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    posted a message on LF help with incorporating two abilities

    You can do it with triggers, EDDITED DIDNT READ

    Event : Unit takes damage (fatal or non fatal)

    Conditions: Damaging Effect == YourEffect

    Actions: Clear remaining time on cooldown (Abil/Ability2) on Unit Damaging Unit

    Posted in: Data
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    posted a message on Trouble with Lurker Weapon

    Step by step copy pasting of lurker| Liberty (Campaign):

    First thing you have to do is remake the burrowing ability. (be sure everything u copy paste have Unique IDs)

    1) Copy paste both units (Lurker and Lurker (Burrowed)) I renamed these Maleeka and Maleeka (Burrowed).

    2) Copy Paste the Abilities Lurker - Burrow and Lurker - Unburrow. I renamed these Maleeka - Burrow and Maleeka - Unburrow

    • Set the Maleeka - Burrow ability's' Ability: Info's Unit field to the new Maleeka (Burrowed), and set the Maleeka - Unburrow ability's Ability: Info's Unit field to the new Maleeka.

    3) Now go back to the copied Units and set their Command Card and Ability to the new burrow ability.

    Now to copy paste the weapon

    4) Copy paste the Weapon Luker - Spines, I'll rename it to Maleeka - Spikes and suggest ID.

    • Reset the Cost: Cost and Effect: Marker to their default values by right clicking. (this is useful for some automatic linking)
    • Set the Period (weapon speed) or Range to values you want them to be.

    5) Copy paste the corresponding Weapon Effects which are named Lurker, Lurker E, Lurker Extended and Lurker U, I'll rename each to Maleeka Weapon (Persistent), Maleeka Weapon (Search), Maleeka Weapon (Extended) and Maleeka Weapon (Damage) respectively and suggest IDs for all.

    • In the Maleeka Weapon (Persistent) put the Maleeka Weapon (Search) in the Effect: Periodic Effects field.
    • In the Maleeka Weapon (Search) put the Maleeka Weapon (Persistent) and Maleeka Weapon (Extended) in Indexes 0 and 1 of the Search: Include fields, and be sure that the Value field has "Target" selected. Then in the Search: Areas field put the Maleeka Weapon (Damage)
    • Finally, In the Maleeka Weapon (Extended) Effect put Maleeka Weapon (Search) in the Effect: Period Effects field
    • In the (Damage) Effect you can change the Amount, etc. to values you want.
    • Note: we do not copy paste the validators, because we are simply reusing them and we dont need the values changed.
    • Reset the Combat: Marker to its Parent Value for all effects by right clicking them (this is because they are still being linked with the old effects).

    6) Now go back to the Weapon, Maleeka - Spikes

    • Set the Effect field to Maleeka Weapon (Persistent) and UI: Damage Display Effect field (this is which effect data is displayed in the unit UI in-game) to Maleeka Weapon (Damage).

    7) Go to Actors and search "Lurker Attack" and copy paste actors named Lurker Attack Spike, Lurker Attack Spikes, LurkerAttackSpikes6 and LurkerAttackSpikes9 and rename them, I named them Maleeka Attack .........

    • Go in the Actor: Events for each, and begin linking. Change all Lurker U to Maleeka Weapon (Damage), all Lurker E to Maleeka Weapon (Search), all Lurker to Maleeka Weapon (Persistent) and all Lurker - Extended to Maleeka Weapon (Extended) and set sub names to the same they were before. (this will get monotonous, there are shortcuts but if you don't know what you're doing, best to do it the long way, or you might forget something (like me)).

    8) Now copy paste the "Lurker Attack Spike Sound".(rename)

    • Go in Actor: Events and change Lurker E to Maleeka Weapon (Search) and sub type to Start.

    9) Finally, copy paste the Lurker Unit Actor named "Lurker" and rename.

    • Go to the bottom and change the Unit Name to Maleeka, then go in Events and where you see Lurker change to Maleeka and where you see Lurker (Burrowed) change to Maleeka (Burrowed)

    10) Link the Weapon to your Units in the Combat: Weapon field then you should be good to go.

    Map file attached below, complete with both Maleeka and original Lurker controlled by player 1 and nearby Marines and Zerglings controlled by hostile player.

    Posted in: Data
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    posted a message on Trouble with Lurker Weapon

    Was gonna do the step by step for you, but I couldn't get the spike Actors to work. I attached what I got done. Everything is editable, but for some reason the spike actors just don't want to work. I named the new Lurker "Maleeka", and all data work was renamed accordingly.

    EDIT: Nvm got it to work, I messed up on one field in an event. Below will have the step by step guide.

    Posted in: Data
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    posted a message on Create Hero Attributes

    Go to the 3 Ability - Instant you made.

    To put the corresponding button for the ability you have to go to the field Ability: Commands in the abilities and click Execute then set the Default Button Field in there to its corresponding button (From the 3 Buttons we made).

    To add the corresponding Effect you have to go to the field Effect: Effect in the abilities and set it to the proper effect that we made earlier (The Effect - Apply Behavior)

    Only the Final Step paragraph deals with the Unit itself.

    Posted in: Melee Development
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    posted a message on Create Hero Attributes

    Here:

    Make 3 Behavior - Attribute named what you want to name them (Strength, Agility, Intelligence)

    Go to each behavior and set their Modifications field to something you want them to do to the unit. Ex. for agility if u want 1% atk speed bonus per point you put 1.01 in the attack speed multiplier. (you have to do some searching for the fields). Set each maximum stacks to 5.

    Make 3 Behavior - Buff (Apply Strength, Apply Agility, Apply Intelligence)

    Go to the Modifications field and set each of them to add 1 of their corresponding attribute. (you have to do some searching for the field). Then set each one's Maximum Stacks to 5.

    Make 3 Effect - Apply Behavior (Upgrade Strength (Apply Behavior), Upgrade Agility (Apply Behavior), .....)

    Set each Effect's Behavior field to its corresponding Behavior - Buff, be sure its the Apply and not the actual Attribute. Make sure the target of the effect is caster.

    Make 3 Buttons (Upgrade Strength, Upgrade Agility, Upgrade Intelligence)

    Set their Tooltip and Icon fields to things you want.

    Make 3 Ability - Instant (Upgrade Strength, Upgrade Agility, Upgrade Intelligence)

    Go to their Commands field and add their corresponding buttons, then go to their Effect field and add their corresponding Effect - Apply Behavior.

    Final Step is to go to each Unit that needs these fields and add the attributes to their Behaviors field then add the Ability - Instant to their Abilities field then add the Button in their Command Card field.

    If I missed anything do this first then I can help you implement the things I missed but I cant help you if you don't do it like this.

    Posted in: Melee Development
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    posted a message on Characters you would like to see included

    - Archimonde

    - Blood Mage

    - Dreadlord

    - Necromancer (from wc3)

    - Chaos Warlock

    - Zergling

    - Jaina

    Maybe even some famous arcade titles' main characters like the sheep from sheep tag.

    Posted in: Heroes of the Storm
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    posted a message on (solved)Sound of ability must play from point where effect applyed

    It's not a message type; it's a term type "At"

    Posted in: Data
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    posted a message on (solved) how to change the land time of the Nuke?

    I think the actor for the nuke falling is timed to drop in 1.25 seconds. If you're wondering how to get rid of the initial channeling delay then i'd say to lower the Initial Delay field's value which is found in an Effect - Persistent named <Unit Name> Nuke (Persistent).

    The red symbol of the Nuke's landing area is controlled by an actor which is called <Unit Name> Nuke Indicator, just go to that actor's field named Actor: Filter and check Enemy and it should hide it from enemies. If that didn't hide it from enemies it might be the other way around where you need to check Ally, Neutral and Self.

    Posted in: Data
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    posted a message on Arcade favorite

    I enjoy playing Sheep Tag Revival, Galaxy Vampirism, most of the TDs (esp. firemaul wars), and soon most of my time will be taken up playing Hunting Season: Heroes.

    Posted in: Off-Topic
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    posted a message on Instant AoE from Caster

    Make an Effect - Search Area and add your Effect - Set to the Search: Areas field in the Effect - Search Area, also put the Radius to a number you want (this is how far the effect set will be applied from the unit that casts the spell). Make your Ability's Effect field be the Effect - Search Area and be sure to fill out the Search: Search Filters in the Effect - Search Area to prevent hitting units you don't want to hit.

    Posted in: Data
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    posted a message on Trigger Lag?

    Thanks very much for the helpful replies :)

    Posted in: Triggers
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    posted a message on Trigger Lag?

    I seem to be getting a lot of lag in multiplayer every time certain triggers are to be running. Would someone be kind enough to check these triggers to see if they would cause lag, leak etc. for me.It would be greatly appreciated.

    If you prefer to tell me over skype my name is Necromoni, I am very active on there.

    These are the suspected trigger images:

    http://puu.sh/6fwey.png

    Assist Trigger Event and Conditions

    Assist Trigger Actions

    Combat Checking Trigger

    Posted in: Triggers
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    posted a message on Recruiting Terrainer

    I'm recruiting a terrainer to make an arena type map. The mod has been abandoned for some time, and I just want to get it out there to get it off my back. A decent amount of data/trigger work has been put into it already, I simply need a terrain on the map to get the other amount of data work done. I am the only one working on this map at the moment. Hoping to release before Heroes comes out.

    Anyone is welcome to try it, I don't need a professional but one wouldn't hurt.

    If you're interested add me on Skype : Necromoni

    If you don't have skype you can PM me, but I happen to forget to check back.

    EDIT: Managed to whip up a terrain and got the rest of data work done, if anyone wants to take a crack at it still I'm always on skype so add me there and shoot me a message. If the job is done your terrain will be out there.

    Posted in: Team Recruitment
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    posted a message on Terraining FAQ

    I doubt you could. I think the actor events happen in-game not in the terrain editor. So actor creation would be in-game actor creation, and so the actor doesnt get tinted until you create the unit and actor in game. Only way I see is to edit the model with a model editor and tint it there then import the model?

    Posted in: Terrain
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    posted a message on Colored buff icon?

    UI tab in Data Editor find something that deals with behaviors, I cant open the sc2 editor right no so this is all I can say

    Posted in: Data
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