• 0

    posted a message on Hotkeys Change Upon Publishing

    I'm not sure if this is a question for the Data subforum, but since ability hotkeys are managed in the Data Editor, it seems like it might be applicable here.

    In a custom map I've published to the Arcade, I've set abilities onto various units - some are actual buttons, and some are dummy buttons (no Hotkey), and they are more often than not on the bottom row of the command card. It usually looks something like this: [ ][Q][W][E][R]. Testing the document through the Map Editor works, and all the hotkeys are in place. However, playing the same map but published onto the Arcade, the hotkeys on the bottom row are set to [Z][X][C][V][B] as opposed to the hotkeys I set.

    How would I go about making the hotkeys I set in the editor the default hotkeys that are set in the published version? Is there a field I'm missing?

    Posted in: Data
  • 0

    posted a message on Unit Actor Negative Height?

    I am currently trying to set a unit's actor to have a negative height (as though it's submerged underground) while it is affected by a Behavior. First attempt was going into Actor Events and applying a Set Height to the Behavior.[].On, which had no effect with a negative value in the Z axis (and reset whenever the unit moved when it was positive). Second attempt was adding a Height Modification to the Behavior itself, which works with positive values, but just resets to 0 whenever I try to set it to a negative value. I can't use the invisible marine trick on this one since it has no attachment points since it is an imported model.

    Is there something I'm missing here? Or is it just not possible to put a unit underground?

    EDIT: I'm going to try inversing this - instead of having a behavior that increases the unit's height, I'll lower its natural height and have a behavior applied to it that raises its height, with a Validator (Disable) that disables it while the Behavior is active. Will update with the results.

    EDIT: It works! There's probably a more elegant solution out there, but this seems to work fine.

    Posted in: Data
  • 0

    posted a message on Validator Durations? (Solved!)

    I am currently trying to create a behavior that is only in effect if the unit has not had any orders (no moving, no attacking, no using abilities) for over X seconds. I've got things down with the Unit Compare Order Count Validator, but I'm not sure how I'd tie a duration to it. I'm considering using a workaround where another ability is validated by the Unit Compare Order Count and has a Duration of however many seconds I want the unit to have to be Idle for, and then an Expire Effect that applies the Apply Behavior effect that applies the Behavior I'm trying to Validate in the first place.

    I haven't tried this yet so I'm not sure if it works, but before going forward, I was wondering if there was a simpler way to do it. Is there some sort of use of the Combine Validator that function as a time component, or any other way around this through only using Validators?

    Posted in: Data
  • 0

    posted a message on Behavior + Weapon: Reduce Cooldown On-Hit? (resolved!)

    @FunkyUserName: Go

    Just tested it out, and it works like a charm! Thanks for taking the time to helping me with this - it's been a big help (and opens up a lot of options going forward). I guess it's also some nice incentive to start fiddling around with Triggers!

    Posted in: Data
  • 0

    posted a message on Behavior + Weapon: Reduce Cooldown On-Hit? (resolved!)
    Quote from FunkyUserName: Go

    @ItemsGuy: Go

    i will post a map with non lagging triggers tommorow, too late too tired. good luck with your data only solution :d

    Thank you very much! I'll take a crack at reverse-engineering it when you post it. : P

    I suppose I'll update this thread if I figure things out on my own, for anyone else looking for a similar solution!

    Posted in: Data
  • 0

    posted a message on Behavior + Weapon: Reduce Cooldown On-Hit? (resolved!)

    @FunkyUserName: Go

    My current knowledge of triggers is a grand total of "absolutely nothing" so I'm going to sift through the Triggers subforum for information regarding events and whatnot.

    In the meantime, is there any way to do this through Data? It seems like it would be simple enough through the Modify Unit Effect, but whenever I see it mentioned in the threads I've found here, it's only brought up in name (ie. "you can do this through Modify Unit").

    EDIT: Did an experiment where I created another Effect - Instant ability that activated the Modify Unit Effect - I was only able to put the ability in question on cooldown (by adding cooldown to the ability), but it would have no effect positive or negative when the ability in question was cooling down (with error text reading "Cooldown is active").

    I guess to clarify, I want to create an effect that reduces an ability's cooldown while the ability is on cooldown - so when the effect is triggered, if the cooldown has 5 seconds left, it's bumped down to 4 seconds left. Triggering the effect while the ability is off cooldown would do nothing, since there's no more cooldown left to remove.

    Posted in: Data
  • 0

    posted a message on Behavior + Weapon: Reduce Cooldown On-Hit? (resolved!)

    I am currently trying to create an ability whose cooldown is reduced every time the host unit attacks with the attack command - so with every attack, the cooldown of this ability is reduced by one second.

    With research, I found that cooldown stuff is achieved through the Modify Unit Behavior, so I tried creating one with the Cost+ field edited so the Ability field was the ability in question, Cooldown Time Used to -1.0 (also tried a version with 1.0 in case I misunderstood the mouseover) and Player Value set as Source. This Modify Unit Behavior is part of a set with a Damage Effect, and the set is triggered by a Weapon which is applied to the unit with the ability in question. Also, Impact Unit+ is set to (None):Source.

    However, either way, attacking with the attack command only does the usual damage effect - the cooldown of the ability is neither raised or lowered, so the problem seems to be that the effect is just not triggering. I'm not quite sure what else I can mess around with, so has anyone else done an effect like this? It seems simple, but there's probably a field I'm overlooking or misusing.

    Posted in: Data
  • 0

    posted a message on "Stop Regeneration" Debuff and Changing Height/Walk Animation via States?

    Bumping for visibility!

    Is it possible that this is a Trigger issue and not a Data issue? Should I put it on a different subforum?

    Posted in: Data
  • 0

    posted a message on "Stop Regeneration" Debuff and Changing Height/Walk Animation via States?

    Solved the "Stop Regeneration" Debuff by discovering the "Suppress Life Regeneration" option in the Buff modifier (where stuff like "Stun" is).

    Posted in: Data
  • 0

    posted a message on "Stop Regeneration" Debuff and Changing Height/Walk Animation via States?

    Running into a few problems that previous experience and other threads haven't been able to solve:

    1. "Stop Regeneration" Debuff

    Goal is to create an aura for a unit that halts the regeneration of nearby units and reduces their health by 1 per second. This works as far as the -1 health/second (as part of a periodic Search Area that applies the damage to enemies within X units every second), but my attempt to halt any amount of health regeneration (by creating a buff that modifies health regeneration by -100, which, surprisingly, just translates into "loses 100 health per second") hasn't been as successful. Is there a way to just halt health regeneration?

    2. Changing Height/Walk (and Idle) Animation via States

    -I'm somewhat familiar with states so far - I've been able to create a buff that applies a state that increases unit size by X%, but that's about as far as I've gone with it - but I'm currently stumped on a state that is applied alongside a buff that brings the unit's model slightly below ground level and changes its walk animation (to clarify, this is a model exported from WoW, so I've brought over multiple walk/idle animations as well) as long as the buff is in place. I'm a bit confused as far as Event fields go; increasing model size was fairly straightforward, but I'm not sure what to even look for when it comes to model height or animation changes (in terms of moving/not moving context).

    I've got a good amount of other questions but, as usual, I'll try to limit it to two at a time!

    Posted in: Data
  • 0

    posted a message on Starting Camera?

    I've looked through both the Data and Triggers forums (I'm not sure which of the two this is more relevant to, though), however, I have yet to find a solution to this specific problem - namely, how do you change where the game camera "starts" at the beginning of the game? Currently, whenever I open the document, it starts at the very bottom-left corner of the map, although I am currently attempting to have it start around the middle. How would this be achieved?

    Posted in: Data
  • 0

    posted a message on Ability That Switches Buttons on Command Card?

    I am currently trying to create an ability that "alters" the unit's other abilities by either A) swapping out the buttons in the command card and their respective abilities (linked all to the same cooldown so that only one ability can be "altered" every X seconds), or B) switching out the command card and somehow have it switch back after an ability is used (linking those to the command card swap's cooldown, if possible) - however, I'm not sure how any of this (aside from the cooldown linking) would be done.

    Is this possible, and if so, how would one go about it?

    Posted in: Data
  • 0

    posted a message on Cost Shield OR Life?

    @TheSC2Maniac: Go

    Hmm...

    What I ended up doing (although it won't work for any other similar situation) was turn the life cost into a self-damaging effect that ran when the ability was cast, so that it would subtract from the shield when the shield was present, and subtract from life when it wasn't.

    Still holding out for a more elegant work-around on this one, but I suppose it isn't all that vital for the time being!

    Posted in: Data
  • 0

    posted a message on Cost Shield OR Life?

    This seems fairly simple, but I haven't found any solutions on the forums so I'm starting to doubt whether it's possible (although I remember reading it somewhere)...

    In short, is it possible to make an ability cost one vital, but dip into another vital if it is unable to complete the cost with the initial one? Let's say I have an ability that costs 10 shield to cast, but the unit has 0 shield - would it be possible to then have the ability still be usable, but cost 10 life instead?

    Posted in: Data
  • 0

    posted a message on Buff State Actor/Model Scale? (Solved!)

    @DrSuperEvil: Go

    What is "supporter"? Is that an addon? (Searching the forums hasn't really yielded any results, as "supporter" is a fairly commonly-used word)

    Also, I had it set to ValidateEffect but have switched it to ValidateUnit, so once I figure out this whole "supporter" thing, it should work out!

    Posted in: Data
  • To post a comment, please or register a new account.