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    posted a message on Wormhole / Portal ability

    So no matter where the caster unit moves, the units are always teleported to the point at which the caster initially casted the ability?

    The easiest way would probably be to create a persistent that's located at the caster point but applies the search at target point so you have a concrete way to refer to both caster and target points.

    Did you try fiddling with the effect fields for the location of all your effects?

    Posted in: Data
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    posted a message on 3.0 broke selling items

    Can you provide a screenshot of your shop abilities. I tried giving my shop the same inventory ability as my units but the error still persists.

    Posted in: Data
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    posted a message on Patch 3.0 Map-Maker Troubleshooter Thread
    Quote from ArcaneDurandel: Go

    @Dorkles: Go For items you are trying to sell, enable the Pawnable flag. It is found in the Unit flags.

    All the items already have that flagged. The shop was working fine before this patch.

    Posted in: General Chat
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    posted a message on Patch 3.0 Map-Maker Troubleshooter Thread

    After 3.0 I can no longer sell items in a shop. Attempting to do it would bring up an error sound and the alert "Can't pawn that." Has anyone else had this problem?

    I can't even debug this as I have no idea what requirement/validator is raising the error. I found the text ID to be "e_cmdCantPawnThisUnit." Is there any way I can use that to search for the issue?

    Posted in: General Chat
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    posted a message on Please help with skill shot ability effects [more help needed]
    Quote from KradDrol1: Go

    I need everything to automatically cast in the direction of your mouse rather than the unit walking within range of a target point.

    This requires triggers.

    Quote from KradDrol1: Go

    I also need to add a small knockback ability for when an enemy is hit. I tried to add apply force but it only made the target unit move south slightly regardless of what options I picked. I've also tried using create persistent and search effects but I really have no idea which options to select or what to do.

    You can increase the magnitude of force effects by repeatedly applying it with a persistent as well as increasing the pushed unit's movement speed+acceleration. Your problem with orientation is probably a simple target/caster point issue on several effects.

    Quote from KradDrol1: Go

    Another problem I'm having with this ability is that it hits 2 units at once when they are grouped. I removed the area+ and made the missile 0.2 width so it must be very accurate. I would like the missile to only be able to damage one unit.

    Limit the missile's search effect to 1 target.

    Quote from KradDrol1: Go

    Also I would like ability range indicators when holding your mouse over the ability. But instead of a circle around your hero I would like a line to appear and show you the direction and range the ability will be used.

    Check out kerrigan's dash ability from HOTS campaign. No triggers involved.

    Quote from KradDrol1: Go

    Also I would like my Hero to play their attack animation when using the ability. Or even better play anot her animation that looks like he is shooting something. Currently I'm using a marine actor for this hero.

    Add the appropriate entry in the unit actor's events field. Check out any ladder spellcaster unit.

    Posted in: Data
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    posted a message on Damage Response causes unit to die twice

    You could set the initial damage instance to no kill.

    Posted in: Data
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    posted a message on Small data editor help [solved]

    You can make 10 copies of the marine unit. (Unit tab)

    After that go to the original marine ACTOR and add in the new units as event entries. It will have an entry like UnitBirth.Marine -> Create. Add in similar entries for each of your marine heroes.

    Add your custom stats to the marine UNIT copies. (except for damage stats)

    Go the the weapons tab and copy the marine weapon as many times as you need. The weapon stores attack speed and range. If you need to, you will have to create additional damage effects (effects tab) for different damage values.

    For each new weapon created you need an attack actor. You can add the correct entries into the original marine attack actor similar to the unit actor.

    Add the correct weapons into your newly copied marine heroes.

    The gist to take away is that the only things actors control are models and animations. Importantly, there are no way for a unit/behavior/effect/weapon to reference an actor. Actors reference units/behaviors/effects/weapons.

    Posted in: Data
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    posted a message on [Actor] Updating Range Weapon actors on changing weapon range?

    You'll have to create a range actor for every possible range then use validators enable/disable them.

    Posted in: Data
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    posted a message on Global Missiles

    I have found a work around by using a initial offset of 10 and recasting the persistent -> launch chain at the destination whenever the missile expires. Since I'm using a protoss energy model it works pretty smoothly. There were some issues managing the recast offset angles/targets but I've managed to overcome them!

    Of course now the missile will never die but that should be an easy fix.

    Posted in: Data
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    posted a message on Global Missiles

    I am trying to make a missile that travels infinitely in the target direction but am running into some issues.

    Using a large offset on the persistent that launches the missile bugs out when the offset point is outside of the map boundary. The persistent creates the offset at the point on the edge closest to the source unit, generally not in the target direction.

    I tried using a throw mover with a Never arrival test but the missile stops moving after reaching the target point and wanders around. Also any search persistent I add to the missile expires at that point.

    Does anyone have any insights?

    Posted in: Data
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