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    posted a message on Changing a supply amount?

    @piepgras: Go

    Go to "Units", pick your unit. On the right go down to "Stats - Supplies"

    A "-1" means this unit uses up 1 supply while on the field, a positive 1 would mean it gives back one supply.

    If you want this to be an ability I beleive what you'll need to do is this:

    Go to "Behaviors", Create new of the type "buff" (call it whatever you like).
    On the right side of your new behavior go to "Behavior - Modification +"
    On the top of the new window click on "Unit"
    Scroll down a bit to "Supplies"
    Set this how you want it
    Hit "OK"
    They may be some fine tuning involved depending on whether you want the buff to be temporary or permanant, instant or not, etc, but this should cover what you asked for.

    Now just link that behavior up to an ability and it should work.

    Posted in: Data
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    posted a message on Editing an Actor's Events - Events + (Morphing)

    @DotShadow: Go

    As for the multiple models, it sounds like your either missing an event with one of the actors or you possibly have a slight error in one. Double check them. Also, is your morph set to go instantly or to take a second or two? If your using the morph ability from the campaign it's possible you've also doubled up on events since pre-made morphs come with built in events. Check the rest of the actors events that they came with, there might already be a proper set of morph events there (or even partial)

    As for the portrait being random, how is it random? What are the possible outcomes?

    Go to the unit which is having the energy problems. Scroll down the right side till you find: "Stats - Energy Starting Amount" Set that to whatever you want it to be.

    Hope this helps. If not you can always post your map and i can try to troubleshhot like I did for Godakuma. Its just tough to trouble shoot even with it in front of me, never mind with just a description.

    Posted in: Data
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    posted a message on Editing an Actor's Events - Events + (Morphing)

    @DotShadow: Go

    Sounds more or less like the problem I helped godakuma out with. sounds like your events are off. Follow his link and also check out my How to on shifting abilities (I have a link to mine in his thread). Your actors probably simply don't know to delete old models before making new ones and such. It's a pretty simple fix but the first time you do it seems kind of complex.

    Posted in: Data
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    posted a message on Help with force effects/persistent knockback

    @D1000: Go

    Problem is, thats still regarding a one time type of knockback (grenade hits, units get knocked back) I'm trying to figure out how to essentially make:

    0 ...... A ...... B

    0 = the unit with the ability
    Anything that gets into range A from the unit gets knocked back to B
    This entire ability lasts for 15 seconds, not a single blast.

    The knockback part I got (pretty much, still fine tuning) but I can't make it last for an extended period of time.

    Posted in: Data
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    posted a message on Help with force effects/persistent knockback

    @fr0d0b0ls0n: Go

    Yeah but how do I make the "force" last something like 15 seconds. I can make the blast but it basically ends up being a very quick blast that only happens once when I hit the button. I can't make it persist for a period of time. I'm basically trying to be able to push the button once and have my unit run through a group of enemies scattering whoever comes into contact with him. Right now I have to run him to the group then keep hitting the button if I want anyting close. I'm just not sure which numbers need to be changed or if I need seperate behaviors or effects to make it last over a period of time.

    Posted in: Data
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    posted a message on [Data] Force Effects (Intermediate Difficulty)

    In:
    Create a new Effect named Ground Pount (Search) with Effect Type: Search Area
    •set Areas +: (Arc: 360; Effect: Ground Pound (Set); Max Count: -1; Radius: 2; Radius Bonus: 0.25)
    •set Search Filters: Exclude [Dead/Hidden/Invulnerable/Missile/Self/Stasis], Require [Ground] and Uncheck [Ally/Player]

    What does Radius Bonus do?

    Also, how would changing the arc effect both abilities? Would it make enemies get thrown in a different direction or would the blast (for either) only effect enemies to a certain side?

    Posted in: Tutorials
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    posted a message on Help with force effects/persistent knockback

    I'm trying to create an ability with multiple steps. Basically when you hit the ability button the following will happen:

    Button is hit > 4 second cast timer begins, during which your unit begins to smoke > if timer is interrupted (via moving or being attacked, etc) unit returns to normal and cooldown timer begins > if cast is successfull unit becomes red, the smoke becomes red, unit doubles in size and gains increased speed (similar to Proziaicmuze's berserk ability tutorial) > ability lasts 15-20 seconds during which time the unit can run around and any other unit it hits gets knocked back and damaged.

    So basically he could run through a giant swarm of zerglings and toss them every which way.

    I can set up everything for this ability, but I cannot figure out how to create the knockback part. I can make a knockback, one use type thing but can't figure out how to make it last the 15 seconds and stick with the unit so wherever he goes and whatever he runs into is affected. I'm just not sure which variables need to be edited to make this work. Any help would be appreciated. I've been working off of Prozaic's "data-force-effects tutorial" but this only covers one use things and I'm just not sure what it is I need to be changing.

    Posted in: Data
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    posted a message on [Data] Panic and Berserk Unit States (Beginner Difficulty)

    Hey, first off, your guides are awesome. I was actually going to make a "How to:" involving AoE stuff but you've done it better than I ever could (between this and your "force events" guide). But Im basically working on a new custom ability parts of which involve some things from your guides. It took me a little while to figure this out but if anyone plans to use the model you use in this (•set Model: ZergResearchPickUp.m3 ) they need to add either "Liberty Story (Campaign) or Liberty (Campaign) as a dependency (I'm not sure which, I just added both). Without doing so the model will just show up as a pink hued blob.

    Posted in: Tutorials
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    posted a message on morphing a unit [data]

    @godakuma: Go

    No, I knew you fixed the reaper, I was just curious as to what the problem was with it.

    As for the viking if you don't care if it goes to assault mode then I can give you the fix pretty easy. It's a little more complex than the other fix, but the solution also looks way cooler cause it'll now use the in-game animation for going into flight mode from ground mode (so it actually looks like he's transforming, not just swapping).

    First off:
    Go to "Units" and pick your marine.
    At the top, go into his "Abilities +"
    Click on the "warp prism marine to viking" and change it to "Viking - Fighter Mode"
    Do the same thing on his command card (leave the button the same, just swap the abilities)

    What this will do is instead of just going "pop" heres a new unit, we'll actually use the in game morph animation (I tried it, it looks cool)

    Next:
    Go to "Actors" and pick your Marine again.
    Go into his Events
    Now you currently have 2 events for him going into viking mode, but since the viking is sort of a special case we're going to do something a little different.
    Delete one of the events (doesn't matter which)
    The other one should read like:

    abilmorph.fightermode.start
    Morph from Marine
    Destroy

    we don't want this one to wait till the end or you'll have a floating marine in the middle of your animation.

    Also, go into the behaviors of your Viking 0Fighter Mode and delete all new behaviors you had added
    (the Viking, as a morphing unit, already has a behavior set for any morph involving it, it doesn't need extras, if you scroll up you'll see the abilmorph.*.start and abilmorph.*.finish, those basically cover any contingency)

    I think thats all I had to do. If you still have issues (or if i left something out) let me know.

    Posted in: Data
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    posted a message on morphing a unit [data]

    @Auracy: Go

    Ok, I've almost got it (I've figured out how to get rid of the 2nd viking when it becomes a viking from marine but the dupe reappears when it goes to assault mode, so I'm getting close). It has to do with the fact that the viking has a pre-set animation (it's not simply swapping models like most morphs would but actually accessing the animation on top of a model swap). Once I get all the kinks out I'll give you the full fix.

    Posted in: Data
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    posted a message on morphing a unit [data]

    @godakuma: Go

    I was actually just about to point that out. I tested reaper and had him jump to a ledge and one jumped up, the other went all crazy...

    Working on it. The problem with the viking is that it has a pre-set morph built in so I'm trying to seperate the two and work towards a specific problem. For instance when you go marine to viking, the art doubles up (although only one of them is animated, the other just appears). Then if you go to assault mode both models drop down (again only one is animated). But then if you go back to fighter mode, the problem corrects itself.

    I'll let you know if I figure it out.

    For future reference though. When editing a premade unit (like the marine) duplicate it first and then work with the copy so you have a point of reference later on. Like right now I can't compare your viking to a normal viking to see all the changes you made, it would probably be a bit easier if I could. but I'll keep looking.

    And since you found it before me, what exactly was the issue with the reaper? It might help me figure out the viking.

    Posted in: Data
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    posted a message on morphing a unit [data]

    @godakuma: Go

    A-Ha! I found your problem. It's actually just one little change. The problem was you had extra events that were cancelling out the ones we want.

    Go to "Actors" pull up your zergling (not drone)

    Open his events.

    Scroll all the way down. Now, right at the top (of the bottom) you have an event that looks like this:

    abilitymorph.dronemorphzergling.finish
    destroy immediate

    this is cancelling out the "create" event later on. Simply destroy this event and everything works just fine.

    Posted in: Data
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    posted a message on morphing a unit [data]

    @godakuma: Go

    No, I'm not sure, but if you want to attach your map to this thread I'll poke around and see if I can fix it. Without having it in front of me the best I can do is guess.

    Posted in: Data
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    posted a message on morphing a unit [data]

    @godakuma: Go

    OK, hard to say since you only linked the 1st forms events but yes. For each morph you need to see 3 events.

    From the "starting" unit you need the ability morph start and the ability morph finish.

    You ALSO need an ability morph finish on the unit it will become.

    So basically the starting form should have some events that look something like:

    Lets assume UNITA will turn into UNITB

    Abilmorph.(the ability here).start
    Morph from - UNITA
    Create

    Abilmorph.(same ability).finish
    Morph to - UNITB
    Destroy - immediate

    And the unit it will turn into needs to have one that looks like:

    Abilmorph.(same ability).finish
    Morphto - UNITB
    Create

    IF you have all of these events it should clear stuff up. If your having other glitchy art issues let me know.

    Posted in: Data
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    posted a message on morphing a unit [data]

    @godakuma: Go

    Are you getting no model or duplicate models? Because the solution would be different depending.

    Posted in: Data
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