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    posted a message on add 1 charge count to an ability?

    @strhsxx: Go

    The action is Add Charges Used for Unit Ability. You add "-1" charge. Select the ability. Where it has the quotation marks "" you need to type in exactly the ability's charge link, which would look something like "Abil/ExperimentalPlasmaGun." You can find the exact type in the Costs+ tab of the ability, which I believe is actually "RaynorPlasmaGun" for the charge link.

    Posted in: Triggers
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    posted a message on Short List of Qs

    @DrSuperEvil: Go

    Thanks for replies,

    3. I have the source and target for the force abilities right, it's just that when it hits, the target only shifts a tiny bit, and I can't seem to make it impact harder and push further when I change the force amount.

    Posted in: Data
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    posted a message on Short List of Qs

    1. Charge abilities: I’m trying to make a “charge” ability (not like the zealot’s) that basically slides the unit towards a point, but obeys object or cliff obstruction, and creates an effect when it is stopped. Missiles?

    2. How do you force an ability to maintain its follow-through animation instead of casting and then being able to move the instant the cast is finished? I’m trying to get abilities to immobilize and disable all other actions for a short while after the ability is used, like a short cast-finished time. But, when I test all the cast modifiers in the ability section, they don’t seem to work.

    3. Knockback abilities. I can’t seem to get the force effects to work right. Can someone please point me to a how-to?

    4. Can you change a unit’s mover without morphing it? I noticed I can change a unit’s “plane” with a behavior, but how can I make it able to fly over cliffs and such? If I have to morph, how do I make it so the unit's HP/energy doesn't reset?

    Thanks for any help. Off to classes!

    Posted in: Data
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    posted a message on Attaching units and model visibility

    I cooked up a solution to one of my problems.

    Another question: Is there a way to make units unselectable when a player is boxing a selection (click and drag mouse)? Buildings do this somehow I think, wondering what exactly does it.

    Posted in: Data
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    posted a message on Attaching units and model visibility

    I'm trying to figure out how to attach units to each other. I've seen it done on games like Starcruisiers (I think it's called), where there is a main unit then some platform where other selectable units are attached to it. In my case I think I'll need to change attachments through triggers. Where can I find out how this is done?

    Also, I'm trying to figure out how to make a behavior actor attached to a unit be visible only to the player source of the behavior, regardless of who owns the unit. The Filter+ does not work quite how I want it to, as it determines visibility based on the owner of the unit, rather than the behavior. If I can find out how to attach units to other units, and be able to manipulate that with triggers, then I won't need to alter the visibility of these models.

    Thanks for any help/insight.

    Posted in: Data
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    posted a message on Mobile ability and unit box UI

    @StragusMapster: Go

    Well assuming I have the workaround to add and remove behaviors from specific players, how do I make the actor's filter reference the owner of the behavior when determining visibility rather than the owner of the unit the behavior is on?

    Posted in: Data
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    posted a message on Mobile ability and unit box UI

    @StragusMapster: Go

    I haven't been able to work on it for a day, but that's exactly what I thought before. I tried it, but the filters don't seem to work like that. They won't go by who owns the behavior, but rather who owns the unit. Unless there's something I'm doing wrong.

    How would you set the filter reference to the source of the behavior?

    Posted in: Data
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    posted a message on Mobile ability and unit box UI

    @DuckyTheDuck: Go

    Actually I'm talking about the model Briefing Unit Select persistentspellFX. There are a variety of them: red, green, protoss, etc. Actually, no they are not actors, they're models. I haven't found an actor for them. It seems the way they are typically created is through the trigger function Attach Model to Unit. In the WoL campaign they're used to point out units of interest, like on the first mission when you're ordered to destroy Mengsk's statues.

    I'm trying to figure out how I can create the model on a unit, but only have it visible for a specific player. I suspect this can be done my making a unit with the persistent FX model that I need, and cloaking it or something while I attach it to the unit I want it to show up on, but I don't know how to attach units to each other with either triggers or data.

    I made an actor for the model but the filter isn't quite working... probably because I'm applying the actor through triggers. The filter is hiding the actor based on unit ownership. Will it change if I did something like make it a model addition from a behavior based on the behavior's source?

    Posted in: Data
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    posted a message on Mobile ability and unit box UI

    @DrSuperEvil: Go

    They're models, Briefing Unit Select, persistentspellFX.

    Posted in: Data
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    posted a message on Mobile ability and unit box UI
    Quote from DrSuperEvil: Go

    2. A pic of what you are refering to please?

    Uh... the boxes are like the green ones in the Shadow of the Xel'Naga demo video on top of the SC2Mapster front page. I've been trying to figure out how to make those. I think you can make them show up for only individual players.

    This is its youtube video:

    Uh, yeah figured out what the boxes are, now just need to figure out how to show them for only one player. The game Starcraft Universe does it somehow...

    Posted in: Data
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    posted a message on Mobile ability and unit box UI

    Two Questions:

    1. How do you make an ability not stop a unit in place and interrupt a current Move or Attack command?

    2. How do you make an model addition show up for a specified player? I've tried to filter actors with use model attachments based on Behavior.On, but the filters only seem to base it on the owner of the unit rather than the owner of a behavior. How do you make a model addition actor reference the player source of a behavior? I know revealing a model attachment for specific players is possible because it's done in the Starcraft Universe game.

    Posted in: Data
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    posted a message on Issue order with string

    @Kueken531: Go

    The indexes are set in the Ability: Commands+ section of the ability data editor right? It does not seem like those are alterable for the Effect-Instant and Effect-Target type abilities I'm using. I think though even when using the index, I would be limited to that same ability when I try to get the unit to use the second ability, so I would basically almost have the same problem, not being able to get the second ability by manipulating the ability ID string.

    Three more questions:

    1. Can this code you posted earlier: " string id=AbilityCommandGetAbility(OrderGetAbilityCommand(EventUnitOrder())); " be used to to save an Ability Command Event's ID into the string? If so, I won't need to do the If Then Else-If

    2. Data question: Can you make it so an ability does not make the unit stop in place? Like, make it so an ability does not interrupt a previous move or attack order?

    3. In the SC Universe game, the makers were able to make it so that a green target box appears on a unit and only shows for the individual player who has clicked the target. I've been trying to figure out how to do that for a while now (creating an actor on a unit that only one player could see). I thought it was done with Transmissions since that is where you see the green box in the WoL campaign, but I haven't been able to get it to work yet. Do you know what this is?

    Posted in: Triggers
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    posted a message on Issue order with string

    @Kueken531: Go

    Okay I feel I'm close. I saw the Ability Command function earlier, but I don't understand what the index is. How do I set the index to the second ability that I want to fire through the trigger action in relation to the specific Ability Command used in the Event?

    I want to have a single small trigger for all the abilities I want affected for this trigger without having to create a massive If Then Else-If trigger.

    Thanks a lot for your help by the way. You've helped me before. Really appreciate it!

    Edit: I think I might just do the long If Then Else-If trigger... there does not seem to be any other way as good, and I don't think it will actually turn out that bad.

    Posted in: Triggers
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    posted a message on Issue order with string

    @Kueken531: Go

    I don't know how to do custom script, but I keep getting errors when I copied even just the first line. I would prefer to do it with the GUI, but it seems there is no way to convert an Ability Command ID to a string with GUI.

    Could I use a Catalog somehow? I think I would just run into the same problem.

    Posted in: Triggers
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    posted a message on Issue order with string

    I'm wondering how I can issue an order to a specific unit based on an ability another unit has used, except I want it to work universally for many abilities without having to list them all in an if then else-if series.

    For example, one method I have been trying to get to work is: Event: Unit X is issued order Action: Order unit Y to [CombineStrings]: "Ability command of triggering order" + "1."

    Basically I would have two abilities, Stomp, and Stomp1. When Unit X uses Stomp, it will command Unit Y to use Stomp1. I would have many abilities like this: Fart and Fart1, Slash and Slash1, etc. So this trigger would work for a variety of abilities that have a corresponding ability that another unit is commanded to use. Anyone have an idea how I could do this without creating a massive If then else-if trigger?

    Looking through the Galaxy editor triggers, it seems like this should be possible, but for some reason, sometimes it only lets me convert a unit name to strings, but I can't figure out the right combination.

    Posted in: Triggers
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