• 0

    posted a message on Invisiblity and Resource Collection
    Quote from DrSuperEvil: Go

    Under the buff is a field called Stats - Maximum Stack Count which determines how many times it can stack and the Behavior - Behavior Count field of the Apply Behavior effect determines how many stacks are applied each time. A seperate buff on the depot counts the x number of transfered stacks using requirements or validators and then removes all of them to use an effect once which is linked to the creation of your text actor.

    Using energy would look crude in the UI though.

    The enrgy idea was more so I could see it working but if I can get your way to work I wont need to use it.

    I changed the count to 1 and then made the max buff 10.

    I made a validator that checks for it to be less than 10 but that doesn't seem to stop it mining and it still returns after 1 load

    Posted in: Data
  • 0

    posted a message on Wc3 Style Armour Resistance Based

    I saw that but I mean I want to get it to rise with agility or upgrades is this possible to do with this?

    As frankly I cant make heads or tails of how it works.

    Posted in: Data
  • 0

    posted a message on Wc3 Style Armour Resistance Based

    Ok so I've figured out that trying to use actual armour values will probably not work but behaviours will.

    =((Armour)*0.06)/(1+0.06*(Armour))*100
    

    So how do I create this using behaviours?

    I'm assuming I may have to use triggers as well it seem behaviours cant do math (unless I'm mistaken).

    Posted in: Data
  • 0

    posted a message on Invisiblity and Resource Collection

    Firstly I'd have to say getting started, I couldn't figure out how to take 1 at a time and stack it.

    Though I had an idea over the night where I do it based on their energy levels which I believe I can get the correct data values from easily.

    Posted in: Data
  • 0

    posted a message on (Solved) Item Problem

    -.-" Something had changed in the tags I dunno what as it was identical to the newly created item but I copied and paste them it it went grey all working now.

    Thank you very much Dr Evil again ^_^

    Posted in: Data
  • 0

    posted a message on (Solved) Item Problem

    I'm having a slight issue with items, they used to work when I last opened up the map about a year ago.

    However now they no longer are visible/existing in game even though they show up in the editor fine.

    Does anyone know why this is or a fix for it.

    Posted in: Data
  • 0

    posted a message on Ability, Stop the unit from moving to point

    Just to clarify you looking for the part that allows an ability to be used at range?

    I believe you might be looking for Effect Range and set it to a minimum range and maximum range.

    Posted in: Data
  • 0

    posted a message on Invisiblity and Resource Collection

    Not having much luck with the harvesting part sadly :/

    Posted in: Data
  • 0

    posted a message on [Data] Dynamic Beam Chains (Intermediate Difficulty)

    That's no problem, thank you very much in advance :)

    Posted in: Tutorials
  • 0

    posted a message on [Data] Working with Beams (Beginner Difficulty)

    I'm having a slight problem with the beam I'm using.

    I'm trying to use the archon beam model, however the model doesn't show up and I cant seem to figure out for the life of me how to get it to work.

    I'd also like to be able to tint it as well if possible but I'd like to see it first.

    I tried it the way your tutorial set it up then copied the attack bit for the archon's attack to try getting the animation bit right but no luck.

    http://img403.imageshack.us/img403/1158/beam.png

    Posted in: Tutorials
  • 0

    posted a message on Invisiblity and Resource Collection

    Sorry I think I've been not being very clear
    This is the path I have at the moment, I would like to replace the +10 which cant be changed with the amount of resourced returned by the behaviour.

    It seems d ref will link to the data reference but I have no Idea where to link it.

    +<d ref=""/> +10 <IMG path="Assets\Custom Icons\wood.tga" height="28" width="28"/>
    

    Harvesting I'll try now to see if I can do that now.

    Posted in: Data
  • 0

    posted a message on Invisiblity and Resource Collection

    @DrSuperEvil: Go

    I cant find a text kicker with it sadly but I'm pretty sure there would be one since well you can count the resources.

    Harvest time just means they return straight away, would there be a way to set this to 1 second per 1 lumber but keep it mining for 10 units?

    Ok I'm confusing this with warcraft 3 >.< as it turns out sc2 doesn't do minerals like lumber.

    So I want to make it like warcraft 3 style where it mines 1 at a time (up to it's limit then returns).

    Posted in: Data
  • 0

    posted a message on Invisiblity and Resource Collection

    Thank you it works wonderfully.

    Now a follow up question on it.

    It seems you cant return a unit half way during it's harvest time, which I'd like to do (this may be because it's based on a vespane geyser) which is a pain.

    I also want to know the text code for the resource unit so that if they return early it doesn't just show +10

    Posted in: Data
  • 0

    posted a message on Tutorial Request

    Would be wonderful if someone could create a complete tutorial on how to make a custom resource.

    Posted in: Tutorials
  • 0

    posted a message on Invisiblity and Resource Collection

    1) Works but you then cant see the unit which is a bit hard to do.
    2) I have no idea about but I just straight up copied a scv and that didn't work so I'm guessing it's added as an event on the resource using that behaviour?

    Posted in: Data
  • To post a comment, please or register a new account.