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    posted a message on [Bug] Multiple weapons, moving, all firing at the same time.
    Quote from EDHRIANO: Go

    Ah, like the goliath with the lanzer torpedoes and gatling cannon.

    With campaign upgrade it allow the goliath to fire both weapon.

    Or maybe like the Colossus, you know with the attack air / attack ground weapon.

    Or maybe you can add unit(s) with different weapon to follow you?

    Like Karax Servitors Weapon.

    Or perhaps add hangar like the protoss carrier.

    As stated some posts above, the big problem is that unchecking the 2 markers that are needed to make a unit attack and move (Only Fire At Attack Target and Only Fire while attacking) enable free multi-fire at the same time. Probably this is caused by some minor error when coding, since the game was obviously designed to actually stop and shoot with each unit, instead of autofiring. Every exemple you quoted doesn't allow shooting movement.

    I'm just giving a look at this, with no results so far. http://us.battle.net/forums/en/sc2/topic/20747646558

    Posted in: Data
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    posted a message on [Bug] Multiple weapons, moving, all firing at the same time.
    Quote from DrSuperEvil: Go

    Odd since the standard BC weapons have a backswing and use attach methods to choose which gun to shoot from.

    Linked cooldown only applies to weapons that have a shared Cost: Cost - Cooldown - Link string and can even be linked to abilities.

    Goliath in the liberty campaign has an upgrades weapon that allows simultaneous air and ground shooting as opposed to single targets at a time.

    The Only Fire At Attack Target means only the target of the Attack Ability can be hit. The Only Fire While Attacking flag prevents a weapon from firing unless the unit is using the Attack ability.

    Yeah, pretty weird. I looked upon the Goliath, but it seems to be using the same flags I used on BCs, but it works differently.

    My guess is that there is a conflict. If you want to get a unit to move and shoot and the same time, you have to uncheck the same flags (Only Fire At Attack Target and Only Fire while attacking) that are also modified to have both weapons to fire at the same time based on the GOliath's upgrade. So it might be a side effect of it. Since basically no unit uses moving as shooting method except phoenixes, it might have been overlooked completely.

    My guess is that the only real method is to use charges as a workaround. I've already tested some things without result, but I'll try to keep going. I've been told by some redditor that the got that fixed in a map they made, but I'm a bit skeptical.

    Posted in: Data
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    posted a message on [Bug] Multiple weapons, moving, all firing at the same time.
    Quote from DrSuperEvil: Go

    Check the weapon settings used by the goliath. The Scan Filters fields and Target Sorts determine target prioritisation. Weapons can always be conditionally disabled by buffs that use validators such as an Ennumerate Area.

    Still the backswing should be the solution for the firing at one.

    I'll try to get some tests running. From what I've already tested, this double fire "bug" is really easily reproduced in the BC, I still dont know why. Surprisingly, while testing it at very low speeds, i checked that the "linked cooldown" feature is not working and backswing is ignored (WTF?). I've alreay tried at looking athe the goliath and toyed with Scan Filters and Targets sorts (nothing worked). Tried to use the same markers, still doesn't work. Also various workarounds, toying with the turret, etc. However thanks to you now I have a fully working goliath that move-shoots in ground but has to stop to target air (and can be upgraded) XDD.

    I've also tested setting a behavior that disables the weapon for the backswing duration, still doesn't work. Linked cooldown seems to be broken and could be the main cause. Once "only fire at attack target" and "only fire while attacking" are both unchecked, the "bug" happens.

    I can't understand what is causing this bug.

    Posted in: Data
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    posted a message on [Bug] Multiple weapons, moving, all firing at the same time.
    Quote from DrSuperEvil: Go

    Ah so not a side turret.

    Thought you had both weapons firing simultaneously. A backswing prevents another weapon firing for that period. Are you wanting a weapon preference?

    Sorry, I might have worded it wrong. It's just that, I have both weapons firing simultaneously despite that I have a backswing set as you indicated. I just added some arc of firing to increfase micro slightly.

    I only want 1 weapon firing at a time, which shouldn't be the case. I think that the fact that one weapon is ground and the other one is air could also be influencing it.

    I'd like to know how to limit how many weapons can be used at a time, and which ones (If possible). I'm also intesrested on setting weapon preferences if you can help it too :D (for future testings with multiweapons).

    Posted in: Data
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    posted a message on [Bug] Multiple weapons, moving, all firing at the same time.
    Quote from DrSuperEvil: Go

    You need a backswing.

    What you mean by angle?

    Backswing is default 0.5, I haven't changed it, as specified on the post, for both weapons. I checked it before commiting to changes since it's known that it's pretty problematic.

    Angle is arc of attack XD. Both weapons have exactly the same stats and values (except effect obviousy).

    Also tested messing around with various flags, and tried the "channeling" flag. Nothing really works, the Battlecruiers effectively turned into a multishot unit. Only the flags that are relevant to shoot while moving where touched.

    Posted in: Data
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    posted a message on [Bug] Multiple weapons, moving, all firing at the same time.

    Hi guys!

    I'm again requesting some help to the forums. This should be a relatively simple question to more experienced users.

    I'm currently toying around with units that have multiple weapons and simultaneous use. So far, I've had no many problems and olders posts have helped me a ton. However, now I've encountered a problem with a modification I've been testing.

    In this case, I'm modifying a 2 weapon unit (Battlecruiser) to be able to fire while moving. So far, it has worked pretty well, but I'm unable to restrict which weapons are able to fire at the same time. With my modified BC I want to be able to fire while moving (within a certain angle) but restrict so only 1 weapon is used at a time. Right now, If I modify both Battlecriuser weapons to allow to fire on the move, it suddenly can fire both weapons at the same time, while it should only be firing 1.

    The following flags have been modifyied in that weapons:

    • Allowed movement set to Moving.
    • Only fire at attack target > uncheked
    • Only fire while attacking > unchecked
    • Small angle modifications for each weapon.

    Bacskwing and cast points have not been touched. Linked Cooldown is checked. Combat information, Behaviors or turret are not modified.

    Multiple weapon bugs and malfunctions are relatively commons since they are a bit tricky sometimes, it would be nice if someone could hep with this.

    Posted in: Data
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    posted a message on [Help needed] Power Behaviors and Warp speeds

    Hi guys!

    I'm currently trying to toy around with the warp Protoss ability, trying to set different warp speeds and some other values (like the Warp vulnerability and other buffs). I'd like to have the warp ability use diffent warp speeds based on different aspects (distance, tech, proximity with buildings, etc) that would be linked to Behaviors and Validators. I already know that the base warping time is dictated by the Train-Warpgate ability (default 16 in LotV)

    The problem I've found is that it is pretty impossible to do what I want since I cannot find the information I need in the editor regarding the "Warp" ability and Power Behavoirs that seem to be modifying the build time used by the Warpgates. I've already consulted the forum and the wiki, but I haven't found it. From what I've found, in LotV the 2 different warp speeds are related to different Power levels (1 for normal 2 for fast warp) and a bunch of Power Behaviors that are used modify the Pylon's Power Level if a Nexus or Gateway is close. However, I'm unable to locate any behavior linked to it that is actively modifying the warp speed or so. In fact, the . It seems to be hardcoded into the power level values, but I can't locate what dictates different properties in each Power level. I'm also unable to locate how this might be coded via triggers. In fact, even the Behavior that switches the power level of Pylons (Enabler) is pretty shady and doesn't show any modification of Progress or warp flags.

    I'm completely lost on this, since it seems that some information is missing here, specially linked to "Power Level". How they have coded it in LotV to have different warp speeds at nexus or Gateway seems a bit messy too. Some help would be appreciated. BTW, does anyone know if the old vulnerability was linked to any existent behavior or was it a separate x2 damage behavior that was using "Is warping" validator?

    EDIT: I've already located something that was kinda hidden. The Protoss behavior "Warping in" (Power user) seems to be defining warp speed for Power level 2 in some way, since itmultiplies the "In Progress" Speed by 3.2 (16/3.2= 5).

    However, this doesn't really seem to be solving the big question on how to make a consistent Warp ability that uses different power levels, so far, toying with the "Power user" ability I've had no results. I have the intuition that it has to be done modifying the Power User ability to create the different scales of Power levels, then making workarounds on the different power levels on different things and applying modifications on the core Power user ability. Might it need multiple Power Users?

    Any help would still be appreciated.

    Posted in: Data
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    posted a message on [Help needed] Modifying queue - item slot values.
    Quote from DrSuperEvil: Go

    Data can simulate the unit creation using Create Unit effects and could use a buff system to count what the next unit to be produced will be size wise however a buff system to remember the queue order would be messy especially with 4x8xnumber of units combinations needed. The queue logic would be the queues are building something (busy), a timed buff that when it expires creates the unit which UI can have show in parallel, the next unit in the queue is size x which if waiting in an empty queue prioritises being included in the numeration step to choose what to build next (queue + not busy busy - size = 0, when a unit is built all buffs representing slots in the queue are bumped down a slot number while clicking a Specialize ability adds more unit buffs to the end of the smallest queue.

    Starting to sound like using triggers would be simpler then since an array could then be used to store what unit is next in the queue list. This could also allow for new units to be added to the queue with the shortest total production time.

    Oh man, this is beyond my level. I mean, this is basically a big, big workaround. Pretty much beyond my level. I'll try to do what you say and maybe look at triggers.

    Triggers should have some of the logic functions stored, so it should be possible to modify items or so. Any idea on how to do it?

    Thanks a ton for you help.

    Posted in: Data
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    posted a message on [Help needed] Modifying queue - item slot values.
    Quote from DrSuperEvil: Go

    There is no way to do what you want without having to simulate the train ability. Problem is how to prioritise what to do queue wise. What makes one queue decide to idle long enough so a two size unit can be built. What is to stop it just adding on another one slot unit. Or do you want the 2 slot unit producing queue to idle until another queue finishes so it can then begin on the two slot unit? Also how will the system sort each unit into each queue.

    Well, I don't understand the part of simulating the ability. How could you do that?

    I don't need to mess with priorities, queue should function linearly based on input like a stanrdard buidling, with the "Best unit" option activated for control groups. The base idea is simple, if a unit takes 2 production slots, production should simply wait to have both slots empty, just like you said. It doesn't change the normal behavior of queue-train production.

    I don't get your last question, but the thing is that it should be a normal queue (Single) and not various queue abilities. Just like a Reactored production building, let's say that it would modify the production facility to have 4 active slots and a total of 12 queueable slots (Current rax is 2 active 8 queue). What I need is to change the amount of active slots each unit (train/research entry) uses or simulate that function in some way.

    I've thought about using charges, but It will only have limited usability because production cannot be fully stopped this way. If for example I want my production facility to use the 4 production slots to build a Battlecruiser, with charges I can limit the amount of battlecruisers that can be built at a time (1) but I'm unable to restrict the whole production to 1 unit (3 other units can be built at the same time). At the same time, charges are good to restrict the biggest units, but it doesn't really work if the system gets more complex unless each charge is recovered independently, and I don't know how to do that. How can I get unit charges to start recovering upon use? independently? I mean: If I have a 6 slot production, and I want to use a 2-slot unit with 60s production time, I can set max and start charges to 3 and use to 1, and Time_Start to be the same as the actual production time, but however only one charge regenerates in that minute (I'd like the 3 of them)

    The problem is that the game doesn't seem to offer the possibility to modify the amount of production slots (Train/Research) that an item takes since the possibility to use it in a multi-production system wasn't even considered. Charges can be a small workaround for a very simplified production scheme.

    Posted in: Data
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    posted a message on Shield Restore

    Man, I'd suggest you to edit your post, since it's impossible to understand.

    Regarding shields, you can edit some values on Data>Unit (search desired unit)>Stats. f it's liked to an ability or you want to create some kind of mechanic regarding shields, possibly using behaviors is the key.

    Try to reformulate what you are looking for so we can help you better.

    Posted in: Data
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    posted a message on [Help needed] Modifying queue - item slot values.

    Hey guys!

    I need your help with a tricky thing I'm trying to design. Basically, i'm trying to design some kind of multiproduction building, and messing a bit around with Reactors. So far, I havent had any result. I'm going to epxlain it.

    What I want to do is to modify the amount of Queue Slots X item takes. In the game, every item takes only 1 slot, and each unit with research or train ability is only able to train 1 item at a time unless modified.

    Let's say I want to create a building that is able to train 4 units at a time and I want to have a 12 queue limit. That's easily achiveable by creating and modifying a Queue ability.

    However, I want that different units take differnt sizes on the queue, so the actual production capability is dynamic. Let's say:

    • I want to have a basic unit that only takes 1 queue slot, so 4 of them can be created at a time. No problem.
    • I want to have a medium unit that takes 2 queue slots, so only 2 of them can be created at a time
    • I want to have a big unit that takes 4 queue slots and won't start building untill every slot in progress stops.

    Is there a way to modify how much slots an item takes in train/research abilities? It should, but I cant find it. Basically something like cargo size but, for production. Default is 1 for everything.

    Also, which adjustements should I make to get a similar display like in cargo abilities so each unit takes vissually the slots they need to be produced?

    THanks in advance.

    Posted in: Data
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    posted a message on Split/redirect damage between two units, help plz!

    Hi guys,

    I've been trying to develop a passive behavior/ability that splits the damage recieved between two units.

    My idea is to achieve an ability that makes a unit's shield link passively with another unit (with shields or without it), so the damage is split at 50%, meaning that armor/shield upgrades get stronger on that units.

    My idea is to create an ability that redirects damage, because I've been trying coinjoint behaviors without success (they seem optimized for doodads/map elements only and do not achieve the desired effect)

    I would like this effect to be achieved in pairs of units of the same type, so creating an effect that redirects damage would loop itself infinitely, and since there is a minimum damage of 0.5 ingame, it would not achieve the defensive buff I want.

    Any suggestion?

    Posted in: Data
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    posted a message on [Help] Recreation of Proton Charge (Cut ability)
    Quote from Photoloss: Go

    You have to edit the size manually, as far as I know only "targeting guide" actors can auto-scale to actual effects. Unless other actors inherit the parameters the Scale fields on Actors and Models are essentially equivalent. If the AoE changes continuously the SetScale actor event might have sufficient timer options, anything more you have to do manually with multiple actors or Timer events.

    Thanks for all! Then I assume it's done and solved.

    Posted in: Data
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    posted a message on Mothership Core - old Purify animation (Self-cast)
    Quote from Photoloss: Go

    Are you reusing existing abilities? "MothershipCorePurifyNexus" has both a cast animation and the buff-based AnimGroup set, I doubt that will work properly.

    Once you've ensured only one animation controller is executing you can start working on the animation itself. If AnimGroupApply doesn't work you can try AnimBracketStart or AnimPlay, but those will probably get cancelled if the unit casts other spells in the meantime.

    Yes, I'm reusing the ability. Old purify assets exist, as they are reused by "Purify Nexus". The only unused thing is the old Behavior of Purify (self cast). I think that animation should work exactly as intended by default if the Ability is redone with an Effect-instant and Apply Behavior. Looking at the actor, if we ignore the Targeting - Cast animation, the old Behavior is still present, so it should work correctly if I can remove the targeting animation actor.

    Posted in: Data
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    posted a message on Mothership Core - old Purify animation (Self-cast)
    Quote from Photoloss: Go

    Probably the way the animation is played by the actor. How exactly does the animation bug out? I assume the MsCore resets to "normal" when ordered to move, but does it "snap back" once it's stationary again?

    It bugs out in two ways.

    First, when casting the ability, it bugs since it transforms, then becomes normal again for half second, then enters in "Purify" mode (open shell). I'm almost sure that this is related with the ability being an Effect - Target ability and the unit's actor and animation steps.

    It also bugs out if the MSCore moves just after casting the ability. It seems that the animation steps just bug and interrupt the "transformation" until the MSCore stops. If the mothership stops for a second or is untouched until the transformation sets up correctly, it is able to move when transformed, just like in the video.

    Posted in: Data
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