Go to each of your bases' Unit (Command Center, Nexus, Hatch/Lair/Hive) and in the Movement tab there are two Footprints, 5x5 contour and drop-off. In the Footprint there are three layers Pathing, Placement Apply, and Placement Check. You will be concerned with the last two Placement Apply and Check. In these layers there are sets. Go to Set One for each and click the Define Set button. Uncheck the boxes that say "Resource Drop Off" in Placement Apply and uncheck the boxes that say "Near Resources" in Placement Check. You will have to do this for all 4(?) Footprints.
"the only abilities left (and on command card) is Stop and Attack"
Are they grayed out or gone completely?
Check in the buff's AbilClassDisableArray. Sounds like when the buff is active it is disabling your Move and EffectTarget/Instant abilities. Which would cause them to gray out.
tooltip: Deals AoE damage around the caster, drains energy while active (or whatever)
icon: Bearclaw nozzles or something similar
Effect
name: Immolate Damage (amount of damage it does per tick)
type: EffectDamage
amount: 10
Effect
name: Immolate Search (applies the damage effect in a little radius to whatever units your specify)
type: EnumArea
arc: 360
effect: Immolate Damage
radius: 1
exclude value: caster
search filters: check enemy, neutral, or whatever you want it to affect. Scroll through the list and exclude things you don't want it to affect, Invulnerable for example
Validator
name: Has Energy
type: UnitCompareVital
compare: GT
compare type: current
compare value: 0
compare vital: energy
Behavior
name: Immolate (runs the Immolate Search Effect and drains the caster's energy)
type: BehaviorBuff
disable validator array: Has Energy
duration: -1 (stays on until you cancel or run out of energy)
period: 1 (time between periodic behavior effects, 1 per second)
period count: -1 (amount of times the periodic effect can run, infinity)
periodic effect: Immolate Search
vital regen: energy: -1 (amount of energy it drains per second, 1)
Effect
name: Immolate On (applies the Immolate Behavior)
type: ApplyBehavior
behavior: Immolate
Ability
name: Immolate (runs the Immolate On Effect)
type: EffectInstant (doesn't need a target)
command button cancel: Cancel
command button execute: Immolate
flags: check Transient (or your unit will stop moving then cast)
effect: Immolate On
cost vital: energy: 20 (or whatever, the amount of energy it costs to start the effect)
Add the ability to your unit's Command Card and you are good to go...oh wait you need a visual indicator.
Actor
name: Immolating
(shows a fire effect on the caster while Immolate is on)
type: Model, ModelAddition
events:
.behavior.immolate.on
...create
.behavior.immolate.off
...destroy
.actorcreation
...animplay fire [probably stand]
.animdone
...animname fire
...animplay fire [stand]
model: something appropriate, terran building fire or whatever
Actor
name: Immolate Damage
(shows a fire effect when units take damage from Immolate)
type: Model, ModelAnimationStyleOneShot
events:
.effect.immolatedamage.start
...create
model: firebat something something, makes a little fire puff
I assume you are wanting it to play some animation before it gets destroyed or you could just have the behavior.on event kill it. (Edit) Also, you are checking to make sure that Behavior gets applied and the Validator is correct right?
Units come with their own inherent CUnit_LifeRegenRate so there are at least two ways to do it.
Solution A
1.) Create two Validators, one to check if the unit is over 100 life, one to check if the unit is under 100 life
2.) Create two Behaviors, one to regen life, one to degen life
Solution B (clunky)
1.) Create the unit with its own regen
2.) Create one Validator to check if the unit is over 100 life
3.) Create one Behavior to degen life that will, in essence, cancel out the unit's regen
Validators
This Validator returns true when the unit has less than 100 life
name: Under100Life
type: CValidatorUnitCompareVital (used to compare/check things like life, shields, and energy)
- CValidatorUnitCompare_Compare: e_valueCompareLT (this is the logic gate, less than)
- CValidatorUnitCompareVital_Type: e_vitalTypeCurrent (the number we are checking, current life when the Validator is run)
- CValidatorUnitCompareVital_Value: 100 (this the number we are checking against, 100)
- CValidatorUnitCompareVital_Vital: e_unitVitalLife (this is the vital field we are checking, life)
This Validator returns true when the unit has greater than 100 life
this Behavior sets the unit's life regen to +10/sec while it is under 100 life
Behavior: UpTo100
Type: CBehaviorBuff
Duration: -1 (so it goes forever)
CBehaviorBuff_Modification_VitalRegenArray (used to set the regen/degen of life, shields, and energy)
- Life: 10 (+10life/sec)
CBehaviorBuff_DisableValidatorArray (runs this Validator(s) every tick, if they return false the Behavior is turned off)
- Under100Life
this Behavior sets the unit's life regen to -10/sec while it is over 100 life
0
@JimyStyles: Go
Transfer ownership of the building when the player gets near?
0
@Nahotnoj: Go
A player wouldn't be able to rebuild next to it if necessary would he?
0
@predoc84: Go
Go to each of your bases' Unit (Command Center, Nexus, Hatch/Lair/Hive) and in the Movement tab there are two Footprints, 5x5 contour and drop-off. In the Footprint there are three layers Pathing, Placement Apply, and Placement Check. You will be concerned with the last two Placement Apply and Check. In these layers there are sets. Go to Set One for each and click the Define Set button. Uncheck the boxes that say "Resource Drop Off" in Placement Apply and uncheck the boxes that say "Near Resources" in Placement Check. You will have to do this for all 4(?) Footprints.
0
@Xi0NsWrath: Go
"the only abilities left (and on command card) is Stop and Attack"
Are they grayed out or gone completely?
Check in the buff's AbilClassDisableArray. Sounds like when the buff is active it is disabling your Move and EffectTarget/Instant abilities. Which would cause them to gray out.
0
@Fender187: Go
I don't know about the select problem, but the footprints for the Virophage already exist as:
Unit Footprint: Footprint3x3CreepContour
Unit PlacementFootprint: Footprint3x3Creep
0
@Kueken531: Go
AbilityMorph, turn into a flyer, the flying version has high movement speed, when you reach the destination morph back.
0
@Kueken531: Go
So then don't use the teleport effect? Apply a behavior buff that increases movement speed by a silly amount and then just move the unit.
0
@Keyeszx: Go
"you can see them moving towards the location" wha...? He just disappears and reappears, no?
0
@Kueken531: Go
What's a "blended" teleport?
0
@homer_3: Go
Button
name: Immolate
tooltip: Deals AoE damage around the caster, drains energy while active (or whatever)
icon: Bearclaw nozzles or something similar
Effect
name: Immolate Damage
(amount of damage it does per tick)
type: EffectDamage
amount: 10
Effect
name: Immolate Search
(applies the damage effect in a little radius to whatever units your specify)
type: EnumArea
arc: 360
effect: Immolate Damage
radius: 1
exclude value: caster
search filters: check enemy, neutral, or whatever you want it to affect. Scroll through the list and exclude things you don't want it to affect, Invulnerable for example
Validator
name: Has Energy
type: UnitCompareVital
compare: GT
compare type: current
compare value: 0
compare vital: energy
Behavior
name: Immolate
(runs the Immolate Search Effect and drains the caster's energy)
type: BehaviorBuff
disable validator array: Has Energy
duration: -1 (stays on until you cancel or run out of energy)
period: 1 (time between periodic behavior effects, 1 per second)
period count: -1 (amount of times the periodic effect can run, infinity)
periodic effect: Immolate Search
vital regen: energy: -1 (amount of energy it drains per second, 1)
Effect
name: Immolate On
(applies the Immolate Behavior)
type: ApplyBehavior
behavior: Immolate
Ability
name: Immolate
(runs the Immolate On Effect)
type: EffectInstant (doesn't need a target)
command button cancel: Cancel
command button execute: Immolate
flags: check Transient (or your unit will stop moving then cast)
effect: Immolate On
cost vital: energy: 20 (or whatever, the amount of energy it costs to start the effect)
Add the ability to your unit's Command Card and you are good to go...oh wait you need a visual indicator.
Actor
name: Immolating
(shows a fire effect on the caster while Immolate is on)
type: Model, ModelAddition
events:
.behavior.immolate.on
...create
.behavior.immolate.off
...destroy
.actorcreation
...animplay fire [probably stand]
.animdone
...animname fire
...animplay fire [stand]
model: something appropriate, terran building fire or whatever
Actor
name: Immolate Damage
(shows a fire effect when units take damage from Immolate)
type: Model, ModelAnimationStyleOneShot
events:
.effect.immolatedamage.start
...create
model: firebat something something, makes a little fire puff
0
@Nahotnoj: Go
Behavior.CommandPointLocked.On
- Validate
- AnimPlay [death]
AnimDone
- AnimName [death]
- Destroy
I assume you are wanting it to play some animation before it gets destroyed or you could just have the behavior.on event kill it. (Edit) Also, you are checking to make sure that Behavior gets applied and the Validator is correct right?
0
@dubo863: Go
Units come with their own inherent CUnit_LifeRegenRate so there are at least two ways to do it.
Solution A
1.) Create two Validators, one to check if the unit is over 100 life, one to check if the unit is under 100 life
2.) Create two Behaviors, one to regen life, one to degen life
Solution B (clunky)
1.) Create the unit with its own regen
2.) Create one Validator to check if the unit is over 100 life
3.) Create one Behavior to degen life that will, in essence, cancel out the unit's regen
Validators
name: Under100Life
type: CValidatorUnitCompareVital (used to compare/check things like life, shields, and energy)
- CValidatorUnitCompare_Compare: e_valueCompareLT (this is the logic gate, less than)
- CValidatorUnitCompareVital_Type: e_vitalTypeCurrent (the number we are checking, current life when the Validator is run)
- CValidatorUnitCompareVital_Value: 100 (this the number we are checking against, 100)
- CValidatorUnitCompareVital_Vital: e_unitVitalLife (this is the vital field we are checking, life)
name:Over100Life
type: CValidatorUnitCompareVital
- CValidatorUnitCompare_Compare: e_valueCompareGT
- CValidatorUnitCompareVital_Type: e_vitalTypeCurrent
- CValidatorUnitCompareVital_Value: 100
- CValidatorUnitCompareVital_Vital: e_unitVitalLife
Behaviors
Behavior: UpTo100
Type: CBehaviorBuff Duration: -1 (so it goes forever) CBehaviorBuff_Modification_VitalRegenArray (used to set the regen/degen of life, shields, and energy)
- Life: 10 (+10life/sec)
CBehaviorBuff_DisableValidatorArray (runs this Validator(s) every tick, if they return false the Behavior is turned off)
- Under100Life
Behavior: DownTo100
Type: CBehaviorBuff
Duration: -1
CBehaviorBuff_Modification_VitalRegenArray
- Life: -10
CBehaviorBuff_DisableValidatorArray
- Over100Life
Find your Unit's Behavior array and add both of these Behaviors to it.
0
@homer_3: Go
Remove the Unburrow (edit: Burrow[unit]Up) Ability from the Command Card