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    posted a message on Add-on Structure problem

    Update: I tried deleting the unit that the add-on was being morphed to, and now it automatically morphs into ANOTHER unit : "Tech reactor" (I can see the name when I click it, even tho the good actor I made is produced).

    No ideas/suggestions guys ???

    Posted in: Data
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    posted a message on Add-on Structure problem

    Hello everyone !

    I followed this tutorial to make my add-on ==> http://www.sc2mapster.com/forums/resources/tutorials/3278-data-creating-custom-add-ons/

    Everything works fine, except just at the end of the construction, it automatically switches to another unit. It has the good actor and it's the good add-on unit while building, but as soon as construction finishes, BOOM, switch to the other unit.

    Any ideas why/how this happens ? I checked every field from the unit, add-on ability, behavior and actor, but find nothing related to the unit it morphs to.

    Thanks in advance for your help.

    Posted in: Data
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    posted a message on Specific Animation Play + Attachment Points (Solved)

    @FatCatTrap: Go

    All right, thanks for everything (:

    This is solved !

    Posted in: Data
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    posted a message on Specific Animation Play + Attachment Points (Solved)

    I love you guys ! Thank you so much (:

    Just for my personal knowledge, what's the different between a sequence and an animation ?

    Posted in: Data
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    posted a message on Specific Animation Play + Attachment Points (Solved)

    Hello everyone, got 2 questions for you guys today:

    1) I'm trying to make the Marauder Actor play this animation when a specific ability is used : http://imgur.com/lG9oxjv

    However, under the "animation play" properties of the Actor's events, I can't find anything even partially looking like "Attak0ld" ... It always has been things like "stand", "spell", "attack" ... but never something weird like that. Any idea/knowledge on how to play this one ?

    2) On the same picture, how can I see the name of each of the attachments points (for exemple, Weapon 01, head, ...) ?

    Posted in: Data
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    posted a message on Fatal Damage Response

    Thank you for your help, but Valerian and the one you suggested to me are identical. I finally found out ! The effect has to be given to the "Source", not the "Caster". Maybe for me it didn't work with Caster because it's a temporary buff reapplied with an Aura. Thanks again for your help ! (Can be set to Solved)

    Posted in: Data
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    posted a message on Fatal Damage Response

    Hello everyone,

    I have an ability that adds a behavior to units in a target area. Now, those units (with the behavior), are stunned, cloaked and invulnerable for 3 seconds if they are hit by a "fatal" hit. So my behavior is working perfectly fine, my units with that behavior cannot die (I did exactly as the Valerian behavior). The problem is, the cloak/stun/invulnerability is never applied on them when that "fatal" hit comes (even if he is set to 0). I did exactly as the Valerian behavior : I setted my effects to "Caster" unit, and placed the "Set" effect in the "handled" field. I really don't inderstand, they are IDENTICAL !

    So if anyone of you could help me with your experience, it would be really appreciated.

    Note: My behavior (Unkillable unit) is of 1.1s duration, with stacks reapplied every 1s by the source, can that affect the outcome only for the effect-handled ?

    Posted in: Data
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    posted a message on Parasite unit, depending on other units

    Ok ok, back to my question to change unit mover and "collide" field. You told me to use a "Modify catalog Value" trigger, which I did. My problem comes here :

    That action works perfectly fine for modifying numerical values. But for exemple, when I want to modify the mover from ground to air, I tried setting it to "Air" in the same field I would normally write a value to modify, but that didn't work. For the "Collision" field, I tried refering to the collision I wanted to remove, Ground and Forcefield, by doing :

    [...] Collision [7] set to "0"

    [...] Collision [8] set to "0"

    but that didn'T work either :/ So could someone explain me how to change those 2 fieds via catalog ? (Collsion array and Mover)

    Posted in: Triggers
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    posted a message on Parasite unit, depending on other units

    Also, another question. In the trigger "Add used charge for ability", how do you do the link with a learn ability ? I setted "charge" field to "Abil/NameofMyAbility" and "ability" field to my ability, but it doesn't work. It works for all other abilities, but not the "learn" types ...

    Posted in: Triggers
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    posted a message on Parasite unit, depending on other units

    Ok for the first one it was my stupid mistake, it worked, it's just that in my trigger I had "Unit uses abilty at any stage", and there are 8 stages to default abilities so ... You get my problem

    For the second point, how would you make such a requirement ?? Could you give me little bit more details.

    I know it would look like this :

    USE

    Greater than or equal to

    Count ?????

    Constant : 4

    SHOW

    Posted in: Triggers
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    posted a message on Parasite unit, depending on other units

    All right, I have many questions concerning charges, they seemed pretty ... Fucked up ?

    1) I'm trying to add 1 charge to one of my abilities (has a 10 Max charges, but starts at 0). So I tried adding a "used charges" of -1 via trigger, and a modify unit effect adding a -1 used charge to my ability, but each time, it increases the charges by 8, not by 1. Does anyone have any explanation for this ? Could someone explain me how to manage charges ?

    2) I have a learn ability, and I would like some abilities to cost more than 1 charge to upgrade/learn. Is that possible ? I tried putting "charges-used" to 4 under the learn ability command of my specific ability, but it still costs 1 charge. (I thought about adding an additionnal cost via triggers, but couldn't find a requirement checking charges of an ability to only enable the learn ability when the player has at least the cost charges available).

    Posted in: Triggers
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    posted a message on Parasite unit, depending on other units

    @FunkyUserName: Go

    My bad, I forgot to add the attributes to the behaviors of the unit ' Thanks !

    For the mover of the unit, can you explain me catalogs ? I never used those, I don't even know where there are and what they do ...

    And another question : I have an ability that applies stacks of 2 different behaviors on my host unit. Is there a way to show how many stacks of each behavior (a number) are applied to the host unit ? Is there a way to create a little number (modifiable) on the button of the command card, or anywhere else ??

    Posted in: Triggers
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    posted a message on Allow movement on effect-target ability

    Found it ! thanks for your help guys. all you have to do is to uncheck "transient" flag :)

    Posted in: Data
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    posted a message on Allow movement on effect-target ability

    So I have this effect-target ability with a 1.5 range, but I would like to make the caster being able to target the target unit from any distance on the map, and the caster unit to walk toward the target until it reaches the 1.5 range required for the ability to happen. I tried all the fields I could think of on the ability, but I didn't found out :/

    Thank you again for your help !

    Posted in: Data
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    posted a message on Parasite unit, depending on other units

    Hmmm another question for you guys also. Right now when my parasite "infests" a host unit, everything is fine, it's hidden etc, except for its pathing. The host unit can't build any structures while infested because it gets in the way of the building. Is there a way via trigger to make the parasite flying, or to remove the "ground" pathing, or do you have any other ideas ??

    Posted in: Triggers
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