Could you provide more info on your method? What kind of behaviors should I create? What type of validator should I create? How can I have the validator check whether the stack count of dummy = 1 on target unit? In the search area effect, what field do I modify to make it apply the first effect of my ability's effect chain?
I'm not advanced enough to be able to use your method. If you or anyone could walk me through this, I'd be appreciative.
Hi guys. Some of my heroes can summon units. When a summoned unit kills an enemy, I'd like for both the hero and the summoned unit to get kill credit. Does anyone know how to do that? I tried giving a summoned unit the editor's built in KillsToCaster effect AND a KillsToSummons effect I created. For the KillsToSummons effect, I set the linked behavior's Stats - Kill Credit + value field to all 5 options (Caster, Outer, Source, Target, Unit Origin). The result was the same as only giving the summoned unit the KillsToCaster effect. Any ideas?
Hmmm... I studied Kueken's Air Strike ability, but I can't get things to work. I basically assigned the Hyperion's Create Unit effect an IssueTurnOrder effect (effect type: Issue Order). I set Ability - Ability: Move and Ability - Ability Command: 1. Not sure what else to do. I tried setting Target - Target +: Create Hyperion | Caster Point. And I tried different options for Value. Couldn't get things to work. Anybody know?
Hi guys. My hero Raynor has an ability that summons a Battlecruiser. I'd like for the Battlecruiser to face the same direction that Raynor is facing when the unit is created. Currently, it just faces a random direction (i.e., it faces different directions each time it's summoned). Any help would be appreciated. The Battlecruiser is created by a Create Unit effect.
Yeah, I know. I did things poorly when I started my map though. I'm having problems. I only have one KarassAttack actor and it's green. I was able to successfully re-duplicate Karaass' weapon and the actor. Problem is that the beam's impact model plays when the beam is launched, not when the beam hits the enemy. Basically, I wanna have 2 KarassAttack actors 'cause I also have a Karass hero and I don't wanna move his attack's launch point. I'll keep playing around with this. Thanks again for your help Borg! Couldn't have done it without you.
It worked! Awesome! Now I just have to find a way for Tassadar and Karass to use different KarassAttack actors. Thanks a lot BorgDragon! By the way, does the Actor - Local Offset field change the location from which the beam shoots out?
And you're right about the beam, and Tassadar swing his arms around. lol. I couldn't think of anything better.
Hi guys. I gave my hero Tassadar the Karass - Psi Assault weapon and set him up with an attack animation. However, I noticed that the Psi Assault beam shoots of a bit too far from the right side of Tassadar's body. How can I change the beam's launch point?
Ok, so I checked "Transient" under the ability's Stats - Flags field. Now the ability can be cast while the unit is moving. Problem is that nothing happens when I cast the ability. No charge up special effect, no damage special effect and no damage dealt. I think this has something to do with the ability's Prepare stage. If anyone knows, please tell me.
Hi guys. I'm hoping you can help me. My hero Nova has the Psionic Lash ability. I want the ability to work without interrupting actions such as attacking and moving. Here's how the ability works: during the Prepare stage, a "charge up" special effect appears over Nova's head. At the end of that stage, a special effect appears over the enemy unit's head and damage is dealt. I'd like for Nova to be able to move and attack while this ability is taking place. Any ideas?
The ability's called Obliterate in the Data Editor.
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@TheAlmaity: Go
Thanks. I'll do that and ask for more instructions if necessary.
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@TheAlmaity: Go
Could you provide more info on your method? What kind of behaviors should I create? What type of validator should I create? How can I have the validator check whether the stack count of dummy = 1 on target unit? In the search area effect, what field do I modify to make it apply the first effect of my ability's effect chain?
I'm not advanced enough to be able to use your method. If you or anyone could walk me through this, I'd be appreciative.
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@TheAlmaity: Go
I'll try your suggestion this evening. Thanks, Almaity.
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Hi guys. Some of my heroes can summon units. When a summoned unit kills an enemy, I'd like for both the hero and the summoned unit to get kill credit. Does anyone know how to do that? I tried giving a summoned unit the editor's built in KillsToCaster effect AND a KillsToSummons effect I created. For the KillsToSummons effect, I set the linked behavior's Stats - Kill Credit + value field to all 5 options (Caster, Outer, Source, Target, Unit Origin). The result was the same as only giving the summoned unit the KillsToCaster effect. Any ideas?
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Hmmm... I studied Kueken's Air Strike ability, but I can't get things to work. I basically assigned the Hyperion's Create Unit effect an IssueTurnOrder effect (effect type: Issue Order). I set Ability - Ability: Move and Ability - Ability Command: 1. Not sure what else to do. I tried setting Target - Target +: Create Hyperion | Caster Point. And I tried different options for Value. Couldn't get things to work. Anybody know?
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@BorgDragon: Go
Thanks again, Borg. I'm studying Kueken's stuff. I should be able to figure this out.
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Hi guys. My hero Raynor has an ability that summons a Battlecruiser. I'd like for the Battlecruiser to face the same direction that Raynor is facing when the unit is created. Currently, it just faces a random direction (i.e., it faces different directions each time it's summoned). Any help would be appreciated. The Battlecruiser is created by a Create Unit effect.
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Got everything to work. Whoopee! Thanks again!
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@BorgDragon: Go
Yeah, I know. I did things poorly when I started my map though. I'm having problems. I only have one KarassAttack actor and it's green. I was able to successfully re-duplicate Karaass' weapon and the actor. Problem is that the beam's impact model plays when the beam is launched, not when the beam hits the enemy. Basically, I wanna have 2 KarassAttack actors 'cause I also have a Karass hero and I don't wanna move his attack's launch point. I'll keep playing around with this. Thanks again for your help Borg! Couldn't have done it without you.
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@BorgDragon: Go
lol, k. Thanks for the help anyways. Anyone else know?
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@BorgDragon: Go
It worked! Awesome! Now I just have to find a way for Tassadar and Karass to use different KarassAttack actors. Thanks a lot BorgDragon! By the way, does the Actor - Local Offset field change the location from which the beam shoots out?
And you're right about the beam, and Tassadar swing his arms around. lol. I couldn't think of anything better.
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Hi guys. I gave my hero Tassadar the Karass - Psi Assault weapon and set him up with an attack animation. However, I noticed that the Psi Assault beam shoots of a bit too far from the right side of Tassadar's body. How can I change the beam's launch point?
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Find the unit's model in the data editor. Change the field named "Selection Radius". That should work.
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Ok, so I checked "Transient" under the ability's Stats - Flags field. Now the ability can be cast while the unit is moving. Problem is that nothing happens when I cast the ability. No charge up special effect, no damage special effect and no damage dealt. I think this has something to do with the ability's Prepare stage. If anyone knows, please tell me.
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Hi guys. I'm hoping you can help me. My hero Nova has the Psionic Lash ability. I want the ability to work without interrupting actions such as attacking and moving. Here's how the ability works: during the Prepare stage, a "charge up" special effect appears over Nova's head. At the end of that stage, a special effect appears over the enemy unit's head and damage is dealt. I'd like for Nova to be able to move and attack while this ability is taking place. Any ideas?
The ability's called Obliterate in the Data Editor.