Okay so in that case you'll want to look at the Valerian Death Prevention behavior from the liberty mod. Have your behavior do the same thing except on all damage instead of just fatal and have a duration of like 3 seconds or whatever. Then, have your ability be an effect - instant type which applies this behavior to the caster. You'll probably have to mess with the autocast validators or something to get this ability to only fire exactly when the hero is about to take damage.
Have no idea how to create autocast ability which will cast on the owner before he take damage (or under attack). Killed about 2 days, but have no much skill in data for this =( Any ideas?
Can you go into more detail about what you exactly want to do?
My quastion is related as well, i wanna make all terran ship shields be Red, tough not sure how the shield is actually attached to the ships ( protoss or terran, tough with a tutorial i did manage to make shields for the Terran ships, but thats the protoss plasma shield ) Any one have a good trick to pull this off?
You'll want to go in and change the shield impact actor as well as related actors and add the event DrSuperEvil mentioned above; upon actor creation, set tint color to red. I think that should do it.
Mutalisks can 'stack' when they have a destination, and then they spread out when they don't. Where is this hidden, and can you guys tell me how, if it is at all possible, to do the same thing on a ground unit?
I believe they stack while moving because they use the 'fly' mover, which makes the unit able to path through anything. Then, once they stop, they push themselves away from each other because they all have a radius and exist in the same plane array (air).
You could do this for a ground unit by giving the ground unit in question a behavior that, while moving, suppresses collision.
Try messing around with the auto-cast validators on the ability. By just glancing at the medivac's double heal ability I saw there was a Not Stopping validator, which might be problematic for a structure.
Is it changing targets consistently (i.e. switches targets every 1 second) or just seemingly random? Also, is it switching to targets with lower health or doing any sort of prioritizing or are the targets it's switching to seem random?
I'm having a bit of an issue. I want to make it so that all units have the same attack target priority. I see the object in the Data editor, but Regardless of what the photon cannon has, for example, because it attacks, all the units will attack that.
How would I do such a thing?
Perhaps you could explain a bit further exactly what you mean? Why can't you just change the Combat: Attack Target Priority field to the same value for all the units in question?
If you're just starting the data editor I would be inclined to suggest watching a few tutorials (try onetwo's) first to familiarize yourself with it rather than just jumping right in and attempting to make something like this.
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@michaelknives: Go
Make an attack actor for the ability specifically and have the launch site be nova's weapon
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@Taintedwisp: Go
Obviously they reset it's popularity every 24 hours, not how many total hours have been played.
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This is good to know :)
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@xxxNEARBYxxx: Go
Okay so in that case you'll want to look at the Valerian Death Prevention behavior from the liberty mod. Have your behavior do the same thing except on all damage instead of just fatal and have a duration of like 3 seconds or whatever. Then, have your ability be an effect - instant type which applies this behavior to the caster. You'll probably have to mess with the autocast validators or something to get this ability to only fire exactly when the hero is about to take damage.
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Can you go into more detail about what you exactly want to do?
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@zeye74: Go
So you've created a requirement then and added it to your research ability? Have you looked at/copied exactly how liberty upgrades work?
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You'll want to go in and change the shield impact actor as well as related actors and add the event DrSuperEvil mentioned above; upon actor creation, set tint color to red. I think that should do it.
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I believe they stack while moving because they use the 'fly' mover, which makes the unit able to path through anything. Then, once they stop, they push themselves away from each other because they all have a radius and exist in the same plane array (air).
You could do this for a ground unit by giving the ground unit in question a behavior that, while moving, suppresses collision.
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@Lucavious: Go
Try messing around with the auto-cast validators on the ability. By just glancing at the medivac's double heal ability I saw there was a Not Stopping validator, which might be problematic for a structure.
Edit: The target sorts too
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@thegameplayer: Go
No. They plan to at some point in the future, but as of now, no, they have not.
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@Lucavious: Go
Is it changing targets consistently (i.e. switches targets every 1 second) or just seemingly random? Also, is it switching to targets with lower health or doing any sort of prioritizing or are the targets it's switching to seem random?
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Perhaps you could explain a bit further exactly what you mean? Why can't you just change the Combat: Attack Target Priority field to the same value for all the units in question?
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@Wc3SRui: Go
If you're just starting the data editor I would be inclined to suggest watching a few tutorials (try onetwo's) first to familiarize yourself with it rather than just jumping right in and attempting to make something like this.
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Thank you both for your equally valid solutions, though after much debate I have decided to go with Kueken's ;) Yep, it works. Thanks
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So what if I had an ability where I wanted to select a target unit and make a duplicate of that unit type to fight for me?
Is there a data only solution to this?