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    posted a message on [Solved] Make sound play regardless of distance?

    Hi all,

    In my current project the camera is VERY far away (300 high looking top down) from units. Because of this the player cannot hear any sounds. How can I fix this?

    Thanks!

    Posted in: Data
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    posted a message on [Solved] Check if effect kills a unit
    Quote from temhawk: Go

    The normal Zealot attack is made up of two effects: "Psi Blades" and "Psi Blades (Damage)". The first is a Create Persistent effect which just splits the Zealot's attack into two hits, by creating the "Psi Blades (Damage)" effect twice.

    To achieve what you want is very simple. Create a new effect of type Modify Unit and set the Shields Change Fraction to 1. That means "set shields to 100%". Then set the Impact Unit to "Caster". Call this effect something like "Zealot - Restore Shields". Create a new effect of type Set and add to it the two effects "Psi Blades (Damage)" and the new Modify Unit effect you just created. In the "Psi Blades" effect, change the Period Effects to the new Set effect you just created. This will cause it to execute both effects (Damage Restore Shields) for every swing. Create a new validator of type Unit Compare Vital and call it "Zealot - Unit Died From Attack". Leave everything at its default values. It will compare if the target's life is equal to 0, i.e. dead. Add this validator to the "Zealot - Restore Shields" effect.

    And it works!

    Now you just need someone more knowledgeable than me to show you how to create a nice shield regen animation on the Zealot.

    Thanks for this! I will just use the Karass Plasma Surge art.

    Posted in: Data
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    posted a message on [Solved] Check if effect kills a unit
    Quote from Bilxor: Go

    @coffeeclubbr: Go

    Just out of curiosity why do you only want a data solution

    Because data is a cleaner answer then a trigger.

    Posted in: Data
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    posted a message on [Solved] Check if effect kills a unit
    Quote from BigDonRob: Go

    @coffeeclubbr: Go Or if you really want a data solution, someone here will help you out.

    That's why I asked here :)

    Posted in: Data
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    posted a message on [Solved] Check if effect kills a unit

    Hi all,

    This seems simple, but I could not find it on SC2mapster. I want my zealot to restore all of it's shields when it kills a unit. How can I do this? Thanks!

    Posted in: Data
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    posted a message on Warhammer Style Reinforcing?

    Hi all,

    I'm trying to make a Space Marine squad from the old WH40k games

    Here's my questions:

    How can I limit reinforcements?

    How can I limit weapon upgrades?

    How can I select one unit to select the whole squad?

    How can I make the squad move in formation?

    How can I make a squad cost the same supply, regardless of unit count in the squad?

    How can I attach a leader to the squad?

    Thanks for the help!

    Posted in: Data
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    posted a message on Import models m3 and textures dds for noobs Text Tutorial

    If I know that I don't want to use the assets in any more maps can I delete them from my desktop?

    Posted in: Tutorials
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    posted a message on Launch Missile with Instant effect?

    Hi all,

    I'm making an ability that shoots projectiles randomly around the caster. How can I send the projectiles in random directions without targeting a specific point? Thanks

    Posted in: Data
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    posted a message on Make a unit deal more damage if it focus fire?

    I'd change the marine's attack effect to be a set, which has the damage effect and a remove behavior effect.

    Posted in: Data
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    posted a message on Reduce cooldowns through data?

    Okay, I've played around with modify unit and have 2 problems. First of all, I can only increase the remaining cooldown of the ability, not decrease it. Secondly, I can only get the effect to work when it's the initial. Neither expire nor final seems to work with modify unit. Any advice?

    Posted in: Data
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    posted a message on Reduce cooldowns through data?

    The ability creates a channeled CP, which deals damage on periodic effect, nothing too fancy. I want the expire effect to reduce the next cooldown by 50%.

    Posted in: Data
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    posted a message on Reduce cooldowns through data?

    Okey, I have an ability that deals damage over time, and the effect is channeled. The ability has a cooldown of 30 seconds. This does not change. However, if the effect gets channeled for the full duration, I would like the cooldown for that one use of the ability to be reduced by 15 seconds.

    For example, if somebody channels for 2 seconds, they will have to wait the full 30 seconds. If the next use of the ability they channel for the full 5 seconds, they will only have 15 seconds until the next use. Then, they use the ability again and channel for 3 seconds, they will have to wait the full 30 seconds again.

    I hope that is clear enough.

    Posted in: Data
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    posted a message on Reduce cooldowns through data?

    Sorry, edited OP to specify that the remaining cooldown gets reduced, not the abilities's cooldown. For example, say the channel expires 5 seconds into the 30 seconds cooldown, I want the cooldown remaining to go down to 10 seconds.

    Quote from ArcaneDurandel: Go

    @coffeeclubbr: Go

    Use a modify unit effect. It can specify an ability and how to modify its charges, cooldowns, and so forth.

    From what I've found that only changes the cooldown of the ability.

    Posted in: Data
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    posted a message on Reduce cooldowns through data?

    Hi all, first thread on here.

    I'm making a channeled ability that deals damage over time. The ability has a 30 seconds cooldown. What I want: When the effect expires, the remaining cooldown is reduced by 15 seconds, preferably done through data. Is this possible? If not, how can I do this through triggers?

    Posted in: Data
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