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    posted a message on How do you attach range and splat actors to item abilities?

    Does anyone know? It's been a while and I'm sure others have run into this problem as well.

    The only work around I can think of is to give each unit the item ability as an ability and then give the ability a hidden command button. Then i could have a trigger that when a certain item is used, the command button is pressed. But that involves mass duplications of abilities and giving each unit with an inventory all of the abilities for all of the items it could possibly have. :( not a very efficient method.

    Posted in: Miscellaneous Development
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    posted a message on Pathing at Edge of Map.

    @Berrala: Go

    No it isn't.

    If you want to understand my problem just do the following (takes like 1 minute): -make a new map in editor -remove map initialization trigger -extend camera bounds in map-map bounds as far as you can without extending map bounds. -now you should be able to place units and buildings along the map edge in editor, do this. -now test your map. If you have units along the map edge they will be able to move away from the map edge but not back towards it.

    I think i'm just going to have to do a work around like increase my map size or change my map layout. This isn't that big of an issue for me anyway.

    Posted in: Miscellaneous Development
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    posted a message on Pathing at Edge of Map.

    Hi,

    I have an issue which is a bit bizzare.

    Whenever I test my map i notice that along the map edge there is this black border (sort of like a black fog effect), but the black border is not visible in map editor (only when the game starts). Now personally i wouldn't care if this were just an aesthetic issue but it isn't.

    The really issue is pathing. For some reason I can place buildings (such as barracks) and units (such as siege tanks) along the map edge in editor just fine, and when I test my map, these buildings and units spawn along the map edge.

    But where it gets really strange is that while i can place units along the edge using map editor and then spawn along the edge, I cannot move units to the edge of the map or build along the edge. Furthermore, I can move a unit from the edge of the map away from the edge, but I cannot move the unit back to the edge (the same applies to buildings. If I place a barracks at the edge of the map using editor and then lift it off in game, it cannot land back to the spot it just lifted off). This black border thing basically cuts 2 squares off of each edge of my map.

    I would assume that there must be some default setting in my map that makes this border at the edge of my map and blocks ground and building pathing. If so, where do I disable it (I tried to find it).

    Right now my map is 128x128 so if I cant solve this problem i will simply make my map 132x132 or something. However, I might make my map 256x256 later in development so I would rather solve this problem by allowing ground units and buildings along the map edge.

    I might add some pictures if the will help people understand my problem.

    Posted in: Miscellaneous Development
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    posted a message on How do you attach range and splat actors to item abilities?

    Hi,

    Recently i've stumbed into a bit of an issue with my map and I can't find a solution. How do you attach range and splat actors to item abilities?

    It's really easy to do with an ability - effect target. You simply go to actor events and add abil.abilityname.targeton create, abil.abilityname.cursor create, etc. But for some bizzare reason you cant do item.itemname.targeton or item.itemname.cursor. I even tried to enter these in the raw data editor, but that failed.

    Then I thought of a work around where i would make a dummy item issue an order (either through effects or through triggers) to make the unit cast an ability at a target that the player would determine and then add the splat and range actors to the ability instead. But there is no way that I know of to issue and order to a unit and request the player for the target point/unit.

    So can anyone help me? How do you add range and splat actors to an item - effect target? Is it even possible?

    Posted in: Miscellaneous Development
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    posted a message on [Solved] Add Cooldown For Unit Ability... What string to enter???

    I figured it out. I'll post the solution incase someone has a similar problem and searches this thread.

    I used the catalog field value get function and found that my string was Abil/NeuralParasiteDummy, which I already used. So then I changed the ability cooldown to a NON-ZERO value and the trigger worked!

    So apparently the event add cooldown for unit ability only works if the ability has a NON-ZERO cooldown.

    So what I did was give the ability an arbitrary cooldown, then in my trigger use the event Clear remaining time on cooldown for unit ability before the event add time to cooldown for unit ability.

    Posted in: Miscellaneous Development
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    posted a message on [Solved] Add Cooldown For Unit Ability... What string to enter???

    I found a similar thread here:

    http://forums.sc2mapster.com/development/map-development/1180-two-problems-i-couldnt-find-help-on/

    But it didn't solve my problem at all. I tried the following strings (and variations of these strings) but nothing works!

    (Abil/id) Abil/id id (Abil/NeuralParasiteDummy) Abil/NeuralParasiteDummy NeuralParasiteDummy Link Cooldown_Link Cost_Cooldown_Link AbilEffect_Cost_Cooldown_link TimeUse Cooldown_TimeUse Cost_Cooldown_TimeUse AbilEffect_Cooldown_TimeUse Etc.

    None of it works! I opened up my ability in raw data editor (the ability's name and ID are both NeuralParasiteDummy btw) and the field entry for AbilEffect_Cost_Cooldown_Link is (Abil/id). Isn't this the field I'm supposed to enter? Isn't that the cooldown link???

    Someone please help!

    Posted in: Miscellaneous Development
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    posted a message on [Solved] Add Cooldown For Unit Ability... What string to enter???

    Hi,

    I have a quick question. When using the trigger 'Add Colldown For Unit Ability', what value do I enter for the string?

    I want to make a trigger where when a unit uses an ability it sets the cooldown of the ability based upon what kind of unit the ability is being used of. Everything works except the fact that I have no idea what string to enter. I've tried Cost, Cost[0], Time Start and other things, but nothing seems to work.

    Please Help!

    Posted in: Miscellaneous Development
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    posted a message on Help! Requirement Tooltip

    @minus1equalseipi: Go

    :( no one knows?

    Did I post in the wrong forum?

    Posted in: Miscellaneous Development
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    posted a message on Help! Requirement Tooltip

    Hello,

    First I would like to say that this site is awesome and has helped me solved countless map editor problems over the past few weeks.

    However, there is one problem that I can't solve (or find a work around) and I could not find a thread with the solution using the search feature.

    The problem is the requirement tooltip for multilevel abilities. Let's say I have an ability with 3 levels and I give it to a unit with veterancy and I would like the hero to only be able to learn the ability at levels 1,3 and 5, like in WC3. Now I know how to do this, I simply add a requirement that says something like:

    CountAbility(AbilityName,CompleteOnlyAtUnit) + CountAbility(AbilityName,CompleteOnlyAtUnit) < CountBehavior(HeroLevels,CompleteOnlyAtUnit).

    And it works fine. The problem is the tooltip. The tooltip will say:

    -AbilityName -AbilityName -HeroLevels

    Now I can chance this by going into requirement nodes and make it say something like Requires level 1. But how do I make it so that the requirement tooltip changes as the unit learns additional abilities? How do I make the requirement say Level 1 then Level 2 then Level 3? I tried countless workarounds such as trying to give my learn ability a skill 3 times but with 3 different requirements, but all the work arounds failed. So please help.

    Thanks in advance.

    Posted in: Miscellaneous Development
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