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    posted a message on Movement speed on ability target

    @DrSuperEvil: Go

    Don't do triggers? So what then, make a hardcoded buff for life and speed for each wave?

    Posted in: Data
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    posted a message on Movement speed on ability target

    Okay, I opened a new map, and tried it and it worked. The Infestor, and all of it's abilities, effects and behaviors are all set to default in my custom map though and it doesn't work when i make these changes. The units get damaged, and the fungal growth appears on them, but the movement is not effected.

    A thought on that, it's a TD, and I'm using a trigger to bump up the max life and speed of the units of a wave, but only once, right when the units are created, so it's not a continuous loop. Would setting the units speed via trigger somehow effect it's capability to be effected by a behavior that's trying to modify it's speed?

    Posted in: Data
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    posted a message on Movement speed on ability target

    starting with the default fungal growth ability, all I did was remove the disabling of the move ability, and remove the suppress movement flag, and set the Movement: Modification - Movement Speed Multiplier to 0.5 and all it does is add the fungal growth appearance and applies the damage. It doesn't slow their movement at all.

    Posted in: Data
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    posted a message on Movement speed on ability target

    @DrSuperEvil: Go

    Ugh I've tried to make Ensnare from scratch already and I don't know enough about all the required fields to get it to work. I figured just modifying Fungal Growth would be easier, but it's still not making sense to me I guess.

    Do I disable the Move ability type in the Abilitiy - Modification - Ability Classes Disabled field in the [Fungal Growth Movement] behavior or the [Infestor - Fungal Growth] behavior? I've tried it individually on both and then I realized I still don't know which of those two I'm supposed to modify the Movement Speed Multiplier.

    Posted in: Data
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    posted a message on Movement speed on ability target

    Other than the [Fungal Growth Movement] and the [Infestor - Fungal Growth] behaviors, does anything else need to be changed to get this to work? I've set both, and one or the other, and it still stops the units completely. Which behaviors and which fields in WHICH of those behaviors do I set?

    Posted in: Data
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    posted a message on Editor crashes - opening bnet maps

    Every time i switch to open bnet maps from local maps, the list starts to populate, and then it crashes. No error report. I've tried to hit cancel right away after logging in, but that didn't work for me. Is there anyone else who's seen this before and knows what the problem is? Or, is there any place I can download Blizzard maps? or even just MLG or Team Liquid versions of Blizzard maps?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Problems with Behavior

    @DrSuperEvil: Go

    Can you explain why you would use something similar to the neural parasite over this? I'm just curious it'll help me make better choices in the future :) Thx for the help too :)

    Posted in: Data
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    posted a message on Problems with Behavior

    The behavior is supposed to create the unit that's killed at the dead units point under the ownership of the killing player... I've added it to a Starport, but when I kill it, no unit is created in it's place.

    Field	Copy Killed Unit On Death
    Combat: Damage Response - Chance	1
    Combat: Damage Response - Cost - Charge - Count (Max)	0
    Combat: Damage Response - Cost - Charge - Count (Start)	0
    Combat: Damage Response - Cost - Charge - Count (Use)	0
    Combat: Damage Response - Cost - Charge - Hide Count	Disabled
    Combat: Damage Response - Cost - Charge - Link	Behavior/CopyKilledUnitOnDeathBuff
    Combat: Damage Response - Cost - Charge - Location	Behavior
    Combat: Damage Response - Cost - Charge - Time Start	0.0000
    Combat: Damage Response - Cost - Charge - Time Use	0.0000
    Combat: Damage Response - Cost - Cooldown - Link	Behavior/CopyKilledUnitOnDeathBuff
    Combat: Damage Response - Cost - Cooldown - Location	Behavior
    Combat: Damage Response - Cost - Cooldown - Time Start	0.0000
    Combat: Damage Response - Cost - Cooldown - Time Use	0.0000
    Combat: Damage Response - Cost - Cost Display	(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled)
    Combat: Damage Response - Cost - Technology Resource Cost	(0|0|0|0)
    Combat: Damage Response - Cost - Vital Fraction	(0|0|0)
    Combat: Damage Response - Cost - Vitals	(0|0|0)
    Combat: Damage Response - Exclude Effect Array	
    Combat: Damage Response - Exhausted	(None)
    Combat: Damage Response - Fatal	Enabled
    Combat: Damage Response - Handled	Copy Killed Unit
    
    Field	Copy Killed Unit
    AI: AI Notify Flags	
    Editor: Editor Categories	Race:Terran
    Editor: Editor Comment	
    Editor: Editor Description	
    Editor: Editor Name	Copy Killed Unit
    Editor: Editor Prefix	
    Editor: Editor Suffix	
    Effect: Alert	(None)
    Effect: Chance	1
    Effect: Creation Options	Birth, Drop Off, Provides Food, Provide Complete Tech, Uses Food
    Effect: Effect - Spawn	(None)
    Effect: Response Flags	
    Effect: Validators	
    Target: Location - Effect	(None)
    Target: Location - Value	Source Unit
    Target: Marker - Count	1
    Target: Marker - Link	Effect/CopyKilledUnitCreateUnit
    Target: Marker - Match Flags	(Disabled|Disabled|Disabled|Disabled)
    Target: Marker - Mismatch Flags	(Disabled|Disabled|Disabled|Disabled)
    Target: Origin - Effect	(None)
    Target: Origin - Value	Source Unit
    Tech Tree: Tech Aliases	
    Unit: Spawn Count	1
    Unit: Spawn Owner - Effect	(None)
    Unit: Spawn Owner - Value	Target
    Unit: Spawn Range	500
    Unit: Spawn Unit	(None)
    
    Posted in: Data
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    posted a message on unit death tracking in data editor

    I was just wondering if it would be efficient to have a behavior that causes a unit to cast an blank ability if it receives fatal damage (aka dies), which you can then use triggers to respond to unit deaths by the event Unit Casts Ability. My thinking follows the idea then that you would only need to simply apply this behavior to any unit type that you want to catch if it dies, and the event never fires for any other unit, thus avoiding the lag associated with "any unit dies" if tons of units die on your map.

    What do you think?

    Posted in: Data
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    posted a message on [Solved] Create random unit (between two) without triggers

    @qwertziopuy: Go

    Hmm you could use this then to make a blind warp spell as well... to teleport a unit to a random offset from a list of offsets from it's original point? cool.

    Posted in: Data
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    posted a message on [Solved] Create random unit (between two) without triggers

    @Nardival: Go

    There should probably be some sort of search area going on for something like this... I would guess. And then have some sort of changeable positive result so you could have an effect to create each type of unit, and then use the search area effect to determine which will be created. If your positive result can be modified somehow, that would allow you to use that to change which unit is being spawned and apply something random to that.

    It's all theory, but that's where I would start digging.

    Posted in: Data
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    posted a message on Resources for killing unit upgrade

    Okay...

    From what I can tell, there's no way to alter the resources awarded for killing a unit via an UPGRADE through the data editor, correct? I am currently doing it via triggers, but would love it if anyone knew of a workaround or maybe i'm missing something. Any ideas?

    Posted in: Data
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    posted a message on Resources for killing unit upgrade

    Well?

    Posted in: Data
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    posted a message on Resources for killing unit upgrade

    I'm sorry I wasn't more clear, I have that field that you showed me already set. I want to ALTER it with a custom upgrade.

    Posted in: Data
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    posted a message on Resources for killing unit upgrade

    From what I can tell, there's no way to alter the resources awarded for killing a unit via the data editor, correct? I am currently doing it via triggers, but would love it if anyone knew of a workaround or maybe i'm missing something. Any ideas?

    Posted in: Data
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