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    posted a message on Buff > Turret modification

    @MaskedImposter: Go

    Awesome. Perfect Solution!

    Have it working with Time Scale. Unfortunate the tooltip of the attack speed won't change, but I think of something.

    This thread can be closed.

    Posted in: Data
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    posted a message on Buff > Turret modification
    Quote from MaskedImposter: Go

    So you're having trouble with the debuff, and you want the turret to not by DNSUnlocker"> spin when the debuff is active? I would take a look at the frozen behaviors from the HoTS snow world missions. They pause the units in place (including their animations) when frozen.

    Sorry, my thread was a bit confusing. I rewrote the thread.

    Increasing its Yaw Rate with the buff is a mistery to me and also the debuff with the idle state type.

    Perhaps by having mulitple turrets and by disabling and enabling it by the buff/debuff. But doesn't work, lol.

    I will check out your advice. Thanks.

    If other people have more suggestions, please share. :D

    Posted in: Data
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    posted a message on Buff > Turret modification

    Hi,

    I am trying to temporary modify the turret of a unit/weapon with a buff. However, it has only a Enable/Disable section in the buff behaviour and I'm not quite sure how this works. No succes so far.

    Is there any possibility that I can temporary modify the turret's its Yaw Rate/speed and idle state (like Spin, Reset, Hold etc) by a buff? Or someone knows a workaround?

    What I am trying to make:

    A tower which can shoot. It has an ability that increases it's Damage, attack speed and Yaw rating/speed (buff) over a period.

    After de duration of the buff is expired, a debuff will activate that will cause the tower to be paralyzed, so unable to attack, turn, move or whatsoever (also stop spinning in it's idle state, as it does without the debuff). With this debuff I disabled Attack Ability and its weapon and some flags like attack and abilities.

    Having problems with increasing the Yaw rate of the buff and the Idle State of the Debuff (Stop spinning).

    Anybody has an idea?

    Kind Regards,

    Maarten Eekhof

    Posted in: Data
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    posted a message on One of three upgrades, Requirement

    It has been a while I used requirements, but I think I can give you a bit information that might help. My apologize for my English, Ill try my best. :)

    Show: It will hide the button on the command card if the requirement is NOT met.

    Use: It will make the button grey and unavailable if the requirement is NOT met. By adding text on the Tooltip section if you press on the 'And' (or every other type you choose), it will be shown in your tooltip in game.

    I think your requirement does not work because you use types in the wrong way.

    'And' is only used if you want to have multiple requirements in the formule. Just 1 'And' type is enough to make multiple equations and if I am not mistaken it doesn't have a limit of 3. At least I never reached a limit so far ;).

    You are using formulas like:

    Count upgrade - Blah Queued or better

    Constant 0

    Count upgrade - Blah Queued or better

    Constant 0

    Count upgrade - Blah Queued or better

    Constant 0

    These are equations to me, so you definitly need the 'Equal', 'Greater than', 'less than' etc types.

    I would try this.

    • SHOW

    >And

    >Equals

    -Count upgrade - Blah Queued or better

    -Constant 0

    >Equals

    -Count upgrade - Blah Queued or better

    -Constant 0

    >Equals

    -Count upgrade - Blah Queued or better

    -Constant 0

    >Equals

    -Count Behavior - Hero levels

    -Constant 1

    The 'And' is been attached to the SHOW or USE map. The 'Equals' are attached to the 'And'. The equations are attached to the 'Equals'.

    You can also put the Behaviour on the Use, and the rest in Show. So when the Count behaviour is not met, the button will be unavailable and as soon 1 of the upgrades are made, all buttons disappear.

    I guess it will be something like this:

    • USE

    >Equals

    -Count Behavior - Hero levels

    -Constant 1

    • SHOW

    >And

    >Equals

    -Count upgrade - Blah Queued or better

    -Constant 0

    >Equals

    -Count upgrade - Blah Queued or better

    -Constant 0

    >Equals

    -Count upgrade - Blah Queued or better

    -Constant 0

    If you want to let 1 button be visible (for instance for the upgrade you purchased), then you should make multiple requirements specific for every upgrade itself.

    Let me know if it worked (I didnt tested it myself, so I could be wrong).

    If you don't really understand all that I just said, I recommand you to check out the 'MothershipCore Requirement'.

    It's a good example of how it's done.

    Kind Regards,

    Maarten Eekhof

    Posted in: Data
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    posted a message on Copied Structures will not build

    Just something that popped into my mind, because I have had this a long time ago. I remember it was something simple though.

    Does it have the ability: Build in Progress?

    Posted in: Data
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    posted a message on Attack Animation Tassadar

    It works. Thanks. This Thread is solved.

    Posted in: Data
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    posted a message on Behavior: Bring Air Unit to the Ground

    What is buggy?

    Posted in: Data
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    posted a message on Behavior: Bring Air Unit to the Ground

    I want to know this too. I think it must be done with actors.

    Posted in: Data
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    posted a message on Attack Animation Tassadar

    Found it. Thanks. Hmm, tassadars animation is kinda dissapointing. That fly however is something. For some reason fly also doesn't work in actor event. Can you confirm those names in cutscene editoe corrosponds with the names in the actor events?

    Posted in: Data
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    posted a message on Damage based on Energy (Caster)

    Does armor reduce spell damage? I thought armor only reduces melee. That stacking part is a good idea btw. I might consider that.

    Posted in: Data
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    posted a message on Damage based on Energy (Caster)

    I agree that this is not the same. But still, the result is sort of equal. The good thing about beiing the creator is that you can define abilities however you want, i could say its part of the ability that the damage can't be blocked ;). Little details. There for, spell damage can't be blocked in my game. So I dont worry about this matter.

    Posted in: Data
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    posted a message on Damage based on Energy (Caster)

    I found an easy way to do it lol. Stupid I didnt think of this earlier, so simple.

    Ability target -> Create Persistent put on infinite -> Effect Set (effect 1: Modifiy casters enegry -1 + Effect 2: deal 1 damage in area) .

    Create persistent contains Validator: Caster has Energy

    Works great lol. This one is solved.

    Posted in: Data
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    posted a message on Attack Animation Tassadar

    Hi,

    just a question in general about attack animations. How can I know what attack (spell etc) animations are avaiable for what units. Does all units have multiple attack animations, or does it depend on what type of unit it is?

    Now to be more Specific of what my 'problem' is.

    I'm busy with tassadar, but the only Opening of Animplay that works so far in the Actor events is the 'Attack'. This attack animation shows his right arm to make a throwing movement. Other than that I cannot find.

    Now, when it is casting a spell it is just standing there doing nothing. Or I can choose to let him make a right arm swing movement by the Attack animation, but looks weird hahah.

    Someone can give me answers about this? It feels like searchin for a needle in a haystack.

    Thanks

    Posted in: Data
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    posted a message on [Solved] Simple Actor Question. New to Actors.

    You can try ModelAnimationStyleOneShot. Make event triggered by your effect, like:

    Effect.XXXX.Start

    Term: At Target

    Action: Create

    And destroy it afterwards to prevent overlapping.

    Posted in: Data
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    posted a message on [Solved] Simple Actor Question. New to Actors.

    You've tested all that? I think it should be Target. And to check what is best to play an animation; I recommand to check out other actors how they are set up.

    Posted in: Data
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