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    posted a message on Locusts from Locust Swarm not moving

    @DrSuperEvil: Go

    It's the exact same as the War3 Locust Swarm but I'll post an edit with a screenshot of the file tree once my editor launches.

    EDIT: Well it seems Patch 3.0 has done something to my Maps folder... All of them seem to be gone! I don't have any backups either as I disabled them to conserve space. Quite strange.

    Posted in: Warcraft Modding
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    posted a message on Locusts from Locust Swarm not moving

    @DrSuperEvil: Go

    In the end, I used the same behaviour and just added a validator on the duration override to check if it was level 1 or level 2. Was that what you needed the effect tree for or was it for the locusts freezing in place?

    Posted in: Warcraft Modding
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    posted a message on Locusts from Locust Swarm not moving

    @DrSuperEvil: Go

    It uses the same unit for both levels of the ability.

    @Renee2islga: Go

    1. I tried creating new Locusts and using the old ones. Neither would work on the duplicate ability.

    2. They do attack, then return to their spots.

    3. This actually worked. Since I had two different levels for the abilities I thought creating two different behaviours would work. I made the second level apply the first level's behaviour just to test it and the units actually moved like they should. Now comes the downside to this. I've modified that behaviour to be 45 seconds long but I'm trying to make level 2 behaviour 75 seconds long. Would I have to create some sort of validator to check the level of the ability in this behaviour or is there some other way to use the old behaviour I created?

    EDIT: There's also the problem where if the unit is moving too fast, the Locusts freeze in place but still go back to the caster at the end. Any ideas?

    Posted in: Warcraft Modding
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    posted a message on Locusts from Locust Swarm not moving

    @DrSuperEvil: Go

    The thing is, the base ability itself (to my knowledge) does not apply a timed life buff. The units spawned return to the caster once they duration is finished and suicide themselves.

    As for the wander, below is a screenshot showing that the Locust wander has no links: No Links!

    On another note, I tried modifying the base ability and it worked... sort of. I added a second level to the ability as it is my intention to have 2 levels to a duplicate ability. The first level of the ability works fine, the locusts move and I think they spawn the correct amount when I modified it. However, the second level does not allow the locusts to move and they stay in position like previously. I've looked for an Issue Order effect as well but nothing relating to Locusts. As for the strafe weapon, the locust does indeed have a strafe weapon. When there are enemies near the spawn Locusts they behave like they should except after the threat is gone they stop moving and go back to their original spots. They also do not follow the caster like they should.

    Posted in: Warcraft Modding
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    posted a message on Locusts from Locust Swarm not moving

    I've tried not to spam the forums here but I haven't got a response from a PM. I figured the best way to get this answered would be to create a new thread so yeah.

    Anyway, I've copied the Locust Swarm ability but the thing is the spawned units won't move. They move properly when using the Crypt Lord's Locust Swarm but not when they are spawned using a duplicate ability on another unit. Now I've looked through behaviours, validators and effects and I can't seem to find why. However, I did find a Locust Wander behaviour but I'm unsure if that actually means anything since it has no links. I've also skimmed through actors and couldn't find anything that made the locusts move in there.

    Here's a few screenshots comparing the Locusts from one unit and one from the Crypt Lord in game:

    1 Shows Crypt Lord Locusts spawning properly.

    2 Shows other unit Locusts staying where they were created.

    3 They don't expire either.

    Here's my Duplicate ability, I have not changed any values:

    1 Comparing the two...

    2 This is the copied ability, it has nothing changed.

    3 The original ability...

    If you need any more screenshots then let me know, but I've got no clue at this point... I've probably spent a good 3 hours trying to figure it out. Any suggestions?

    Posted in: Warcraft Modding
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    posted a message on [Solved] Custom Flame Strike ability models not disappearing

    Thank you! It worked!

    I'm not sure how I missed that actor because I was sure I went through all the Flame Strike actors and made sure to enter all the events but replacing the necessary ones. Sorry for not being specific, I'll make sure to include data editor information if I need help next time.

    Posted in: Warcraft Modding
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    posted a message on [Solved] Custom Flame Strike ability models not disappearing

    Sorry if this has already been asked but I did a quick search and I couldn't seem to find out how to do it. So currently I've been using the War3 mod's assets in order to recreate some abilities from a custom map from WarCraft 3. While for most abilities I've found a workaround or eventually figured it out, I can't understand why the models for the flame strike are not disappearing. Here are a few screenshots indicating what I mean...

    The AoE: The AoE

    Here it is a few seconds after casting: Seconds after Casting

    20 seconds after: 20 Seconds After Casting

    So does anyone have any clue? I'm not too in-depth with the SC2 Editor so if it's something really dumb that I'm missing I guess I'll learn from it. I'm guessing it has something to do with the actors but I've got no idea. I looked at the destroy actions within the actor events of each flamestrike actor but I'm not entirely sure what they mean. Any help is appreciated!

    EDIT: I tried completely duplicating the ability, ie actors, behaviours, effects and all. It still does the same thing, I think it may have something to do with the Bloodmage?

    Posted in: Warcraft Modding
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    posted a message on [Solved]Planetary Fortress turret doesn't move when flying

    @TheSC2Maniac: Go

    Yeah I got it to work. I am so stupid for not realising it needed the turret as well and not getting your post. Thank you again.

    Posted in: Data
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    posted a message on [Solved]Planetary Fortress turret doesn't move when flying

    @TheSC2Maniac: Go

    What do you mean by set the weapon? I have the turret attacking fine: doing damage, making the sound. It's just it doesn't turn and it kinda bugs me.

    EDIT: I found it it somehow didn't have the turret of the weapon. THANK YOU!

    Posted in: Data
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    posted a message on [Solved]Planetary Fortress turret doesn't move when flying

    Hey again!

    I have this structure which is a flying version of the Planetary Fortress. It all works fine, it flies, moves around and can go back down. The only problem is when it attacks when it is flying, the turret doesn't turn. What I mean is that it fires, but the turret is firing in the opposite direction for example and it just doesn't look normal.

    Does anyone know how to fix this?

    Thanks!

    Posted in: Data
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    posted a message on "Noob" question: Shop timer

    @Stormahawk: Go

    If I remember correctly, you go into the buy shop ability you made and click on the item you want. Next, scroll down to Cooldown Start or something like that and set it to however long you want. I think you need to add a cooldown link for it to work though.

    EDIT: It's charge start

    Posted in: Data
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    posted a message on (Solved) Command Aura from WarCraft 3

    @GlornII: Go

    Okay it's doing something really strange. The attack speed bonus applied to the caster and nearby units but the damage only applies to nearby friendly units and not the caster. I'm using the same behaviour so I have no idea why it's doing that.

    EDIT: Attached screenshots to show what I mean

    EDIT2: OMG I figured it out! The unit apparently doesn't count as ranged or melee but instead as Spell damage on it's auto attacks... Thanks for the help guys!

    EDIT3: One more thing I need to know... How can I make the damage bonus different for the caster and the surrounding units?

    EDIT4: Got it! I created a trigger which checked for the aura effect and made it periodically add a behaviour depending on the unit.

    Posted in: Data
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    posted a message on (Solved) Command Aura from WarCraft 3

    @GlornII: Go

    So the icon appears (it did before), it just the bonus doesn't actually work. I applied an attack speed bonus and that applies but the actual damage doesn't... Is there a reason for that?

    EDIT: Okay it works, but not for the actual caster... why is this?

    Posted in: Data
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    posted a message on (Solved) Command Aura from WarCraft 3

    @FunkyUserName: Go

    Well I already tried the Command Aura thing and it didn't actually do anything. I'd like to see if it actually works, if you don't do it though I don't mind. I'll eventually get to it. Also you doing it will let me compare what I'm doing wrong.

    Posted in: Data
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    posted a message on (Solved) Command Aura from WarCraft 3

    @FunkyUserName: Go

    Thanks! Also on the first post I already have level-able abilities, its just the Command Aura actual ability doesn't work. Anyway, in the behaviours, would I modify the Damage Scaled or Unscaled in the Combat tab?

    Posted in: Data
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