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    posted a message on [question] Bounty Aura

    Make aura, appling behaviour on nearby units, then

    1. Use "Modify player" on death response with validating this behaviour

    -or-

    2. Use trigger "set player property" with event unit die and condition "amount of behaviour on triggering unit" <=1

    Posted in: Data
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    posted a message on 100 charges ability

    Did, well test will show how much is cause lags

    Posted in: Data
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    posted a message on 100 charges ability

    I do at moment ability which represent charges as percentage of energy. So 100 chares mean full charge.

    If I will apply behaviour 100 stacks to unit does it lags? Map already reached limit of what SC driver van offer

    Posted in: Data
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    posted a message on (Solved)Help with cliff validator please

    Solved it by myself.

    Posted in: Data
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    posted a message on Automatically Morph Hydra Den when upgrade is complete

    Second solution if u prefer data only. Button need only if you give players operate with skills manually, autocast can work without button but need initialize first and it can be turned off only via validators or triggers.

    Posted in: Data
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    posted a message on Automatically Morph Hydra Den when upgrade is complete

    Trigger which use ability morph when upgrade complete can be ellegant solution.

    If u want with data then set to autocast morph with validator cheking upgrade

    Posted in: Data
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    posted a message on (Solved)Help with cliff validator please

    As I said its not helps. There other targets that can be targetted on same cliff level and must be attacked by source of behaviour. I think there must be also condition validator that checks if behaviour owner on higher cliff than it target then attack is unable

    Posted in: Data
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    posted a message on (Solved)Help with cliff validator please

    I want all enemyes which in close area near base and on higher cliff cannot attack you and your allyes

    I make Behaviour Aura which in Area I need

    Now I need that any enemyes who have this behaviour and at same time located on higher cliff level than their current target cant attack these targets. If there no this Behaviour applyed to them, they will can attack any targets on any cliff level. Can you help?

    Or there more elegant way?

    P.S. Added cliff validator and behaviour count validator to damage effect of enemy units. I can make they dont shot at targets with cliff level below or with certain behaviour but how stop attack them when they simultaneously on higher cliff and under buff. Combine validator not helps me.

    Posted in: Data
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    posted a message on scaling model actor depend on area of effect

    I mean ability have area of.... f.e. 3, while standart model size is...0.5 or...7, how I can tune scale of model animation so it will exactly reflect size of affected area. What change in actors, etc. Only manually change scale of actor? but often its slow and not exactly, is there more simple way

    First question was with using toggle ability with behaviour, secons is with using effect-target ability with persistent and search area inside it, so continious animation model scale increased with every perioud. Then animation destroys.

    Posted in: Data
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    posted a message on scaling model actor depend on area of effect

    Bump. I hope someone knows the way.

    Posted in: Data
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    posted a message on Coil Ability , Heroes Limit

    Look like this? (I got a comp at last)

    Posted in: Data
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    posted a message on Coil Ability , Heroes Limit

    Add effect Switch. In field cases add effect modify unit. Add validator which detect unit is friendly. Add second effect damage and validator checking is unit enemy

    Profit

    Posted in: Data
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    posted a message on scaling model actor depend on area of effect

    Subject:

    1. I have toggle ability, which when turned on uses behaviour and start playing continuous animation. How I can accord it scale to search area, which used in this ability to show real area in game?

    2. I have persistent effect with few periouds and search area effect in it. Last one is increase his area on 2 with each period and apply behaviour on all area. How I can show with actor area of effect when perioud is initialized(its gas cloud ability which is grows with time)?

    Posted in: Data
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    posted a message on Launch and Impact asset query problem

    I made projectile which explode when contact with first unit it comes to. However there problems with these assets. Projectile disappear near target(taking damage. Problems only with animation), launched missile fly out of center/feet of marine.

    I tried use AMweapon filter method, weapon00, direct weapon, set art:missile field to missile actor Id ,even SopAttachweapon host in launch missile actor(but I poor at this). Nothing helps. Same with impact I set model reaction and it plays but projectiles disappear too early, when projectile colliding with shield aura works well. Can it be due using throw mover? Or... I nearly give up.

    Posted in: Data
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    posted a message on Persistent for Create Unit

    You sure u need use persistent? I see you try create 10 units over 2.5 secs and I might think u want create with these multiple units per single use. Then better set array of units, similar zerglings spawn from larvas.

    Posted in: Data
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