Neither of those work for some reason, seeing as I am using a default damage effect, specifically the battle-cruiser air attack, And I tried adding kills to caster with all of the possible arguments for the launch, and that didn't work either. I will attach the map, In case there is an obvious mistake that I missed.
Edit: Oh, and the problem is not the usage of a battlecruiser/pd drone model, seeing as I modified them to have the animation, its on the attack side.
Another less serious problem would be how to set where the missile comes from on the battle-cruiser/pd model, since I cant figure it out, it appears in the center.
Edit2: I changed the damage effect to use the scv fusion cutter damage, and the shield fx at least worked fine, so im scratching my head here.
Edit3: The problem with the shield pulse is that using the impact token in an action actor implies that a missile impacted, while using the attack would be a direct attack with no projectile. That part is fixed now. I still cannot figure out how to make the kill credit apply however.
The only thing about straight shot that is a problem is that the shield pulse animation doesn't show up. Does anyone know how to fix this? I couldn't get it to work when I made my own before, and this one also doesn't have it.
Otherwise, It works perfectly. For fun, i made a persistent effect, with a bunch of offsets making a circle, and applied the launch effect with the persistent, and it throws impact projectiles around the point you targeted, The new psi storm!.
Edit: I cant get kill credit to work either, and I wonder if that is related.
Depending on the controls, It may be possible to jump down cliffs, such as if you use the arrow keys, which Is how I think you did it, but if you use mouse movement, it wont be possible. When you detect an edge with the arrow key moving, you can check the next tile, and if its a cliff level lower, apply a custom jump behavior to the unit. I dont know if that will work, But I think it will.
In my map, I have several abilities that reduce enemy armor, some of which are passive "on attack" effects. I ran into a problem, where armor can go negative with this, causing attacks to do bonus damage. I need to find a way to prevent this. I tried making a behavior for all units, that checks with a validator if armor is below 0, then periodically add a +1 armor buff that has the same validator for removal, but the validator didn't work. Does anyone have any ideas how to do this?
I just started a new game of this, solo, vs aliens, and at the start, the aliens built a troop transport, with the ability to conquer 64000 population, and took my home planet 60 seconds after the game started. I didn't even have time to build fighters to defend my planet.
I have a summoned unit which gives off a regeneration boost aura. It periodically searches for friendly nearby units, and applies a behavior to them. I Tried to add the medic's heal beam effect to the aura, so that you see the beam, the heal effect, and hear the sound(going from aura to target, like heal is being cast). The sound and heal effect work fine, but the beam doesn't show up.
Hosting - [Anything]: These fields control Site Operations. If you want to change where a beam appears in relation to the unit that creates it, especially in the case of Beams lacking an Attack Actor, these fields will allow you to attach the model to the unit that creates it or offset it from the weapon that fires it.
AoE Beams:
Condition: [Effect].[NAME].[Start]
Action: Create
If your beam doesn't have an Attack Actor this event will also be needed to create itself.
Edit: New info
I Managed to get the beam to appear, But with a problem, When The behavior is applied, the beam is created from the point where the targeted unit is when it is created, to the targeted unit's center. How Can I make the beam originate from the aura unit?
Field Heal Tower Beam
Hosting - Host Impact Site Ops + SOpAttachCenter:Disabled:Disabled
Hosting - Host Launch Site Ops + SOpActionCenter:Disabled:Disabled
Art - Model MedicHealBeam (Unnamed)
Editor - Editor Name Heal Tower Beam
Editor - Editor Suffix
Editor - Editor Prefix
Editor - Editor Description
Hosting - Host Impact + _Unit:Scope Target:Actor Find:Disabled
Hosting - Host Launch + _Unit:Scope Effect:Actor Find:Disabled
Event - Events + (ActorCreation|ActorOrphan|AnimBracketState.*.AfterClosing; AnimName BSD|Behavior.Rejuvenating.Create|Behavior.Rejuvenating.Destroy):(||||):(AnimPlay Standard Stand 0 0.600000 0.500000|AnimBracketStop BSD|Destroy|Create|Destroy)
I wouldn't call that a cheat, though perhaps a bug, because it requires you to have both built those admin buildings for the planets you want, and captured them, then destroyed the admin buildings for no refund (and they aren't cheap)
A bigger bug would however be that when you build a structure on a planet, and then overwrite it when researching, it keeps the old stats, and demolishing it may cause stats to go negative, or with no buildings, positive.
One thing that wasn't clear to me, was exactly how research stats and the mineral budget determines what stats the thing you research ends up with. I assume that the (stats * coef) are added up, and used somehow, the coef for that tech type, and that stat, and that value, along with crystal budget, are used to determine tech stats, (with randomization) and research time.
It looks to me from what I noticed, is that the innate shield attachment points, despite being points, for some at least, are not 1 by 1 by 1 in scale so to speak, but something else, thus equally distorting the shield attachments when they go off. I am going to try to attach the defensive matrix to the shield attachment point on a carrier to see what happens.
Edit: There is no field for attachment for model actors for some reason. I have no idea why, or what determines what they attach to.
A possibility would be to use a custom unit with no pathing, looking like a force field or something, with a repulsion behavior, like the repulsion field in the campaign does, but excludes the colossus's unit type. Repulsion behaviors dont modify pathing, so the pathing AI doesn't take it into account. Ill make a map to demonstrate.
Edit: seeing how you have gates, and that it sounds like any units would open said gates, making a repulsion field just like already existent for one of that teams players, would allow any of said team through, but not anything else.
I am trying to make the Protoss Carrier's attack, which is launching interceptors, to work at all times when an enemy is nearby, even if it is moving. I tried giving the attack the same qualities as the Diamondback's rail-gun, which didn't work, though If i made the effect anything else it worked. Also I tried making a behavior periodically search for a target, and apply the launch effect to it, that doesn't work either. Does anyone have any Idea how to do this? Thanks in advance.
Select the two flags in Stats, Auto Cast, Auto Cast On. Then, Set Auto Cast Acquire Level to Defensive, Auto Cast Range to at least 8, and add the Auto Cast Validator "Caster In Combat" Make sure that it has enough mana to cast with.
0
And if you have 6 armor, you would keep 6 armor, not go to 0 while the effect is supposed to be active.
0
I thought of that, But the problem is that the reduction amount is 10, and in that case, it would still go to -9 at most.
0
Bump
0
Not by a certain distance as far as i know, but try force effects, with negative force values.
0
Neither of those work for some reason, seeing as I am using a default damage effect, specifically the battle-cruiser air attack, And I tried adding kills to caster with all of the possible arguments for the launch, and that didn't work either. I will attach the map, In case there is an obvious mistake that I missed.
Edit: Oh, and the problem is not the usage of a battlecruiser/pd drone model, seeing as I modified them to have the animation, its on the attack side.
Another less serious problem would be how to set where the missile comes from on the battle-cruiser/pd model, since I cant figure it out, it appears in the center.
Edit2: I changed the damage effect to use the scv fusion cutter damage, and the shield fx at least worked fine, so im scratching my head here.
Edit3: The problem with the shield pulse is that using the impact token in an action actor implies that a missile impacted, while using the attack would be a direct attack with no projectile. That part is fixed now. I still cannot figure out how to make the kill credit apply however.
0
The only thing about straight shot that is a problem is that the shield pulse animation doesn't show up. Does anyone know how to fix this? I couldn't get it to work when I made my own before, and this one also doesn't have it.
Otherwise, It works perfectly. For fun, i made a persistent effect, with a bunch of offsets making a circle, and applied the launch effect with the persistent, and it throws impact projectiles around the point you targeted, The new psi storm!.
Edit: I cant get kill credit to work either, and I wonder if that is related.
0
Depending on the controls, It may be possible to jump down cliffs, such as if you use the arrow keys, which Is how I think you did it, but if you use mouse movement, it wont be possible. When you detect an edge with the arrow key moving, you can check the next tile, and if its a cliff level lower, apply a custom jump behavior to the unit. I dont know if that will work, But I think it will.
0
In my map, I have several abilities that reduce enemy armor, some of which are passive "on attack" effects. I ran into a problem, where armor can go negative with this, causing attacks to do bonus damage. I need to find a way to prevent this. I tried making a behavior for all units, that checks with a validator if armor is below 0, then periodically add a +1 armor buff that has the same validator for removal, but the validator didn't work. Does anyone have any ideas how to do this?
0
I just started a new game of this, solo, vs aliens, and at the start, the aliens built a troop transport, with the ability to conquer 64000 population, and took my home planet 60 seconds after the game started. I didn't even have time to build fighters to defend my planet.
0
I have a summoned unit which gives off a regeneration boost aura. It periodically searches for friendly nearby units, and applies a behavior to them. I Tried to add the medic's heal beam effect to the aura, so that you see the beam, the heal effect, and hear the sound(going from aura to target, like heal is being cast). The sound and heal effect work fine, but the beam doesn't show up.
Hosting - [Anything]: These fields control Site Operations. If you want to change where a beam appears in relation to the unit that creates it, especially in the case of Beams lacking an Attack Actor, these fields will allow you to attach the model to the unit that creates it or offset it from the weapon that fires it.
AoE Beams:
If your beam doesn't have an Attack Actor this event will also be needed to create itself.
Edit: New info
I Managed to get the beam to appear, But with a problem, When The behavior is applied, the beam is created from the point where the targeted unit is when it is created, to the targeted unit's center. How Can I make the beam originate from the aura unit?
Field Heal Tower Beam Hosting - Host Impact Site Ops + SOpAttachCenter:Disabled:Disabled Hosting - Host Launch Site Ops + SOpActionCenter:Disabled:Disabled Art - Model MedicHealBeam (Unnamed) Editor - Editor Name Heal Tower Beam Editor - Editor Suffix Editor - Editor Prefix Editor - Editor Description Hosting - Host Impact + _Unit:Scope Target:Actor Find:Disabled Hosting - Host Launch + _Unit:Scope Effect:Actor Find:Disabled Event - Events + (ActorCreation|ActorOrphan|AnimBracketState.*.AfterClosing; AnimName BSD|Behavior.Rejuvenating.Create|Behavior.Rejuvenating.Destroy):(||||):(AnimPlay Standard Stand 0 0.600000 0.500000|AnimBracketStop BSD|Destroy|Create|Destroy)
0
@Hasup: Go
I wouldn't call that a cheat, though perhaps a bug, because it requires you to have both built those admin buildings for the planets you want, and captured them, then destroyed the admin buildings for no refund (and they aren't cheap)
A bigger bug would however be that when you build a structure on a planet, and then overwrite it when researching, it keeps the old stats, and demolishing it may cause stats to go negative, or with no buildings, positive.
One thing that wasn't clear to me, was exactly how research stats and the mineral budget determines what stats the thing you research ends up with. I assume that the (stats * coef) are added up, and used somehow, the coef for that tech type, and that stat, and that value, along with crystal budget, are used to determine tech stats, (with randomization) and research time.
0
It looks to me from what I noticed, is that the innate shield attachment points, despite being points, for some at least, are not 1 by 1 by 1 in scale so to speak, but something else, thus equally distorting the shield attachments when they go off. I am going to try to attach the defensive matrix to the shield attachment point on a carrier to see what happens.
Edit: There is no field for attachment for model actors for some reason. I have no idea why, or what determines what they attach to.
0
A possibility would be to use a custom unit with no pathing, looking like a force field or something, with a repulsion behavior, like the repulsion field in the campaign does, but excludes the colossus's unit type. Repulsion behaviors dont modify pathing, so the pathing AI doesn't take it into account. Ill make a map to demonstrate.
Edit: seeing how you have gates, and that it sounds like any units would open said gates, making a repulsion field just like already existent for one of that teams players, would allow any of said team through, but not anything else.
0
I am trying to make the Protoss Carrier's attack, which is launching interceptors, to work at all times when an enemy is nearby, even if it is moving. I tried giving the attack the same qualities as the Diamondback's rail-gun, which didn't work, though If i made the effect anything else it worked. Also I tried making a behavior periodically search for a target, and apply the launch effect to it, that doesn't work either. Does anyone have any Idea how to do this? Thanks in advance.
0
Select the two flags in Stats, Auto Cast, Auto Cast On. Then, Set Auto Cast Acquire Level to Defensive, Auto Cast Range to at least 8, and add the Auto Cast Validator "Caster In Combat" Make sure that it has enough mana to cast with.