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    posted a message on Behavior + Weapon: Reduce Cooldown On-Hit? (resolved!)

    you can try an augment type ability, similar to the Zealot's charge. set it to activate when the unit attacks and have it apply a buff that can stack multiple times. not sure about getting it to decrease the cooldown by exactly one second each stack, but under the behavior tab in the modifications of that buff you can set how the buff affects cooldowns percentage-wise.

    or, of course, you can use your Modify Unit Behavior in that buff. just place it in the buff's initial effect and its refresh effect.

    Posted in: Data
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    posted a message on Missile Target Area

    try adding the term "at - Effect" to the actor that is being created when the persistent is created

    Posted in: Data
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    posted a message on Upgrading another player's units

    a trigger solution would be to detect when your upgrade level changes (or when a unit finishes an upgrade) then add an upgrade level to the desired upgrade for the desired allied player.

    a data solution would be a little messy (my way at least). you would have a buff on the unit that does the upgrades that has a requirement to check and see if you have the desired upgrade level. when you have the upgrade level, the buff launches a search effect targeting only allied player units that can research upgrades (use unit type validators for those specific units) and orders the allied unit to research the upgrade. downside is you would have to create a buff for each and EVERY SINGLE upgrade and its levels. Ex: you would have to create 3 separate buffs with their own unique requirements to detect each upgrade level for, say, the terran weapons upgrade (3 buffs due to the upgrade having 3 levels).

    Posted in: Data
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    posted a message on Make a missile follow a target even if its loaded into a Dropship?

    possibly have your missile launching ability create a unit that uses the missile's mover rather than using a launch missile effect. the ability would also add a buff to the target unit and the created missile unit would have a buff that constantly searched for the target that has the buff and orders the missile to attack that target. the missile unit would have a melee suicide weapon.

    this should get around the cloaking issue, not sure if it would still "see" the buff when the unit is loaded, but im pretty sure that you can add the buff to the loading unit via its Load ability.

    Posted in: Data
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    posted a message on (Solved) A few build issues

    @tatatatate: Go

    yes, thank you, I've already fixed the building on another problem as described in my second post.

    Unless this is also an answer to my second "problem"? literally the 4 structures are identical in their unit, actor, and when used in the build ability save for the model used for each unit actor, but the Zerg Building Build2x2 model only plays its "Build D Start" anim on one of the structures when it finishes constructing.

    Edit: Actually, scratch that, the "Build D Start" anim doesn't play for any of the structures. For some reason, that I can't find in its actor events, one structure plays its death anim on construction complete. Perhaps it requires a certain minimum build time to reach the "Build D Start" anim? Well, anyway, I've already forced the sucker to play the anim when the building finishes construction.

    So, both problems have been dealt with.

    Posted in: Data
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    posted a message on (Solved) A few build issues

    Fixed the first issue. Turns out I had the "No Draw" unit flag on my building "foundation" unit. Turning that off did the trick. I'll probably just do the work around for the second issue, just wanted to know if anyone had any ideas as to why the actor was being rather bratty.

    Posted in: Data
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    posted a message on (Solved) A few build issues

    I'm having a few issues trying to get a Build ability to build structures on top of another structure (similar to how it works when building a refinery/extractor/assimilator on top of a vespene geyser).

    1) First issue is, well, it just won't build on top of the unit I want it to. I'll stop anyone right here before they ask, yes, the unit that is going to be built on another unit has the "foundation" unit in its Behavior: Built On+. When I remove everything from the Behavior: Built On+ the unit builds perfectly normal (well, except for the issue mentioned next). I should maybe also mention that the builder unit isn't owned by the player, it's co-controlled using the Interact ability. Not sure if it's worth mentioning cause it still builds fine when there is nothing in the Behavior: Built On+. In addition to above, if someone could just quickly list all the things needed when doing something like this, I could check and see if I missed anything.

    2) This isn't really a major issue as I can probably use a workaround, but it's annoying. It's kinda like a child that will only play with toys that are slightly cleaner than the others or something. This has to do the building visual when constructing a unit. There are 4 structures that, aside from the unit being built, are pretty much identical in how they are set up in the Build ability. They all build, that's fine. They all take the required time to build, that's good. The zerg building build2x2 actor model plays and progresses properly while they are building, that's great. The problem arises from the last part of the model actor. You know how when a zerg building finishes building it plays this sorta explosion animation (referred to as "Build D Start")? Well it only plays for one of the structures when it finishes building. The actor events among the 4 structures are all pretty much the same. Like I said, I can probably make a work around, but I just wanted to know if anyone knew why this happened?

    Posted in: Data
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    posted a message on A Terraining Contest

    Don't know about showing what I've learned as I mainly just came to gawk at all the amazing terrains that pop up and then pick my jaw up from the floor, but I figured I may as well enter some pics of the Tug-of-War style map I've been working on. Not really all that pleased with my forest section, specially the rather empty looking base, but I'm trying to avoid cluttering it too much as legions of units will be moving through all at once from time to time.

    Edit: Couldn't stand how empty and lifeless the forest base was so I updated it a bit.

    Posted in: Terrain
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    posted a message on Attaching actor model not playing animation

    not sure i fully understand what you did, but for the Animation Clear, it's fine that there is only the drop down with the names of the animations. the Animation Play: Name just lets you arbitrarily create a tag for the animation that you want to play, that way it can be referenced later as in the Animation Clear action. the Animation Clear action doesn't need the specific animation that you played, it will just search for all animations that you tagged with the Name identifier and stop them.

    for the model addition's walk anim speed, in the Animation Play action, under the Flags section you should see two important things. the first is the Time Type; change that from Automatic to Timescale. right next to it is the Time Variant. putting in numbers higher than 1 will make the animation faster, any number between 0 and 1 will slow it down. just play around with the Time Variant to get the animation to where you want it.

    as for the back legs not working, could you tell me how you set up the actor events to get it to move? if you got it to work correctly going in one direction then it should be pretty much the same method for going in the other (or stopping it in this case).

    Edit: just thinking right now, did you copy/paste your working Animation Play Event/Action when you made the Animation Clear Event/Action? if not, check to see if you forgot to include in the Action's 'Target' the _Snapshot alias

    Posted in: Artist Tavern
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    posted a message on Attaching actor model not playing animation

    it sounds like you put the actor events in the model addition's actor? if so, that's the problem. by "main actor" i meant the unit actor that is hosting the model addition not the model addition itself. the model addition is what should have the _Snapshot alias. you have your basic unit and its actor right? the unit that can be placed in a map and has abilities/weapons? the actor for that unit is where the Events: Events+ stuff should go.

    something to note though is that this method will have ALL model additions that are associated with that unit's actor to receive and execute the "play walk anim" order. If you only want that back pair of legs to play its walk anim then you could either remove the _Snapshot alias from the other model additions (if you're feeling lazy) or change the action of your "Unit Movement Update" events to be the Signal action and just enter in some text like Walk and Stop for the signal. Then you would go into Events: Events+ of the specific model addition that you want to act on that signal (in this case your goliath model addition) and add the event Signal.*.Walk and the action to be "Animation Play -> Walk flag: Play Forever" and the other event Signal.*.Stop with the action "Animation Clear -> Walk"

    Posted in: Artist Tavern
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    posted a message on Attaching actor model not playing animation

    go to your main actor and access its Events: Events+ then add the event "Unit Movement Update.Walk" set the action to be "Animation Play -> Walk" and check the flag 'Play Forever' then in the same action you should see at the top something that says "Target". In there add _Snapshot. Now copy and paste your event and change the event to be "Unit Movement Update.Stand" and its action to be "Animation Clear -> walk". Finally, go to your model addition actor and make sure that it has the alias _Snapshot in its "Actor: Aliases+". If it doesn't then you can find it in the 'Aliases' part after expanding the Actor: Aliases+".

    Posted in: Artist Tavern
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    posted a message on IF unit is moving *Solved*

    you could try the condition "Unit Ability Command State" with the 'Command' set to the Move ability and the 'State' set to Executing.

    There's a data work-around where the units have an invis buff with the 'Not Moving' validator in the "Behavior: Validators (Disable)+". then set the invis buff to have a fast period that applies a second invis buff with a very short duration. Then you can set up your trigger conditions to check whether the unit has the second invis buff or not. The unit should have the buff so long as it is moving and losses the buff when it stops.

    Posted in: Triggers
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    posted a message on (Solved) Issues with Psionic Shield Model asset

    @abvdzh: Go

    Thank you, that did the trick :)

    Posted in: Data
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    posted a message on (Solved) Issues with Psionic Shield Model asset

    So I'm having issues getting the Asset\Effects\Zerg\PsionicShield\PsionicShield.m3 to animate. When you look at the model asset in the cut-scene editor, there it is clearly shown with those spine-things moving around the orb. When I try to create this model in game it remains frozen and won't animate no matter what. When ordering it to use its stand, birth, or death anim it remains unresponsive. Is there something wrong with the asset itself or does it need to be applied in a specific way?

    Posted in: Data
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    posted a message on Reversing an animation

    er, i remember somewhere someone had asked this exact same question. one of the responses seemed rather painful to do, but it would work. it essentially boiled down to using actor events with a very very fast timer with the event and action "Timer Expired" -> "Animation Set Time" or something like that and manually setting the desired point in time of the desired animation. Example: Animation "Attack" Set Time 1.00 -> Animation "Attack" Set Time .9 -> Animation "Attack" Set Time .8 etc. until the animation has 'reversed' then clearing the animation at the end.

    Posted in: Cinematic Creation
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