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    posted a message on Change CD of the ability of an item

    Hm this inventory system seems harder and longer to fix than to build a custom one -.-

    I think that I can't use your solution, I am trying to prevent the use of an item in some areas. And so I can't know if the target is in this area only when the item is already used to get the target point.

    To reset the cooldown of an item, I can quite "easily" delete the item then create a new one instead, but to activate the cooldown, I think that I can't as the ability of the item has a target point ?

    Posted in: Triggers
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    posted a message on Change CD of the ability of an item

    Hello,

    Is it possible to remove and / or activate the cooldown of the ability of an item ?

    I have tried to remove the cooldown of the item considering it like the unit whom to remove the CD but it doesn't work.

    Actually if there is a way to detect and prevent the use of an item, or to detect and prevent the use of the ability of an item, it could do the job too. But my tries have lead me nowhere.

    Posted in: Triggers
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    posted a message on Abvdzh's Data Junk

    Very impressive, these skills are very neat and accurate. Designed the MOBA way though, but it is just a choice, not quality related. Good job.

    Posted in: Data Assets
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    posted a message on Default name for a mod

    I forgot to say that it concerns uploads. I have build several mods based on my map file for an example, so when I want to upload this mod, it indicates the name of my map.

    Any idea how to change this default name ?

    Posted in: Miscellaneous Development
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    posted a message on Hook

    Thanks, I had forgotten to duplicate the action actor indeed. Still not understood how the attachment works, but it works ^^

    Posted in: Data
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    posted a message on Hook

    Hello,

    I am using the hook explained by Renee2islga (https://www.sc2mapster.com/forums/general/general-chat/37616-tutorial-demo-1-5-alpha-launch-missile-effect-to-create/). I had to duplicate most things. It works fine, the target is hooked to the caster. The only issue is with the tentacle, it is not attached to the target but it stands from the caster to the ground position where the target was, and is never destroyed.

    This ability is a lot above my skills in data, and I am quite lost with attachment. I don't understand at all how the tentacle should be attached.

    Can someone help me ? =)

    Hook ability :

        <CAbilEffectTarget id="Hook">
            <OrderArray index="0" DisplayType="Legacy"/>
            <EditorCategories value="Race:Terran,AbilityorEffectType:Units"/>
            <Effect index="0" value="HookLaunchMissile"/>
            <Flags index="AbortOnAllianceChange" value="0"/>
            <Cost>
                <Charge Link="Abil/NeuralParasite"/>
                <Cooldown Link="Abil/Leech" Location="Unit"/>
            </Cost>
            <InterruptCost>
                <Charge Link="Abil/NeuralParasite"/>
                <Cooldown Link="Abil/NeuralParasite"/>
            </InterruptCost>
            <TargetFilters value="Visible;Self,Structure,Heroic,Stasis,Invulnerable"/>
            <Range value="10"/>
            <RangeSlop value="5"/>
            <Arc value="180"/>
            <Marker Link="Abil/NeuralParasite"/>
            <CancelableArray index="Channel" value="1"/>
            <UninterruptibleArray index="Cast" value="1"/>
            <UninterruptibleArray index="Channel" value="1"/>
            <UninterruptibleArray index="Finish" value="1"/>
            <AINotifyEffect value="NeuralParasite"/>
            <CmdButtonArray index="Execute" DefaultButtonFace="Hook"/>
            <CmdButtonArray index="Cancel" DefaultButtonFace="Cancel"/>
        </CAbilEffectTarget>
    

    Initial effect Launch Missile :

        <CEffectLaunchMissile id="HookLaunchMissile">
            <ValidatorArray index="0" removed="1"/>
            <EditorCategories value="Race:Terran"/>
            <Marker Link="Abil/NeuralParasiteMissile">
                <MatchFlags index="Link" value="1"/>
            </Marker>
            <ImpactEffect value="HookLaunchToMe"/>
            <Flags index="Channeled" value="1"/>
            <Flags index="PointFallback" value="0"/>
            <AmmoUnit value="NeuralParasiteWeapon"/>
            <Movers Link="InfestorNeuralParasite" IfRangeLTE="500"/>
        </CEffectLaunchMissile>
    

    The tentacle :

        <CActorModel id="HookTentacle">
            <Inherits index="CloakEffect" value="1"/>
            <Inherits index="Visibility" value="1"/>
            <On Terms="Effect.HookLaunchMissile.Start; At Caster" Send="Create"/>
            <On Terms="ActorCreation" Send="AnimBracketStart BSD Attack Stand Death"/>
            <On Terms="ActorCreation" Send="RefSet ::scope.Tentacle ::Self"/>
            <On Terms="ActorCreation" Send="SetOpacity"/>
            <On Terms="ActorCreation" Send="SetOpacity 1.000000 0.500000"/>
            <On Terms="Effect.HookLaunchToMe.Start" Send="Create SiphonTentacleImpactHoldingSite"/>
            <On Terms="Effect.HookLaunchToMe.Start" Send="RefSetFromRequest TentacleAttack SiphonTentacleImpactHoldingSite"/>
            <On Terms="Abil.NeuralParasite.SourceChannelStop" Send="AnimBracketStop BSD"/>
            <On Terms="AnimBracketState.*.AfterClosing; AnimName BSD" Target="_Selectable" Send="CombatRevealComplete NeuralParasite"/>
            <On Terms="AnimBracketState.*.AfterClosing; AnimName BSD" Send="Destroy"/>
            <On Terms="ActorCreation" Send="SetTintColor {30,30,30 2.500000}"/>
            <On Terms="Effect.HookLaunchToMe.Stop" Send="Destroy"/>
            <Host Subject="_Selectable"/>
            <HostSiteOps Ops="SOpAttachOrigin"/>
            <HostedAttaches Name="TentacleAttack">
                <AttachQuery Methods="Weapon"/>
            </HostedAttaches>
        </CActorModel>
    

    No idea if these XML parts are enough to understand the issue, please tell me what XML parts to add if needed.

    Posted in: Data
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    posted a message on Default name for a mod

    Hello,

    After having several times crushed my map by a mod, I'd like to know how to change the default name for a mod. Right now it always display my map name so if I think to something else, I crush my map.

    Posted in: Miscellaneous Development
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    posted a message on Descriptions missing in a mod

    OK, thanks.

    Posted in: Data
  • 0

    posted a message on Descriptions missing in a mod

    But the descriptions are somewhere. In the editor, it displays the path of the description, but in game, it displays the right description.

    Posted in: Data
  • 0

    posted a message on Descriptions missing in a mod

    Hello,

    I have recently moved every data in a mod, using "save as component", then moving units, actors, models, abilities, etc. files in the mod. But now every descriptions are missing, it displays instead the path of the descriptions as if the local was bad I think. But the initial map was English only, and the mod too. The descriptions are still somewhere as they appear in game.

    How can I get every descriptions back ?

    Posted in: Data
  • 0

    posted a message on Putting a hero and boss ping on a hero and boss.

    To add a boss ping on an unit :

    Ping - Create a ping for (Allplayers) at (Position of (Last created unit)) facing 270.0, using model Ping Boss and color (...), lasting 4.0 seconds
    Ping - Set (Last created ping) tooltip to "What you want as a tooltip"
    Ping - Attach (Last created ping) to (Last created unit)
    
    Posted in: Triggers
  • 0

    posted a message on font styles looking different in different language versions of SC2?

    You could try to define your own font styles maybe.

    Posted in: Triggers
  • 0

    posted a message on Text bug

    Maybe an issue relative to the local language ? Are you using english only, or russian too ?

    Posted in: Data
  • 0

    posted a message on Calling uiSetHotkeyAllowed is not authorized...

    It seems to happen sometimes, this error occurs when you activate or desactivate the cinematic mode, so I guess that there is an issue somewhere in these actions (which are composed by several commands to animate the hide or show of the UI). But even after some researches I have not found anybody saying what particularly creates it, and I was lazy to test everything myself. I was thinking that it could be linked to my custom UI, but I am not sure that you got a custom UI too. Well I don't know.

    However I may be wrong but in my case at least, I think that this error has no visible consequences.

    Posted in: Triggers
  • 0

    posted a message on How to make zombies attack all expansions? Not just start location.

    Not sure if there is an already made trigger. You could make them attack the position of a random building owned by the target player.

    Posted in: Triggers
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