I'm currently making a map that is like a 2v2 combat tag team style game.
Problem is I can't figure out a way to set up the tagging system the way I need to.
I need a tag system that will do the following:
-When one player enters a designated region in the arena area, then that player should be teleported to the tagged out area, and the ally already in the tagged out area (and any other units he may possess) should be teleported into the arena.
-When a player tags out, any unit he possesses should also be sent to the tagged out area.
-One should NOT be able to tag if he has no ally (never joined game, or is dead)
-One should be forced to enter the arena from the tagged out area, if his partner dies while in the arena.
Any help with any parts of this would be nice.
I've tried myself, but I failed miserably lol.
Also if you could point me to a thread that also discuses something similar, that would be much appreciated.
Thanks for the reply.
I downloaded the localizer. So all I do is just try to localize the map with the library already imported?
If so it didn't work, so I guess i'll just wait on blizzard to do what they gotta do.
Hey, I'm having a problem. I got the actual thing working but the text display of everything is not working properly for me. Of course keeping in mind that I am fairly new to the editor, this is probably a nooby mistake or overlook but I've been playing around with this for about 2 hours lol.
I have a screenshot of what it looks like:
If you take a look at the way the marauder's conc is set up, you'll see that the slow effect is on the weapon by default. It's got a validator to check whether or not conc grenades have been researched, to make sure the effect doesn't trigger if they're not. You can do a similar thing with your stun effect, and a validator to make sure your stunning attack buff is on the unit.
Thank you! Exactly what I was looking for, it took me a while to figure out how to set up the validator properly, but I got it. Thanks again! I'll quote this and put it in the first post as well for others to see easier.
I want a full out stun effect, though I get where you're coming from (I've already created the stun effect as i've mentioned)
Are you suggesting that I make the buff swap the actual weapon for another? If so, i've had other problems with doing that. (the unit i'm using is an ultralisk, and there's something extra you have to do to duplicate the actor for the attack animation, and I have no idea what that "something extra" is.)
If that is the only way to do it, then i'll do it that way I suppose, but if anyone knows of another way it'd be much appreciated.
I've been trying to figure this out for about 30mins - 1hr each day for the past 3 days, and I'm simply stumped. Basically, I want an ability that applies an immediate buff to the caster. The buff is supposed to increase weapon damage (which I've already managed to do) and give the caster's weapon a stun effect (I've already created the stun effect as well). The problem is that I can't figure out how to apply the buff to the actual weapon of the caster.
If you take a look at the way the marauder's conc is set up, you'll see that the slow effect is on the weapon by default. It's got a validator to check whether or not conc grenades have been researched, to make sure the effect doesn't trigger if they're not. You can do a similar thing with your stun effect, and a validator to make sure your stunning attack buff is on the unit.
Is it possible to modify a high templar's feedback ability to deal more damage. Instead of it dealing 1 damage per energy point, I want it to deal 4.
I've tried changing the Vital Fraction Current field but it did not work, if anyone could help it would be greatly appreciated! Thanks in advance.
Hmm i've tried searching as you said and nothing comes up.
I searched under the behavior, effect, and the actual ability itself and I can't seem to find any of the fields you listed. Do you think it's possible that something went wrong during installation? Or am I just looking in the wrong places?
Thanks! I got the unit height.
I'm assuming I change the plane by setting the air value to "1" and leaving ground as is (at 0)?
And the mover, I cannot seem to find..? Will updating the mover set the collision to air as well or is there another way I need to do this?
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Anyone? Maybe if someone could get me started I could figure out the rest?
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I'm currently making a map that is like a 2v2 combat tag team style game.
Problem is I can't figure out a way to set up the tagging system the way I need to. I need a tag system that will do the following:
-When one player enters a designated region in the arena area, then that player should be teleported to the tagged out area, and the ally already in the tagged out area (and any other units he may possess) should be teleported into the arena.
-When a player tags out, any unit he possesses should also be sent to the tagged out area.
-One should NOT be able to tag if he has no ally (never joined game, or is dead)
-One should be forced to enter the arena from the tagged out area, if his partner dies while in the arena.
Any help with any parts of this would be nice. I've tried myself, but I failed miserably lol.
Also if you could point me to a thread that also discuses something similar, that would be much appreciated.
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@progammer: Go
Thanks for the reply. I downloaded the localizer. So all I do is just try to localize the map with the library already imported? If so it didn't work, so I guess i'll just wait on blizzard to do what they gotta do.
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Hey, I'm having a problem. I got the actual thing working but the text display of everything is not working properly for me. Of course keeping in mind that I am fairly new to the editor, this is probably a nooby mistake or overlook but I've been playing around with this for about 2 hours lol. I have a screenshot of what it looks like:
http://img687.imageshack.us/img687/3645/wtfstarcraft2.jpg
any ideas?
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Thank you! Exactly what I was looking for, it took me a while to figure out how to set up the validator properly, but I got it. Thanks again! I'll quote this and put it in the first post as well for others to see easier.
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@Selfcreation: Go
I want a full out stun effect, though I get where you're coming from (I've already created the stun effect as i've mentioned) Are you suggesting that I make the buff swap the actual weapon for another? If so, i've had other problems with doing that. (the unit i'm using is an ultralisk, and there's something extra you have to do to duplicate the actor for the attack animation, and I have no idea what that "something extra" is.)
If that is the only way to do it, then i'll do it that way I suppose, but if anyone knows of another way it'd be much appreciated.
0
I've been trying to figure this out for about 30mins - 1hr each day for the past 3 days, and I'm simply stumped. Basically, I want an ability that applies an immediate buff to the caster. The buff is supposed to increase weapon damage (which I've already managed to do) and give the caster's weapon a stun effect (I've already created the stun effect as well). The problem is that I can't figure out how to apply the buff to the actual weapon of the caster.
Solution:
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Is it possible to modify a high templar's feedback ability to deal more damage. Instead of it dealing 1 damage per energy point, I want it to deal 4. I've tried changing the Vital Fraction Current field but it did not work, if anyone could help it would be greatly appreciated! Thanks in advance.
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Is it possible at all through triggers?
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@RileyStarcraft: Go
The behavior type is set to buff. However, I still cannot find the fields I am looking for.
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@Hegemuffin: Go
Hmm i've tried searching as you said and nothing comes up. I searched under the behavior, effect, and the actual ability itself and I can't seem to find any of the fields you listed. Do you think it's possible that something went wrong during installation? Or am I just looking in the wrong places?
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Thanks! I got the unit height. I'm assuming I change the plane by setting the air value to "1" and leaving ground as is (at 0)? And the mover, I cannot seem to find..? Will updating the mover set the collision to air as well or is there another way I need to do this?
Also any ideas on my 2nd problem?
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EDIT: Problems Solved.
I've searched around and I cannot seem to find what I'm looking for..Straight to the point -
I'd like to create an ability that makes a unit fly, heres exactly what I want it to do:
Makes unit fly for 30 seconds
Gives unit a different weapon during this duration
Can be cancelled at any time during flight
During Flight, the unit is unable to use any other abilities.
Any help with either of these two problems would be GREATLY appreciated. I'm fairly new to the editor so if you would include a bit of detail, thanks.