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    posted a message on Very odd Ability Bug...

    @ RockJohnAxe

    aye, i had copies of them on my external HD. My local ones were removed too =(.

    I think ill try to remake the unit and see if that helps

    Posted in: Miscellaneous Development
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    posted a message on Very odd Ability Bug...

    I have a structure with a bunch of abilities. When using the beta editor, these abilities worked fine.

    However, after opening the file recently on the new editor, none of the abilities would work, unless they were cast directly below the unit in the straight line (i,e, anywhere on the map as long as it has the same Y coordinate and that Y coordinate is less than the structures Y coordinate)

    Any suggestions? From what i could find, there are no filters/flags/req/validations flipped to enable this option.

    Posted in: Miscellaneous Development
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    posted a message on Vector Targeting

    If I were to go about doing this I would attempt the following:

    Make an ability that creates an persistent via the effect - target command. Following this portion of the ability, part 2 would activate and you would use another effect - target command to drop an invisible beacon (the search pt for the persistant). Thus, point 1 is the location of the persistant and point 2 was ur beacon. Now the persistant searches for the beacon and does whatever your spell is.

    Kinda complicated but doable.

    Note: May / May note incorporate a trigger somewhere in that process. That was only my initial idea of how I would go about doing it.

    Posted in: Miscellaneous Development
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    posted a message on Redirecting Vehicle Damage to Cargo Units

    Anyone know how to redirect damage which a vehicle would take to it's passengers? (without using triggers)

    Posted in: Miscellaneous Development
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    posted a message on Items - Target Effects

    Incase anyone needs to know for future reference:

    The work around was to have the item, when equip, to apply a behavior - buff which enables an ability on the unit

    Thus, I gave the unit the ability, and disabled it via a trigger command when the unit is created. When the unit picks up the item, the ability is enabled, allowing the use of the ability. When the item is dropped, the ability is disabled automatically (no trigger needed)

    Thus, the solution is:

    Equip Behavior, and a disabled ability via 1 trigger line

    Posted in: Miscellaneous Development
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    posted a message on Help with MAC/Offline please..

    @Everlast: Go

    the map folder should be in ur applications > SC2 beta folder.

    Mapcraft requires u to browse for the folder. It doesnt just open ur map folder.

    If all of what your doing doesnt work, just boot camp. u can get an xp copy for free =/

    Posted in: Miscellaneous Development
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    posted a message on "Is Not a Negative Buff" Validator? Is it possible to create?

    categories is the easy and quick way of discriminating buffs. Not sure how you UMS is set up but u could either:

    Have ally 1 cast temp buffs and ally 2 cast restorable buffs and go from there... make 2 debuffers, etc

    or plan B.. Validate...

    or plan C and a very simple, yet terrrible in terms of "its not on the data side" use the trigger:

    Unit - Remove (#) Behavior from (UNIT) from (Player #)

    Unless im mistaken (whic is possible since ive never used this command, this will remove any Behavoir from the target unit (if u select it) that is created by a specific player. Thus remove a buff that player 2 put on player 1.

    Posted in: Miscellaneous Development
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    posted a message on Itemshop Help

    pawn

    Create the behvaoir type - pawn (fill in all the info)

    Create a building with the behavoir type - pawn.

    should work

    Posted in: Miscellaneous Development
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    posted a message on Items - Target Effects

    I've been attempting to make an item in which:

    When picked up by the hero, and then used by the hero via the inventory, teleports the unit to a new location (i.e. blink)

    My issue is the Effect - Teleport: information regarding to the following areas -

    "Effect - Source + " and "Unit - Unit + "

    Note:

    Item type: Target

    Inventory Location: not equip (tried all varieties while equip, but equip this only affects behaviors not effects)

    Basically, what settings does " Effect - Source + " and " Unit - Unit + " need to be on? - options are caster / target / source / outer and origin.

    From what I can infer, Effect - Source should be Caster Unit and Unit - Unit should also be caster; however, that produces no results.

    Thank you for any information you can provide! =)

    Posted in: Miscellaneous Development
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