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    posted a message on [ABILITY] Sharing Cooldowns

    I cannot figure out how to make two abilities share a cooldown.

    Here is what I have: Ability A and Ability B. I want them to share a 45 second cooldown. On each of them, I have the Time Use filled out as 45 seconds. In the Cooldown - Link, I have Ability A and Ability B linked on both of the abilities. I have also tried altering Cooldown - Location to Unit|Unit instead of Ability|Ability, and it still does not work.

    Lastly, I tried putting in two 45 second cooldowns, and it does not work.

    When linking cooldowns, does that mean I have to have [Level 1] on the end of the ability name? It looks horrendous, and I would rather not have it there. Thanks for any help.

    Posted in: Data
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    posted a message on Advanced SC2 [MELEE Mod in BETA]

    If me double-posting and replying to my own thread is against the rules, please remove this post.

    Just wanted to provide an update for my map that isn't in the convoluted form above. I am ahead of schedule on the project (thank you, SC2mapster forums!). My goal is to finish all ability creation by November 25, and I am right on track. After that is done, I am going to wrap up the last of the requirements and buttons which will take less than a day. I have taken a lot of time on setting up abilities and requirements so MOST of them will be bug/glitch-free. Every upgrade and requirement has been tested thus far and work properly. Two or three of the abilities act a little too funny sometimes because of imperfect validators that I am using. Last of all, I will work on the actors, models, and sounds for the abilities. This might slow me down because I am not familiar with that part of the editor yet.

    Next week, I will have decent enough internet to publish privately. When I do that, I am hoping to get a few people to play a couple of games to try it out. If I am lucky, good internet will be installed where I am living, and I can continue to test and balance before publishing publicly.

    I do need to take some time to clearly understand publishing, and how I can create a fully functioning map using my data (e.g. using Xel'Naga Caverns for the Advanced StarCraft 2 data). I do not yet understand how to combine the data and maps.

    My desired release date for Advanced StarCraft 2 is December 19th. Because I struggle to log in to SC2 US servers at the moment, I do not know if I can keep this name.

    Progress in Numbers:

    • Design: 100.0%
    • Tooltips Written: 100.0%
    • Raw Data Effects Written: 100.0%
    • Requirements Written: 100.0%
    • Ability Creation: 100.0%
    • Requirements Added: 100.0%
    • Upgrades Created: 100.0%
    • Buttons Updated: 100.0%
    • Ability Tooltips Updated: 100.0%
    • Actors Updated: 100.0%
    • Models Updated: 100.0%
    • Sound Updated: 100.0%
    • Test: 100.0%
    • Balance: 0%
    • Release Date: 19-Dec
    Posted in: Project Workplace
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    posted a message on [UPGRADE/ABILITY] Supply Change Upgrade

    Is it possible to change supply cost of a unit with an upgrade?

    I have failed so far. I tried using a behavior on the unit with a negative number in Unit: Modification - Supplies. The behavior is on the unit, and the upgrade should alter the supply cost.

    Posted in: Data
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    posted a message on [NEW UNIT CREATION] Infested Zealot

    Using the infzeal model, I am hoping to create an Infested Zealot.

    Would it be easier to create this unit by duplicating the Infested Terran or the Zealot?

    Posted in: Data
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    posted a message on [SOLVED][UPGRADE/ABILITY] Upgrade That Lets a Unit Build

    I am trying to get a Reaper to build a Perdition Turret. By duplicating the SCV (Build), I have gotten my unit to successfully do so.

    How can I design my upgrade so that it won't be able to build the Perdition Turret until I have upgraded the unit?

    Secondly, I am considering allowing my Reaper to build other common buildings, such as the Barracks. If I wanted to do this, do I need to create a duplicate builder or duplicate buildings for the Reaper so that it can build without having any effects on the SCV?

    Apologies if this one is a joke. I'm fried from working on these requirements all day. Must... keep... going...

    Posted in: Data
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    posted a message on [UPGRADE/ABILITY] Death Response Stackable Buff

    How it should work: Unit A kills a unit. Unit A receives a buff increase to its movement speed and damage by 5%. Stacks up to 10 times. If unit A kills 10 units, it should get a 50% movement speed and damage increase.

    How I am trying to do it at the moment: I have an aura behavior on Unit A. The aura works. The death response is not triggering the buff effect EVER though, not even one stack. The effect should be triggering an Apply Behavior (the buff part of the upgrade). I have gotten other death responses to work with Create Unit effects, but I cannot seem to get this one right.

    Any insights or other ways on how to do this are appreciated.

    Posted in: Data
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    posted a message on [SOLVED] Missing Ability Buttons

    @DrSuperEvil: Go

    Second problem was definitely due to different costs.

    As far as the abilities, they are all in the correct place (having the actual ability not just command card). It seems that whenever I give an ability already in the game to a new unit an issue is created. For example, I gave the Raven the ability to use Scan but as a new ability called Scanner Brush. When I did that, the button for Scanner Sweep disappeared. I have removed the "Have Orbital Requirement" in Ability: Commands- Requirements for this scenario, and it works. Did that for several other "problem" abilities.

    In fact, I fixed several problems just by tweaking the requirement. It seems these issues are occurring because the requirements are associated with either the Campaign or Multi Mod.

    Thanks for the help, Dr. I am done with Terrans now!

    Posted in: Data
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    posted a message on [SOLVED] Missing Ability Buttons

    I have a few altered and unaltered units that have missing buttons, and I cannot find any information on how to resolve it (everything I find is related to making buttons go missing for upgrades).

    Current criminals are: units with Stimpack, Orbital Command's Calldown: MULE ability.

    Even after having researched Stimpack, no button appears in my marine/marauder/firebat's command card. I have checked each unit, and they all have the respective ability learned, and it is in that unit's command card so I am assuming something is wrong with the abilities themselves or the associated buttons.

    I would also like to note that a few other abilities add "random costs" to them. My Lurker's unburrow now returns 25 gas. As much as I enjoy the extra gas, I do not want it to do this. I have seen this happen before on my Roach burrow, but I could not find the post I used to fix it.

    Thanks for any help as this will resolve three or four issues with my project.

    Posted in: Data
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    posted a message on [ABILITY/REQUIREMENTS] Creep Tumors Placement & Buildings

    Looked more into it. The Spine Crawler - Root is a Morph Placement ability type, and the Stats: Flags are not the same as a Build ability type which is what the Drone is. So, those flags are not available to me for a Morph Placement. I am going to play around with it and see if I can make it a Build ability type without anything breaking.

    Might go just go with plan B: get rid of root and uproot.

    Posted in: Data
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    posted a message on [BEHAVIOR] Movement Based Buff

    Trying to create a buff that increases attack speed for 3 seconds if the unit has moved after it is done moving. EX: Unit A moves from point X to point Y, and Unit A receives buff B once it stops at point Y.

    I have created two behaviors and one effect. The first has a movement validator and an Apply Behavior effect in the Effect - Final; the duration is -1. The second behavior is the buff and contains an Attack Speed Multiplier of 2 and duration of 3. The effect is an Apply Behavior that applies the second behavior and has a 3 second duration.

    The first behavior is not reapplying the buff after moving and stopping the unit.

    I have a feeling that I will be getting a visit from the Doctor soon.

    Posted in: Data
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    posted a message on [SOLVED][ABILITY] Worker Building at Reduced Costs

    Seems to work perfectly.

    I shall name him... Dr Super Evil.

    Posted in: Data
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    posted a message on [SOLVED][ABILITY] Damage Increase Ability

    @DrSuperEvil: Go

    DrSuperEvil, I am solemnly swear to stop editing at late, late in the night.

    Once I fixed an issue within the ability, I applied a buff behavior using Damage Dealt (Fraction), and it worked. After playing around with the validators, I got the full ability to work.

    When I publish this, I am going to include you in the thanks that I give, you beautiful person.

    Posted in: Data
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    posted a message on [SOLVED][ABILITY] Damage Increase Ability

    Hello, I am trying to create an ability for my Colossus and another unit where, within certain validators, they can activate an ability that increases their damage. So far the validators seem to work fine when I use other modifications within the damage buff behaviors that I have created.

    None of my attempts have actually buffed the damage output of my Colossus or other units though. I have used Damage Dealt (Scaled), Damage Dealt (Unscaled), and Damage Dealt (Fraction). I have also examined the Quad Damage behavior and still at a bit of a loss. Thanks for any feedback.

    Posted in: Data
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    posted a message on [SOLVED][ABILITY] Worker Building at Reduced Costs

    Hello, I would like to make a "super" worker that can build buildings at a reduced cost and quicker build time than normal. For example, my "super" worker goes to build an Engineering Bay and builds it for 20 minerals and in 5 seconds. Is it possible to do this, and where is a good place to look for emulation?

    I looked at how SCVs build things, and I tweaked costs on the buttons, but that did not do anything obviously.

    Posted in: Data
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    posted a message on Advanced SC2 [MELEE Mod in BETA]

    @SoulFilcher: Go @michaelknives: Yeah, I was so tired when I posted this that I just slapped it in with copy and paste. Once everything is complete, I will clean it up to look like standard patch notes rather than a log of what I am doing on the project and what I completed. Right now it is more like a project diary for me.

    @SoulFilcher: I have gotten rid of all +starting energy upgrades. All casters should start with 75 energy except for the Queen who will have 50 energy (might be changed back to 25).

    Nearly all +range upgrades are built into the units. No Grooved Spines, Extended Thermal Lance, etc. There are cases when I found a medium to be better like with the Phoenix and its range upgrade, and I made it an average.

    Metabolic Boost is still in the game. I removed Nitro Packs for Reaper and increased their movement speed. If Reapers become too imbalanced, I can decrease their weapon attack to units. Glial Reconstruction is gone, and I increased Roach movement speed. With all of these things, I am hoping to get at least a few play testers of each race to tell me if something is blatantly OP and if it cannot be countered.

    I cannot think of any other upgrade categories that I got rid of, but, if you can think of any other upgrades that you have questions about, I would be happy to tell you what I have done with them. Also, I would like to note that most of my changes are going to occur at the mid to late game.

    Thanks for the posts! SoulFilcher, love what you've done with SC Expanded, and I've read the Heaven's Devils book so I am looking forward to playing that map once I get better internet.

    Posted in: Project Workplace
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