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    posted a message on Resource Split Upon Leave

    Why not just check if the change is positive? If you're subtracting the change whenever the gas changes, you're changing the gas, so yes, you'll have an infinite loop, and your gas would rapidly go back and forth between the pre-change and post-change amounts. Instead, use the condition that Triggering Player Property > 0, guaranteeing that subtractions will not cause the same trigger to occur.

    Posted in: Triggers
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    posted a message on Need some... Guidance.

    Delete the "Melee Initialization" trigger entirely if you don't want it to be a melee map.

    Posted in: Triggers
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    posted a message on casting interrupt ?

    You could always try marking the ability as uninterruptable. :)

    Posted in: Data
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    posted a message on Need some... Guidance.

    There are many tutorials you can check out, on this site and others. Blizzard themselves put up a few that are great for beginners.

    Attached is a map demonstrating the systems you requested, which are done through some pretty basic triggers.

    First, you must have an Event in your trigger in order for it to fire off. In this case, you want a Unit Enters Region event, with the region being one that you've placed on top of your beacon.

    Then I've put in a condition verifying that the unit entering the region is owned by player 1, and the beacons are not owned by player 1. Otherwise, the beacons are treated just like any other unit: they would teleport or multiply depending on which beacon it was.

    Finally, there are the actions. For the teleport beacon, I simply used a Move Unit Instantly action. "Triggering unit" refers to the unit that caused the Event to occur, which means the unit that entered the region is the one being teleported. For the destination, I used a Position of Unit function.

    For the multiply beacon, I simply used a Create Unit with Default Facing action, and where it asks for the unit type, I used a Unit Type of Unit function. Because I referenced the Triggering Unit in that action, I made sure not to remove the Triggering Unit before that action occurs.

    Posted in: Triggers
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    posted a message on Ordering a Drone to Morph

    Are you perhaps telling it to build off of creep, on a burrowed unit, or somewhere otherwise impossible for it to be built at?

    I just made a map with a hatchery, a spawning pool, a drone, a point, and the following trigger, and it worked just fine.

        Events
            Game - Map initialization
        Actions
            Player - Modify player 1 Minerals: Set To 1000
            General - Wait 2.0 Game Time seconds
            Unit - Order Drone [20.70, 31.03] to (Drone - Mutate into Spine Crawler targeting Point 001) (Replace Existing Orders)
    
    Posted in: Triggers
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    posted a message on Field of View

    This might help.

    Posted in: Data
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    posted a message on [Catalog, Upgrade, Behavior] Unable to modify DamageResponse

    If I use the text editor to insert a reference to that field, it gives me <d ref="Behavior,GuardianShield,DamageResponse[0].ModifyAmount[0]"/>. However, this still doesn't work as the catalog field. (It behaves identically to DamageResponse.ModifyAmount without the indices.) So no, it's not possible to modify those values via the catalog or via upgrades.

    Unless you manage to mimic the behavior using an effect, the best you can do is make multiple copies of the behavior and change which one your unit uses.

    Here are my thoughts on mimicking the behavior using an effect: you can link the damage response to an effect via the Handled field, and make a Modify Unit effect to add 2 to Life, but it would have undesirable effects for attacks which would otherwise hit for less than 2.5 damage. (2 damage would do no damage at all; 1 damage would heal your units.) And if the shield is able to stack, five of them would make any attack less than 10 damage heal your units...

    Posted in: Triggers
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    posted a message on [Solved][Effect] I need a second pair of eyes please

    Fixed it! I couldn't tell you what all I changed since it's been a few hours since I started messing around... Could run a diff report on the XML files if it's important. :P I know one thing I changed was the Launch Locations, which I changed from Target Point to Source Unit. I also changed the dummy searches to actually apply the damage, and I changed the Impact Effect of the Launch effects to utilize the dummy searches. Oh, I also modified the explosion actors to destroy when their animations are done (although I may not have done it correctly).

    Posted in: Data
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    posted a message on [Solved][Effect] I need a second pair of eyes please

    Change your north/south/east/west dummy searches so that their search actually applies the damage effect, and take the search out of the north/south/east/west damage effects.

    Edit: Well, I modified it and it killed the Zerglings, but something I messed up made the spawned grenades disappear. Let me try that again. :P

    Posted in: Data
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    posted a message on [Solved] How to control where a beam hits?

    Action attack actor -> Attachment tab -> Impact Attachment Query

    Posted in: Data
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    posted a message on [Solved]can I control MMO unit regardless off enemy select ?

    Sure. :P

    The problem:

    You need to set a Default Button for every one of your abilities. Once you add a default button to each of your abilities, they DO appear in the ability list as you would expect. (Additionally, the abilities shouldn't be usable on the characters to begin with if they don't have a default button and have that button selected in the unit's command card, where it says Ability Command. See second image.)

    Posted in: Triggers
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    posted a message on spectre is weird

    Well, I'm sure there's a simple solution we're all overlooking, but if all else fails, you could use a periodic trigger to tell it to attack the nearest enemy unit under the condition that it's within 10 distance of an enemy unit.

    Posted in: Triggers
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    posted a message on [Solved]can I control MMO unit regardless off enemy select ?

    Is its target a point? To be clear, I've attached an image showing where there are multiple different lists of abilities. Click the parenthesis right before the ability in the Grammar view, or use the Tree parameter view to select a different type of ability.

    Posted in: Triggers
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    posted a message on How to make text actor/tag? for a building that shows for any hero within range?

    You can do it via triggers with a text tag.

    You'll have one trigger with a "unit enters region" event, with the region being the area around the fountain. Use a Create Text Tag action with the Players parameter set to Convert Player to Player Group (Triggering Player). You'll probably want to store this in a Text Tag array at the index of Triggering Player for the sake of simplicity. (Use a Set Variable action to store it, and make the Text Tag array global.)

    Make another trigger with the "unit leaves region" event using the same region. Add a Destroy Text Tag action and reference that Text Tag array, once again with the index of Triggering Player.

    Posted in: Miscellaneous Development
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    posted a message on Where the heck does the archon's impact model originate from?

    I searched the entire actor data XML for ArchonAttackImpact, and it was nowhere to be found. I'm going to assume they hard-coded a reference to idImpact for the sake of attack actors that use GenericImpactModel. (You may notice there are no Impact Assets in there, but there are Launch Assets, which tend to be idLaunch.)

    Posted in: Data
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