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    posted a message on (Solved) Making a model scale to a unit's size

    Managed to figure this out!

    I finally remembered that there is already an ability that works in a similar fashion - Fungal. Once I remember that, it just took a few minutes of reviewing the actor before I realized what I needed to change.

    Posted in: Data
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    posted a message on (Solved) Making a model scale to a unit's size

    I created a model that is placed on a unit when an ability is activated. However, the model is too small for any unit. I'd like the scale of the model to match the size of the unit the ability targets, but I'm not sure how to do that.

    There is the Set Scale message, but that seems to increase the size of whatever I target equally. Is there any way to scale the model size dynamically?

    Posted in: Data
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    posted a message on (Solved) Tint Color not removed at end of ability - issue

    Finally got it working! That took far more hours than it should have.

    All I changed was I set the Clear Tint Color message Target to _Unit and I gave the Set Tint Color and Clear Tint Color messages the same Label; for former of which I believe fixed it.

    Posted in: Data
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    posted a message on (Solved) Tint Color not removed at end of ability - issue

    @TyaArcade: Go

    The Target of the ClearTintColor message is set to EvadeTintRed and the 'bounce' effect is working when I test.

    There aren't spaces in the tint name, it's set to EvadeTintRed.

    Posted in: Data
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    posted a message on (Solved) Tint Color not removed at end of ability - issue

    I have an ability which applies a tint color to a unit when the ability is activated. My issue is that when the ability ends, the tint color isn't removed. At this point I'm not sure how to fix this. I haven't been able to find any good information online either. I have been using the Seeker Missile tint as a reference and that got me this far which is pretty good imo.

    The Benign attribute is applied correctly, the tint color is at least applied, the ability last for 30 seconds as expected, but I just can't get the tint to stop taking effect when the ability ends. Any ideas?

    Behavior (Buff)

    • Stats: Duration set to 30.0.
    • Behavior: State Flags Benign is checked.

    Effect (Apply Behavior)

    Not doing anything but applying the above behavior.

    Actor (Simple)

    Behavior.Evade.On

    -> Create

    ActorCreation

    -> SetTintColor 255,50,50 1.000000 Bounce EvadeTintRed

    Behavior.Evade.Off

    -> ClearTintColor 0.500000

    Behavior.Evade.Off

    -> Destroy
    Posted in: Data
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    posted a message on Setting energy/starting energy after an upgrade

    @DrSuperEvil: Go

    I would, but I can't figure out where to add it. I've looked at both the unit and morph abilities for the Command Center, but I don't see a section like that anywhere. I have been looking for such a requirement on the CC so I can replicate it for my morph, but my problem has been I don't know where it is.

    Posted in: Data
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    posted a message on Setting energy/starting energy after an upgrade

    @DrSuperEvil: Go

    I want it to work like the Command Center -> Orbital Command/Planetary Fortress morph. If there's an SCV in the build queue, the morph button becomes grayed out and you cannot morph until there's nothing in the queue.

    Posted in: Data
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    posted a message on Setting energy/starting energy after an upgrade

    @DrSuperEvil: Go

    i created this one from scratch and have been trying to match settings to other morphs.

    Posted in: Data
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    posted a message on (Solved) AoE ability is requiring single unit target - issue

    @TyaArcade: Go

    That part makes sense. Though I'm still confused as to why it suddenly worked now compared to when I changed it to Target Point this past weekend and it was still having issues.

    Posted in: Data
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    posted a message on (Solved) AoE ability is requiring single unit target - issue

    Sigh..... so I fixed this issue, but let me tell you exactly what I did...

    1. Target: Impact Location Value is set to Target Unit/Point.
    2. Changed the Target: Impact Location Value to Target Point.
    3. Published - snapping still occurring.
    4. Added the Search Effect as the Target: Impact Location Effect.
    5. Changed the Target: Impact Location Value to Target Point.
    6. Published - snapping no longer occurring.
    7. Removed the Search Effect as the Target: Impact Location Effect.
    8. Published - snapping still not occurring.
    9. Changed Target: Impact Location Value back to Target Unit/Point.
    10. Published - snapping occurs again.

    This editor makes no sense sometimes.

    What makes even less sense is that the Psi Storm search effect and the search effect of the other custom ability I created work just fine with the Impact Location set to Target Unit/Point. I'm running into the weirdest issues.

    Posted in: Data
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    posted a message on Setting energy/starting energy after an upgrade

    Anyone have further thoughts on this? I still haven't been able to figure it out at all. If needed, I can upload my mod file so you could take a look at it first hand.

    Posted in: Data
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    posted a message on (Solved) AoE ability is requiring single unit target - issue

    @TyaArcade: Go

    Impact location is already set to Target Unit/Point which should work as that's the same setup as Psi Storm. I tried changing it to just Target Point the other day, but that didn't fix anything.

    Posted in: Data
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    posted a message on (Solved) AoE ability is requiring single unit target - issue

    @TyaArcade: Go

    I see. So I tested that change and it actually improved the ability quite a bit - though it's still not quite right.

    The ability is now properly applying the shield buff to all my units in the target area, but the effect is still 'snapping' to a unit if one is too close to my cursor. This is somewhat troublesome as it can limit what units receive the buff if it unexpectedly snaps in one direction.

    Posted in: Data
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    posted a message on (Solved) AoE ability is requiring single unit target - issue

    Here's a short clip of the 'snapping' behavior I'm seeing: http://webmshare.com/play/MA5rj

    @FunkyUserName: Go

    So far I've only tested on my units. It shouldn't be able to target enemy units given how I configured it.

    @TyaArcade: Go

    My search effect does have Nexus - Recharge (Apply) set as the Effect in the (Basic) Search: Areas section, is this what you are referring to?

    Posted in: Data
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    posted a message on (Solved) Alter the number of starting workers?

    @dragozal: Go

    Perfect! That's just what I needed. Thanks a bunch.

    Posted in: Data
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