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    posted a message on How to let probe make maximum of 3 forges?

    An easier way for you might be to create a requirement, change the setting you see at the very top of the requirement (not the top toolbar, it's in the requirement itself) from "tree" to "Expression" and copy this line into the Use box:

    CountUnit(Forge,QueuedOrBetter) < 3

    This is basically a condensed version of what fishy said above, meaning a forge can only be built if there's currently less than 3 forges. If you switch back to the "tree" setting you will automatically see the same thing in GUI form.

    Once you've done that just set the requirement of the "build forge" command in the probe's build ability to your requirement.

    Posted in: Data
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    posted a message on (Solved)Buff marker system doesn't work reliably

    You can use a validator to compare behavior count and cargo count? Wow, that would simplify things. Which validator type do I use?

    EDIT: I solved this using a Function validator. Function validators allow you to test lots of different cases, so I made a lot of validators (cargo is greater than 0, greater than 1, greater than 2, all the way through 11 (because 12 is my unit's cargo capacity), and stacks=0, stacks=1, stacks=2, all the way through 11). I set a buff stack to be added when the projectile is launched, and removed when it lands (no more stacks when loading or unloading). Then in function validator I created 12 lines with test: cargo=0, return: cargo > 0, test:cargo=1, return: cargo > 1, test:cargo=2, return: cargo > 2, etc. The Return validator is the validator for that line, and the Test validator means that if it returns false, that line is skipped. So basically what the whole this does is check if stack count = 0 (0 projectiles in the air), check that cargo count is greater than 0, if stack count = 1 (1 in the air), check that cargo count is greater than 1, and so on.

    Posted in: Data
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    posted a message on (Solved)Buff marker system doesn't work reliably

    I created an effect-target ability with which a unit launches a projectile and unloads a unit in its cargo at the projectile's impact location when it impacts, using a calldown effect (which is working fine). I also created a marker system using a buff to mark each cargo unit, because validating cargo count isn't sufficient to avoid launching more projectiles before the current ones have landed (even though the unit doesn't have any units in its cargo anymore), because the units are only removed from cargo when the projectile lands.

    A stack is added each time the carrying unit loads a unit (load transport effect in the transport bail) and a stack is removed each time a unit is unloaded (same thing for unload). Then, when the calldown ability is used, a stack is removed when the projectile is launched. However, the use of the calldown also procs the unload effect which resulted in two stacks being removed per cast. However however, when I added an effect to the impact to add back a stack (to compensate for the double removal) it no longer removes a stack from the unload (leading to too many stacks). Even more infuriatingly, if you simply set the stacks added upon impact to 0, the calldown removal works again (too few stacks again).

    I'm not really sure what to do, the editor just spits out every other result apart from the optimal one. What am I missing here?

    Posted in: Data
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    posted a message on How to make it so you can walk through building

    Shouldn't be a problem if it has no footprint.. buildings without footprints just act like normal mobile units do, in the sense that they're no longer connected to the building grid. Use a region to set the location of the building, and it should work fine (I know for a fact it is possible to place a footprint less building in the center of a region with a trigger)

    Posted in: Data
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    posted a message on How to make it so you can walk through building

    Go to the building, under movement, and where it says Footprint and Pathing Footprint, press the red - button to remove the footprints.

    Posted in: Data
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    posted a message on Spreading single effects from multiple units to multiple enemies using a single-cast search area

    TItle might be a bit confusing, but I have an effect-target ability with which each of my units will cast a search area and apply a stun behavior to 1 enemy in the search area (min and max units for the search area are set to 1). Problem is, they all cast the stun on the unit closest to the center of the area, while I want to spread them out between all the units in the area. I know there are several ways to do this, but I want to make sure that if there are more of my units than enemy units, the leftover ones will not cast (their abil won't be on cd). I read something about markers but they don't seem to work. Anyone know how to do this?

    Posted in: Data
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    posted a message on Model Swap problem with burrowed units

    As title says, I have a Model Swap connected to an upgrade for some zerg units. However, if the units are burrowed, they don't swap. Is the burrowed model a separate actor or variant? I haven't been able to find any reference to what goes on while burrowed. If the model is swapped and then they are burrowed, they have the new corresponding burrowed model correctly, but if they were burrowed when the swap occurred they keep the old model even upon unburrowing/reburrowing. Any help?

    Posted in: Data
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    posted a message on Search Area Arc direction problem

    I have a search area that send 2 missiles at random enemies found within 90 degree arc when a unit attacks. However, it only works when I move the unit very close to the enemies. I think the search area is turned in the wrong direction- I assumed it would be oriented in the same direction the unit faces, but apparently not. Any help?

    Posted in: Data
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    posted a message on Push prioirity w/behavior?

    Is it possible to change a unit's push priority with a behavior? or in any other way make it move aside for certain units and not others using a behavior?

    Posted in: Data
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    posted a message on XML changes not "sticking" right

    Recently (after the last update to the editor), I've been noticing that sometimes when I make XML changes, they revert later, even if they're correctly entered and don't cause any error messages. I noticed it happened particularly with changing the speed of units, while some other values (like damage) worked perfectly fine.

    Anybody else experiencing this?

    Posted in: Data
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    posted a message on Change the location of ammo units?

    the ammo unit moves with the ghost hero unit. It's the default ladder nuke ammo unit.

    Posted in: Data
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    posted a message on Change the location of ammo units?

    I have a ghost hero that can arm itself with the default arm nuke ability, then launch said nuke. It's all working fine but if mass recall is used on the ghost, it loses the nuke. I'm not sure how to fix this, but I guess it might involve changing the location of the ammo unit. Does anyone have any advice?

    Posted in: Data
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    posted a message on [Request] [Textures] Firebat+Roach

    I'm going to be adding some units to a map I've been working on, and I need some new textures to separate them from their counterparts.

    Firebat- I need a dark blue variation on the Devil Dog (think ice themed, but not too light)- just a standard recoloring that doesn't look as horrible as tints do.

    Roach- I'm looking for a variation on the Tunelling-Claws upgraded Roach model, but I'm not sure what it should be like exactly. It should be distinguishable on a normal-sized roach but not too extravagant (I need to use it for an average army unit, not a hero type thing). It would be preferable to have the spines on the roach's back stay team colored, but not absolutely necessary.

    Few other things-

    -This is a WoL map so I cannot use HotS or HotS-based assets

    -I'm assuming a blue firebat and slightly different roach would be most easily achieved with textures, but if anyone prefers to work on the model itself that's fine as well.

    -I'm not 100% sure how to implement imported textures (I have managed in the past but only by taking advantage of the default texture's names, while I would like these textures to be activated by an upgrade; searching around online hasn't helped me much) so if anyone has a link to a good tutorial or something that would be very helpful.

    If anyone wants to take this up, it would be very much appreciated ^^

    Posted in: Art Assets
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    posted a message on Teleport ability causes move command

    I tried copying exactly from blink (I copied blink, changing nothing except for switching the teleport effect out for a set effect with the create persistent/teleport) and then the ability wouldn't cast at all- nothing happened when i press the button (I checked that everything was linked up correctly in the command card).

    EDIT: Solved! I had lowered the range under my blink like ability's stats to the same range as my blink effect's teleport range- for some reason this was causing the ability to bug really badly. I set it back to 500 and it's working fine now.

    Nevermind, it's not solved -.-. I had given my unit the normal blink as well to compare them in game, and when i set the range back to 500 clicking the button for my ability was casting blink instead. it's still not working.

    EDIT AGAIN: I recreated the ability from scratch a second time, and now it's working as intended. I have no idea what was causing it :l

    Posted in: Data
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