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    posted a message on Mac's infinite question thread

    2) What do you mean by automatic ? I make a morph ability with auto-cast and auto-cast on, and I make a validator for the auto-cast to require the research to auto-cast ? Then I make another requirement that makes the button invisible (always). But if My button is hidden, will the auto-cast apply ??

    3) Changed the ability, thanks anyway for your help, I just placed the apply behavior, much more simpler and still fun

    PS: Happy 7000th post !:)

    Posted in: Data
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    posted a message on Mac's infinite question thread

    @DrSuperEvil: Go

    1)First one worked perfectly, thank you very much !:) (Damage response effect).

    2) For the workers, I tried making an upgrade, but I can't set them to be a ressource drop-off from an upgrade ... :( But how can I make ALL my workers morph into another unit when an upgrade is done ? And will that automatically transform the new ones I create AFTER the upgrade ?

    3) For the "Hyper-Space jump" ability, I had tried an "issue-command" effect with the move ability, and an "apply behaviour" effect, both placed in a set effect. That didn't work. Whenever I clicked somewhere, the unit was just moving to the target location, but the apply behavior effect was not applied.
    So I placed both of my effects in a "Create persistent" effect, but now there was an awfull 1s delay, and the move ability automatically moved my unit at 7 O'clock ...
    And why do you tell me in your suggesiton to use a Set, then a persistent, then ANOTHER Set ? Isn't that useless ?
    My ability is really alike with one of Kerrigan's ability in the campaign (a charge-like ability). Do you know how that one is done ?

    4) Roger

    Posted in: Data
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    posted a message on Mac's infinite question thread

    Hi, could you guys explain me how to do the following things:

    1) I would like one of my structures to deal 40 damage to its attacker each time she is hit. How can I do that ?

    2) I have workers now, they harvest from resources, then go back to the resource drop-off to bring back their cargo. How can I make an upgrade (or a research-like thing) that would allow them to NOT go back to the drop-off, but that could directly give the resource when they are done harvesting, without moving away from the resource ?

    3) How can I make an ability (of type effect-target) that will make the casting unit move to the point I clicked, as well as giving it additional speed ? It would be like a "SuperSpeed" ability but that only works in a direction ...

    4) I would like to make a weapon with a ligthning beam (or maybe another beam). When I do a weapon with a projectile (missile), the damage effect is only applied when the missile HITS the target, which creates a little delay between the launch and impact, enabling two units to kill themselves simultaneously ... But How can I do a "slower" beam with a slightly delayed damage effect ?

    Posted in: Data
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    posted a message on Ability with a missile

    @Fullachain: Go

    In the action actor of your missile, set the "Host Site Ops" field (or another Host SOMETHING field, I can't remember exactly the name) to SOPAttachWeapon (or any SOP field you would like your missile to be launched from).

    Posted in: Data
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    posted a message on Couple more tricky questions ...

    Photoloooooooooss ? DrSuperEeeeeeeeevil ?

    Somebody answers meeeeee D':

    Posted in: Data
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    posted a message on Couple more tricky questions ...

    Thanks ! All the 3 of them works perfectly :)

    1) How can I make this ability : When you click a target point, the casting unit fast travels to that location (no teleportion tho, only fast traveling). That ability is like a more powerfull stimpack, but that only works to a target point.

    If there are not other solution, I will make an ability apply a speed buff to the caster when he clicks a target point, but I would really like if you guys have another way to do this.

    2) I have a structure, and I would like her to give 40 damage to the attacker each time she is hit. How can I do that ? Also, how can I make an upgrade to add this to the unit (I don't want the unit to start initially with this power)?

    Thanks again for your help !

    Edit: I can't remove the (Solved) tag :( A mod placed it there D:

    Edit 2: Thanks to the mod who removed it !:D Please leave the title as it is, I always have new questions to bother photoloss with >:D

    Posted in: Data
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    posted a message on Couple more tricky questions ...

    Hmmm Ok thx, maybe I'll forget it gets too complicated O.o

    New questions tho ! (yay more):

    1) I made an ability (effect-instant), and all I want her to do is to give the caster unit 10 energy. Is there a solution to give just a simple 10 energy, without modyfing the energy regeneration (buff) ?

    2) I made to upgrades with an ability to search them, and placed them on a unit. I want the research button to disappear after the research is done and while she is queued. Right now the button disappears while the research is queued, but the button reappears when she is done. What do I miss in my requirement ? I made my requirement like this :

    And

    - Less than

    - - Count Upgrade - My upgrade - Complete

    - - Constant - 1

    And

    - Less than

    - - Count Upgrade - My upgrade - Queued/In progress

    - - Constant - 1

    And

    - Less than

    - - Count Upgrade - My upgrade - Total

    - - Constant - 1

    3) How can I upgrade an ability of type effect-instant ? In the "Effect" field, I want the ability to switch to the second row effect I placed inside when she is upgraded. Is there a way to do this without a learn ability ? Like with a "research" like way ?

    Posted in: Data
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    posted a message on Couple more tricky questions ...

    How can I make a unit launch a missile with a (un)limited impact range (that will fly straight in a direction until it hits something) ?

    Like I would like a phoenix with an ability that when I press [Space] it would launch 2 small projectiles in front of him, hitting anything on their way. Kinda like in airplane games ...

    How can I do that ?

    Posted in: Data
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    posted a message on Couple more tricky questions ...

    Moar questions !

    1) I have workers with the interceptor model. Sadly, this model is not made for group selection (When I double-click on one worker, or when I select them all, only one is selected). I know the model is the problem, because when I change the "Art-Model" in the 'Model' tab, it fixes my issue. Anyone knows how to customize my model so I can group select it ? :(

    2) For my workers, currently they harvest the ressource, then they have to go back and return the ressource to a building. I would like to create an upgrade called "ressource teleportation" that would enable them to "teleport" the resources without leaving the mineral they are working on. How can I do that ? A detailed explanation would be really appreciated, because I never workers with upgrades or researches.

    3) I would like to make "researches" (like a dummy research) that would enable stuffs or units in other buildings. How do I do that, and what requirement should I use to require those reasearches ?

    4) I have a cannon structure that can be upgraded (Morphs into a bigger and more powerfull canon). I would like to make an upgrade that adds +10 damage/attack to BOTH canons. How do I do that ? (Sorry I never did upgrades before)

    5) A little additional question: I would like to change the Dark Pylon's texture by putting something else than the green color, so I followed the tutorial in DrSuperEvil's signature, but when I open my previewer, it doesn't look at all like in the tutorial. This is how it looks:

    http://imgur.com/vqXfRgU

    I Can't find the textures folder :( Anyone knows what I miss ?

    Posted in: Data
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    posted a message on Couple more tricky questions ...

    Small question: How do I set the death animation of one of my buildings ?

    I copy-pasted my structure's models and actors from the gateway, but now when I set my graphics to medium or higher, the gateway exploding animation appeats when the structure dies ... how can I change that ?(Just a small blue protoss explosion would be fine)

    Also : My placement model works perfectly fine for my warp prism in phase mode, but the placeholder model is too low on the ground ... How Can I change that ? I tried in the Events+ of the placeholder actor "Actor creation ==> Set height" but it doesn't work :(

    Posted in: Data
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    posted a message on Couple more tricky questions ...

    The teleport works !:D Thank you very much for your help guys, I just had set "Target unit/point" in the destination for the caster. "Target point" fixed the problem :).

    3) Yeah I had duplicated the "photon canon protect range" :) Works with the Siege tank, thank you !:D

    Didn't had time to check the rest ...

    Posted in: Data
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    posted a message on (Solved) Damage to attackers

    Well, I'm not an expert, but here is an idea:

    • Create the damage behavior of type Buff

    • Set maximum stack to -1 (infinite)

    • Set a negative life regeneration [like twice the amount of damage you want]

    • Set a short duration for the buff (like 0.5 or 0.7 second)

    • In triggers, make a trigger : "Event: Any unit attack [Your unit] ==> Action: Apply buff [Your damage buff just created]". Maybe check for the even if there isn't a "Any unit deals damage to [Your unit].

    That's the only way, from my little experience with the GE, that I could think of.

    Posted in: Data
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    posted a message on Couple more tricky questions ...

    Wowow Ok.

    1) Tried to copy the animgroupapply and to set the target to my placement model, but it didn't work :/ I don't know how I can do what you say photoloss, since a MODEL is required in the "Model (placement" field, and not an actor ?

    2) For the shield generator, I don't want the search area to filter flags, but the TYPE of unit. Let's say I have unit (they are structures) A, B, C, D and E, they all have the same units flags. I want unit A to have 25 shield, unit B to have 50 Shield, unit C to have 40 shield, unit D to have 60 shield and unit E to have 100 shield. How can I do that ? the only solution I can think of is to make a set effect with 5 search effects for each structure ? Also, which type of validator do I have to create to make sure only the unit I want receives the behavior ?

    3) For my range visual when I click my turret, I changed the weapon of the Photon canon range actor, and it doesn't show anything ... I don't see anything to change in the "Events+" field. Do I have something else to do ? Also if I want the range to be showed with the "placement model", what do I have to do ?

    4) Got the morph ability to work, found a sexy combined solution with both of your explanations :D (thanks guys).

    5) Photoloss: If I put the "caster's" teleport before, it's just that now the caster will be teleported to the target unit, and the target unit won't teleport. It just changes which unit can teleport or not when I swap them. And how can I place my effects in a "create persistent" effect ? One teleport will be used before the other again, and the same problem comes back.

    DrSuperEvil: I placed my "set" effect with the caster's teleport first in another "set" effect, and it doesn't solve the problem. I didn'T understand the last part of your paragraph, could you explain me again with a little bit more details (Sorry, english is not my native language)?

    Posted in: Data
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    posted a message on Couple more tricky questions ...

    1)Thanks a lot guys, It works perfectly now for the launch and impact location :) Could you be a little bit more precise concerning the placement model to be the warp prism in phase mode ? I tried looking what you said, but I don'T know what to put in the events. Could you tell me an A-B-C... instruction on how to do it plz ?:)

    2) Another problem (one more :D): I want to make a "Shield generator". This unit will have a toggleable ability of type apply behaviour (with a search area) that would give shield to the surrounding structures (I know how to do that, it's ok). Now, my little problem is that I don't want all my units to have the same amount of shield. How can I make so units X gains 100 shield and units Y gain 150 shield ?

    3) Also, how do I make a range appear when I click my structure with a weapon ?

    4) Also (again), I made a "morph" ability for a structure, so it transforms into another structure. The 2 structures are the same, (except stats), except the second one is slightly bigger than the first one (art scale 1.15 instead of 1). The problem is that when I "morph", it stays the same size. If I placed the 2 units with the editor, the second one is bigger ... What did I do wrong ?

    5) I made a "position swap" ability, which exchanges the caster's and target unit's position. I made an effect-target ability, with a set effect that applies a teleport to the caster and to the target unit. Both teleport works perfectly if they are used alone (caster is teleported and/or target unit is teleported). The problem is that when I combine both in the "set" effect, If i put the target unit's teleport first, the unit will be teleported, then the caster will be teleported to the target unit's point: himself, which makes the second teleport fail. If I put the caster's teleport first, he will be teleported to the target unit's position, but then when the second teleport is applied (to the target unit), she is teleported to the caster's position: herself (because he just teleported). Any ideas on how I could fix this ? :/

    I know I said it earlier, but thank you very much for helping me guys, you are my light in the darkness of the Galaxy Editor, particularly you, Photoloss.

    Posted in: Data
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    posted a message on Couple more tricky questions ...

    @Photoloss: Go

    Where is the "Launch Attachment Query +" field ? I looked for it and I didn't find it. Right now I'm using a launch effect, which throws a missile at deals the damage effect upon impact. I placed this effect in my weapon, and made a model and an actor for my missile. Do I have to add something else, what and how ?

    Posted in: Data
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