If I understood well, your abilities works like this :
Ability 1 ==> Applies behavior 1 and removes behavior 2 ==> Enables Weapon 1 and Disables weapon 2
Ability 2 ==> Applies behaviour 2 and removes behavior 1 ==> Enables Weapon 2 and Disables weapon 1
Am I correct ?
If so, just make a requirement for the ability 1 to show when :
Equals
"Count behaviour - Behavior 2 - completed at unit"
constant (1)//
and for ability 2 make a requirement to show when :
Equals
"Count behaviour - Behavior 1 - completed at unit"
constant (1)//
Of course, you will have to give one of your 2 behaviors to the unit for it to work ... But with this, you can put the buttons on the same square on the command card, and they will show/hide depending which behavior is active.
PS : For the "Completed at unit" field in the requirement, I'm not 100% sure it's the good one to use, try total if this one does not work.
Wait what ? Yes it has that event, but isn't it supposed to be there ? The beam isn't supposed to be destroyed when the persistent stops ?
What did you change exactly ?
Thank you very much for your time and help :)
Edit : Ok I see my problem ... All that time my eyes were reading "Cyborg - Ventorini Beam (Create persistent)" in the event, while it was "Laser Drill - Ventorini Beam (Create Persistent)" written ... I'm sorry, that's a really stupid mistake, I'm going to go buy glasses right away lol
Nobody has an idea what I did wrong ? Is the Actor correct theorically ??
DrSuperEvil, you don't have an idea what I did wrong, you always helped so far :(
I tried what you said, I completely remade the weapon, I duplicated EVERYTHING from the weapon : Effect, actors, sound and models ... Everything is correctly linked together, but it still does the same problem :( I'm gonna cry
If you have time, I attached the mod so you guys can look if you see what's the problem :/
The weapon is "Ventorini Beam", and all the other data related to it contain "Laser Tank" in it, and are well described, you should find them easily.
And here is how the beam looks like, after attacking a target, while my tank is moving ... (I tried changing the beam model, that's not the problem :( )
I gave a tank the Drakken Laser drill weapon (Ventorini Beam). Everything works fine, except that the F* beam actor is not destroyed when the target unit is killed, or when I change target ... I don't understand why, all the events seem correct to me. Here are the events of the actors used :
Please help me, I really don't understand what's the problem ... I tried taking another tank model, and to duplicate the sentry weapon instead of drakken, but it does the same problem in botch circumstances, so the problem is really the actor.
If the Tank changes target, the attach point of the beam remain on his weapon while he moves, and the other attach point on the previous unit/last point where the unit stood before dying.
Help guys please :(
Oh and another question ... I made an ability that fires 5 missiles with a 0.5s delay between each ... I would like the missile to go straight to the sky from the casting unit, then to come from the sky to land on my target unit. How can I do that ? Is it a special missile mover ?
I'll use a more precise title next time concerning my problem :p
Thank you very much for your help guys. I tried reloading the editor, and even opening a different map or mod, but the window stays the same ...
I tried what you told me SoulTaker916, but it didn't work, so I presumed it was "Command + Shift + N". This is how my window looks after pressing the 3 buttons :
It's closer to what I'm looking for, but not yet, I still can't create any folder/triggers/events.
I also showed you all the options I had in "Window" tab on the screen, but none of them work :/
I made a load/unload ability, and I managed to apply a buff to the ship when he is loading a cargo. However, I would like to remove that buff when the cargo is unloaded from the ship ... How can I do that ? I tried applying a buff that disables the first buff when unloading, but with this method, the first buff is not appliable anymore if units come back in the ship :(
Help please ! (Data only please, a requirement would be the best)
Edit 1 : Oh and also, how do I make an ability only available while having a unit loaded ? (Again, a requirement that would make the ability only available while having unit(s) loaded inside, would be best)
That's what I feared ... :/ Thanks for the answer anyway
Oh well, I'll simply put a cooldown on the ability I guess.
For the shield, I made the shield's "sphere" in the model, with the radius I want, but how do I add the protoss shield visual when an impact is given ? Right now, all projectiles hit an invisible sphere around my unit.
• I'm making a "Star Trek" like map, with spaceships etc. ... I would like some of my ships to have to "activate" or "deactivate" their shield depending if there are enemies nearby, since keeping shields on will cost energy. Now the problem is, if I do a "behavior" type ability that applies a buff that gives the desired amount of shield, whenever they want, the triggering player just have to switch "off" and then back "on" the shields, and it will go back to its full capacity again ...
Is there a way that the game "remembers" the damage taken on the shields, so for exemple if they lost 50% of their shield, deactivate it, then reactivate it after it still has 50% of the maximum capacity ?
Also, if you see any other idea that could work to make an good "activate/deactivate" shield ability, feel free to tell it ...
0
[deleted]
0
If I understood well, your abilities works like this :
Ability 1 ==> Applies behavior 1 and removes behavior 2 ==> Enables Weapon 1 and Disables weapon 2
Ability 2 ==> Applies behaviour 2 and removes behavior 1 ==> Enables Weapon 2 and Disables weapon 1
Am I correct ?
If so, just make a requirement for the ability 1 to show when :
Equals
"Count behaviour - Behavior 2 - completed at unit"
constant (1)//
and for ability 2 make a requirement to show when :
Equals
"Count behaviour - Behavior 1 - completed at unit"
constant (1)//
Of course, you will have to give one of your 2 behaviors to the unit for it to work ... But with this, you can put the buttons on the same square on the command card, and they will show/hide depending which behavior is active.
PS : For the "Completed at unit" field in the requirement, I'm not 100% sure it's the good one to use, try total if this one does not work.
0
Wait what ? Yes it has that event, but isn't it supposed to be there ? The beam isn't supposed to be destroyed when the persistent stops ? What did you change exactly ?
Thank you very much for your time and help :)
Edit : Ok I see my problem ... All that time my eyes were reading "Cyborg - Ventorini Beam (Create persistent)" in the event, while it was "Laser Drill - Ventorini Beam (Create Persistent)" written ... I'm sorry, that's a really stupid mistake, I'm going to go buy glasses right away lol
Thank you very much for your help sir <3
0
Nobody has an idea what I did wrong ? Is the Actor correct theorically ?? DrSuperEvil, you don't have an idea what I did wrong, you always helped so far :(
0
@TheSC2Maniac: Go
Thank you too for your help.
I tried what you said, I completely remade the weapon, I duplicated EVERYTHING from the weapon : Effect, actors, sound and models ... Everything is correctly linked together, but it still does the same problem :( I'm gonna cry
If you have time, I attached the mod so you guys can look if you see what's the problem :/ The weapon is "Ventorini Beam", and all the other data related to it contain "Laser Tank" in it, and are well described, you should find them easily.
0
@FunBotan: Go
First, thank you for your help :)
I tried to duplicate the event and to remove "at effect" condition, and it still doesn't work :/
Here is what the "beam" actor's events looks like now :
- http://imgur.com/RhQ64v5
And here is how the beam looks like, after attacking a target, while my tank is moving ... (I tried changing the beam model, that's not the problem :( )
- http://imgur.com/66GnTnH
0
I gave a tank the Drakken Laser drill weapon (Ventorini Beam). Everything works fine, except that the F* beam actor is not destroyed when the target unit is killed, or when I change target ... I don't understand why, all the events seem correct to me. Here are the events of the actors used :
• Beam Events : http://imgur.com/ubrsuaI
• Attack Events : http://imgur.com/6sABLNO
Please help me, I really don't understand what's the problem ... I tried taking another tank model, and to duplicate the sentry weapon instead of drakken, but it does the same problem in botch circumstances, so the problem is really the actor. If the Tank changes target, the attach point of the beam remain on his weapon while he moves, and the other attach point on the previous unit/last point where the unit stood before dying.
Help guys please :(
Oh and another question ... I made an ability that fires 5 missiles with a 0.5s delay between each ... I would like the missile to go straight to the sky from the casting unit, then to come from the sky to land on my target unit. How can I do that ? Is it a special missile mover ?
0
Forget the previous message, it works !:) Was the bottom window
Thank you so much guys
0
I'll use a more precise title next time concerning my problem :p
Thank you very much for your help guys. I tried reloading the editor, and even opening a different map or mod, but the window stays the same ... I tried what you told me SoulTaker916, but it didn't work, so I presumed it was "Command + Shift + N". This is how my window looks after pressing the 3 buttons :
http://imgur.com/cOKVTyx
It's closer to what I'm looking for, but not yet, I still can't create any folder/triggers/events. I also showed you all the options I had in "Window" tab on the screen, but none of them work :/
Any other ideas/Suggestions ?:)
0
Hi,
While trying to modify a trigger, I touched/clicked/pressed something accidentaly, then my trigger window went like this :
http://imgur.com/T7cgGcJ
How can I return back to the normal SC2 visual parameters ? (With the left column) Right now I can't access any trigger or create new ones.
Please help the Noob, it would be really appreciated :)
0
@JacktheArcher: Go
Ok, now I feel really stupid for not thinking about this ... Thank you very much sir :p
0
Hi, I have a little problem ...
I made a load/unload ability, and I managed to apply a buff to the ship when he is loading a cargo. However, I would like to remove that buff when the cargo is unloaded from the ship ... How can I do that ? I tried applying a buff that disables the first buff when unloading, but with this method, the first buff is not appliable anymore if units come back in the ship :(
Help please ! (Data only please, a requirement would be the best)
Edit 1 : Oh and also, how do I make an ability only available while having a unit loaded ? (Again, a requirement that would make the ability only available while having unit(s) loaded inside, would be best)
0
@DrSuperEvil: Go
That's what I feared ... :/ Thanks for the answer anyway
Oh well, I'll simply put a cooldown on the ability I guess.
For the shield, I made the shield's "sphere" in the model, with the radius I want, but how do I add the protoss shield visual when an impact is given ? Right now, all projectiles hit an invisible sphere around my unit.
0
New question !:
• I'm making a "Star Trek" like map, with spaceships etc. ... I would like some of my ships to have to "activate" or "deactivate" their shield depending if there are enemies nearby, since keeping shields on will cost energy. Now the problem is, if I do a "behavior" type ability that applies a buff that gives the desired amount of shield, whenever they want, the triggering player just have to switch "off" and then back "on" the shields, and it will go back to its full capacity again ... Is there a way that the game "remembers" the damage taken on the shields, so for exemple if they lost 50% of their shield, deactivate it, then reactivate it after it still has 50% of the maximum capacity ?
Also, if you see any other idea that could work to make an good "activate/deactivate" shield ability, feel free to tell it ...
Thank you again for your help,
Mac
0
All right !:) Thank you very much I get it.