• 0

    posted a message on Frost Arrows type ability?
    Quote from OneTwoSC: Go

    @Etravex: Go

    Both of these solutions are sort of what I want. I ended up using Ability of type Behavior, then set it to toggle, then make it do the behavior with a damage response... and it applies a damage inside the damage response+ area.

    I couldn't get it to be autocast, but instead just toggled on or off and then it applies to the weapon :D

    Good enough for now I guess...

    Edit: I couldn't just use a straight up Behavior because my hero learns these abilities, thus they have to be abilities.

    Well there is an ability type called "augment" which allows you to do this specific task, adding behavior, occurs when issued attack order, using mana + autocast however this ability (for no good reason) is incompatible with Learn ability. Of course there is a workaround where you have multiple copies of the ability and giving a "show" requirement node based on learning a dummy ability.

    EDIT:
    You should set autocast to offensive, it will autocast whenever the hero attacks.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Pausing Animation

    @Kildare88: Go

    that's because unit does not have BSD animation. I use the name "BSD" because it's on most of fx actor as default animation.
    You need a terms called Animation bracket Start whenever you animate an actor (except for walk and stand).
    Animation bracket Stop when closing
    So create animation bracket start called BSD (or "Walk") or whatever you want. Use that term to play walk.

    I'll attach a example for you, if you want an animation at a specific time frame you would have to set a timer.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Multi-level Abilities
    Quote from barakatx2: Go

    How would you make the Learn ability add 1 to the behavior stack when the player chooses the next level of the ability?

    0 Stack
    Requirement Node: CountAbil(HERO_ABILITY,CompleteOnlyAtUnit) == 1 (Only at level 1)
    Requirement Node: CountAbil(HERO_ABILITY,CompleteOnlyAtUnit) == 2 (Only at level 2)
    Requirement Node: CountAbil(HERO_ABILITY,CompleteOnlyAtUnit) == 3 (Only at level 3)

    Stack
    Requirement Node: CountAbil(HERO_ABILITY,CompleteOnlyAtUnit) >= 1 (Only at level 1)
    Requirement Node: CountAbil(HERO_ABILITY,CompleteOnlyAtUnit) >= 2 (level 1,2)
    Requirement Node: CountAbil(HERO_ABILITY,CompleteOnlyAtUnit) >= 3 (level 1,2,3)

    Of course you add all three behaviors before hand with the requirements.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Multi-level Abilities

    yeah. However, I would do what I did in my previous post, since if you use player validator, it doesn't really work well if one player have 2 same heroes. I guess that usually never happens. I just like MUI, personal reference.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Multi-level Abilities

    Na I saw what I did in my test map few days ago. I forgot I'm a genius.
    I made a requirement for behavior that changes damage for the damage effect. Let me explain.
    I have Requirements
    Requirement Node: CountAbil(HERO_ABILITY,CompleteOnlyAtUnit) == 1
    Requirement Node: CountAbil(HERO_ABILITY,CompleteOnlyAtUnit) == 2
    Requirement Node: CountAbil(HERO_ABILITY,CompleteOnlyAtUnit) == 3
    For each of my three behaviors

    These behaviors have
    Combat - Damage Response - Chance: 1
    Combat - Damage Response - Required Effect Array: HERO_ABILITY's Damage effect (I had a dummy effect, just put your damage effect here)
    Combat - Damage Response - Modify Fraction: 0 (removes the damage, though it's not required if the damage is 0 but whatever)
    Combat - Damage Response - Location: Attacker
    Combat - Damage Response - Damage Handled: Damage Effect 1 (other damage effect for level 2, 3 behaviors)

    Add all the behaviors to the hero beforehand.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Multi-level Abilities

    Should really post a map. Looks like your requirement nodes are the problem though.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Pausing Animation

    http://forums.sc2mapster.com/development/map-development/3145-persistent-hardened-shield-effect/?post=11
    http://forums.sc2mapster.com/development/map-development/3182-need-help-with-allowing-actors-to-play-animations/?post=5

    Term: Animation Paused (BSD) - Enabled
    Term: Animation Paused (BSD) - Disabled

    EDIT: First one is probably more relevant since I use timer on that, probably what you need to do.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Can't start/test my map
    Quote from Forge_User_59026135: Go

    @Artanis186: Go

    this is a start. a why would be nice :)

    edit: there is allways this warning while loading the map data

    Don't we all :D

    I think the map is not loading map dependencies.
    Go to File-Dependencies
    You should see Liberty (Mod) and Liberty Multi (Mod), if not click add standard and add them. Hope that solved it.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Disabling Shields

    Data Editor
    I guess using Ability (Apply Behavior On-Off)
    Look at banshee's cloak

    Have a behavior that changes vitality (shield, whatever the amount zealot has). {If you want the shield to be on from the start and disable it using the ability, change vitality fraction of shield to 0 instead}
    Make Validator, unit has less or equal to 0 shield; put that on the behavior and ability, to disable them (look at banshee's cloak and how they do it, it's quite simple)
    Put the behavior in the apply behavior On-Off shield

    Trigger
    Just add the behavior and remove it, using conditions checking its shield value

    Posted in: Miscellaneous Development
  • 0

    posted a message on Multi-level Abilities
    Quote from barakatx2: Go

    That's a great idea and I think it will work if I can just get the validators to work. I made a validator of type Unit Ability, set the ability link to the level 1 ability, and set Find to enabled. That worked for the level 1 damage. I made another validator that did the exact same thing for the level 2 ability, but the level 2 damage isn't added on. Is this the proper way to see if a unit has an ability? Is there a way to see if a token in an ability is equal to something using validators?

    Usually common mistake when using validator is not selecting the correct target, e.g. validator validating the target not the caster.
    I remember that I used requirement (Requirement Node: CountAbil(HERO_ABILITY,CompleteOnlyAtUnit) == 2) and validator (Player requirement). Perhaps there is a better way, you let me know.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Adding Charges to a Unit Ability [RESOLVED]

    Effect - modify unit (Change the charge setting and ability for it)
    Trigger (Action) Apply Effect (modify unit) on unit

    Posted in: Miscellaneous Development
  • 0

    posted a message on Roach Twitching Movement
    Quote from Roar_Man: Go

    @zifoon: Go

    Oh ok thanks Zifoon!
    But if I want this twitching gone do I have to change the model entirely?

    oh hell no.
    Actor (Roach) - Animation Baselines (Animation properties) - Walk - [Walk], [Variation 01]

    Posted in: Miscellaneous Development
  • 0

    posted a message on Roach Twitching Movement

    it's the model
    Walk 02

    Posted in: Miscellaneous Development
  • 0

    posted a message on Need help with allowing actors to play animations.
    Quote from s3rius: Go

    The best way to freeze a unit completely would be to use an actor message:

    Actor - Send message "AnimSetTimeScaleGlobal 0.001000" to actor (Actor for Marine [16.11, 15.82])

    That won't make it freeze completely, but reduce it down to 0.1% of the original animation speed instead of 1%.
    You have to look reeeeally closely to see a change.

    But there is a way to pause and play unit animation; let's just not post workarounds
    http://forums.sc2mapster.com/development/map-development/3145-persistent-hardened-shield-effect/#p11

    Create dummy behavior Flag Hidden
    Go to your unit actor
    (Or For MUI create a new actor set target to _Unit for all targets in events/term)

    Go to Events
    Make new event
    Event Behavior.your dummy behavior.On
    Term Animation Pause - Enabled (BSD)
    Make new event
    Event Behavior.your dummy behavior.Off
    Term Animation Pause - Disabled (BSD)

    Use your trigger to add or remove your dummy behavior

    Posted in: Miscellaneous Development
  • 0

    posted a message on Multi-level Abilities

    Ability -> Launch Missile Effect -> Search Area Effect at impact point -> Set (Set Effect, Apply Behavior Effect)
    For all levels using the same Effect

    Set Effect
    {
    Damage Effect (Level 1): Validator count ability level of BLAH = 1
    Damage Effect (Level 2): Validator count ability level of BLAH = 2
    Damage Effect (Level 3): Validator count ability level of BLAH = 3
    }

    EDIT:
    Hmm... actually I'm pretty sure damage effect don't have caster validators.. only target ones are applicable

    If that's the case try this
    Set Effect
    {
    Set Effect : Validator count ability level of BLAH = 1; Damage Effect (Level 1)
    Set Effect : Validator count ability level of BLAH = 2; Damage Effect (Level 2)
    Set Effect : Validator count ability level of BLAH = 3; Damage Effect (Level 3)
    }

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.