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    posted a message on Custom Weapon Logic Correct?

    @BorgDragon: Go

    Perfect! This I can do. Forgot about psi storm.

    Thanks!!!

    Posted in: Data
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    posted a message on Custom Weapon Logic Correct?

    I have a quick question. Still working my way through the editor, but i wanted to see if my logic for a custom weapon works or if I am off base here.

    Simply, I want to make a weapon that fires a grenade projectile that does initial impact damage (like the Marauders), but it then creates an area of effect that does damage over time for a certain period. I don't need detailed instructions what to do, just to help me work the logic.

    I need to create a weapon and attach a damage and weapon effects to the weapon actor. Linked to the damage effect I should create an AOE effect that is persistent. Is this accurate or am I off base here.

    I'm trying my best to understand how these things are related. I do appreciate any help with the logic. Thanks guys!

    Posted in: Data
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    posted a message on Stopped Ability Requirement

    Simply I am trying to sort of recreate the Night Elf's ability to 'cloak' when stationary. I was wondering if someone could provide me with a bit of direction.

    If I understand things correctly I need to give my unit a passive permanent cloak ability that has a custom requirement like:

    Stationary Cloak Check

    Use > Count Ability Stop Completed at Unit Show

    Does this do what I think it does? The ability only becomes active when the unit is stopped? I could build this effect in triggers easily, but that is.... well..... cheating. ;D

    Thanks for the help!

    Posted in: Data
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    posted a message on Start listing things that annoy you about the editor and I'll give to Blizzard

    I would like to see the ability to create new movers and pathers with more flexibility. Specifically, where is my water pathing!!!!! People have said it before and I want to reiterate, making it so you can tilt the water planes and adjust the tile size of the water would be fantastic. As it is now water forces us to design around it rather than us being able to bend the water to our will. Grrrrrr....

    Also, a new unit Wizard PLEASE! Good lord do I want to stab my eyes out making units.

    Thanks!

    XenophanesFX

    Posted in: General Chat
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    posted a message on Changing Periodic to Static

    I'm going to get this out of the way, but I'm a noob. I'm doing my best, so I came to the source.

    At any rate, I have a map where I have a timer kicking off every second or so. It is basically monitoring the positions of units and altering their height to simulate them floating in the water. Now, the problem I have is with switching models. Simply, I have it set now to check as the units enter the water their model is replaced in step with the timer over and over and over again. This isn't ideal because it causes the units to bug out a little and either stop animating properly or causing them to look a bit "stuttery". The same goes for changing the units weapons as they are switched over and over and over again sometimes the game bugs and the weapons aren't removed or replaced when it moves from one region to the other. So, here is my question.

    How do I go from a periodic checking via the timer firing off to a static value? I want to convert the event of the unit switching from the land to the water from a constantly checked value to a static value that can be used to trigger changes. This way the model will get switched only once when the timer starts detecting a change.

    I guess really I need a script that detects when a "change" has occurred rather than constantly checking for updates. So, I need a script that compares the value from the last time to the value from this time. If there is a difference it would fire off an event. Correct?

    Ok, so now how would I write it? Thanks in advance!

    Posted in: Triggers
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