin: Go

    I'm having trouble getting an effect to trigger a generic extra attack, with behaviors or triggers. Anyone have any ideas on how to do this?

    Ehh, I dunno, that'd be pretty hard to do in the data editor. You could just make a trigger that dealt damage to the target unit equal to the attack damage of the attacking unit.

    Otherwise if you insist on making this with the data editor I would probably do something with giving the unit a behavior that increases attack speed by a large amount and gets removed by the victim unit when it is attacked.

    Posted in: Data
  • 0

    posted a message on Wandering units
    Quote from Cabalistlbb: Go

    @peranzormal: Go

    By using the wandering behavior can I dictate how far they go? I kinda need them to be able to wander around in a 128x128 area then move to another 128x128 area with the command

    Yeah, you can specify the range that they are able to wander with the Leash field.

    Posted in: Data
  • 0

    posted a message on Wandering units
    Quote from Cabalistlbb: Go

    I want units to spawn at a certain unit then wander around the map. I also want to be able to give them commands as a whole with button abilities to go to certain regions then wander there. Any ideas?

    You make units wander by giving them a wander type behavior like the ones found on critters. If you want the abilities to target specific regions you'll want to use triggers, if you want the abilities to allow the user to target a specific point then you can use data to accomplish this.

    Posted in: Data
  • 0

    posted a message on Crater of Carnage Off Topic Thread
    Quote from LoneVandal: Go

    @RandomNoExit: Go

    Thanks, didn't see that video yet :D

    Really great stuff, I'm glad they agree with what I'm saying. It will be interesting to see how different our games will be when they are both playable. I'm glad they're willing to question what makes DotA fun more than Valve has :P I feel like DotA 2 is going to be CRUSHED by Blizzard DotA after seeing that. Icefrog is a hack and we'll all see it when DotA 2 flops.

    I lol'd.

    Posted in: Off-Topic
  • 0

    posted a message on Slow Motion Trails Tutorial
    Quote from OneTwoSC: Go

    @Neonsz: Go

    There's two now :)

    I'm going to presume that I speak for a lot people when I say that this tutorial was awesome and I used it in my map and didn't comment on it because it was just that thorough. :)

    Posted in: Tutorials
  • 0

    posted a message on Need help with Chain beam
    Quote from Kueken531: Go

    The "jumping back" is usually an actor issue, when the targets are killed by the chain beam damage effect. The units are removed instantly, so the launch host for the beam falls back to the caster. So the next beam in the chain does not travel from the dead unit to the next unit, but from the caster.

    You can, for example, fix this by using a site actor.

    Not to hijack this thread, but on a related note, can you go into this a little more Kueken? I've been trying to get a chain lightning tower with delay working for weeks.

    Posted in: Data
  • To post a comment, please or register a new account.