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    posted a message on Ability does not level-up ?

    I implemented a trigger

    • Event : Any unit uses MyLevelableAbility, phase Generic 6
    • Action : Adds 1 level to the triggering capacity of triggering unit

    It works almost perfectly fine ! :) Except that instead of having the button greyed at level ten with 0 charge on it, I have a level 11 button showing, same cost than level 10 with 1 charge, but with no effect (my buff is only stackable ten times). I can click infinitely on it, spend the cost and have no effect.

    I added a condition :

    • ability level of triggering ability < 9

    (I assume it's the index 9 of the level 10 because with 10 it makes no change)

    The effect is that I have a level 10 button with 1 charge that I can click infinitely, instead of a level 11, but it won't be greyed. If I remove the trigger, I'm back to the former situation with the button greyed after ten clicks (no more charge) but the ability not leveling up.

    Any idea of where does that come from ?

    Edit: I managed with an additional disabler of the ability at level 10, + a dummy level 11 with a null cost and no charge. It's not the most beautiful manner but it works.

    My only concern is that the button is displaying a greyed level 11 which does not exist. If someone knows how to solve this i'm still interested :D

    Posted in: Data
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    posted a message on Ability does not level-up ?

    Hi there, thank you for your answers :)

    My preference would be to do it without triggers, but i'm not sure I'll be able to avoid it : I tried to link with a "Learn" capacity as proposed by DrSuperEvil, but the result is quite strange : it is simply ignoring the cost indexes of my instant effect ability. The ten levels are now free to buy :(

    If anyone has an idea how to fix that I would be interested... If not I'll try with triggers.

    Posted in: Data
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    posted a message on Turret Rotation - issue with the "buildable" ability

    According to what I read

    Quote from DrSuperEvil: Go

    That is a known issue with turrets you must destroy and recreate the turret actor.

    I unsuccessfully tried with the following events in the turret actor :

    • <On Terms="TurretEnable.MyUnit" Send="Create"/>
    • <On Terms="TurretDisable.MyUnit" Send="Destroy"/>
    • <On Terms="UnitBirth.MyUnit" Send="Destroy"/>
    • <On Terms="UnitBirth.MyUnit" Send="Create"/>

    Any advice ?

    Posted in: Data
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    posted a message on Ability does not level-up ?

    I have a problem with a stackable buff ability : I would like my units to be upgraded idependantly (+1 Attack for example). I understood that I should use the buff behavior to do that. I'm almost done but I'm still struggling with something.

    Here's what I did:

    - The unit has an attribute behaviour named "Attack", maxed at level 10.

    Then the scheme is :

    [Instant Effect] Ability "Increase Attack" ->

    [Apply behavior] Effect "Increase Attack" ->

    [Buff] Behavior "+1 Attack" ->

    Attribute "Attack" : +1 damage.

    - The ability has ten levels of costs (cost increases at each level) and ten levels of effect (actually 10 times the same "Apply behavior" effect)

    - The buff behavior is stackable 10 times, and add 1 point to the Attribute A.

    -> Result is :

    The ability works : it shows an increase of 1 in the attribute each time I click on the button. The damages increases correctly. I can do it ten times only, after the button is greyed.

    BUT > the cost is not increasing. Actually I understand that the ability is not levelling-up, still trigerring the first cost and the first effect each time clicked. How can I specify that on each use of the ability the cost index increases by 1 ?

    Thx for help

    Posted in: Data
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    posted a message on Turret Rotation - issue with the "buildable" ability

    Hi,

    I'm currently working on a tower defense. I'm sorry to come with another turret problem but I can't figure out this one :s

    My turrets are correctly working, except one point: if I add to the unit the 'buildable' ability (which I need), it won't rotate anymore. The interesting thing is that my turrets are actually fixed units, not buildings and thus they can die and revive. When the unit is revived, the turret start to function normally again. It's only during the first 'life' of the turret. If I remove the buildable ability, the turret can turn from its first 'life'.

    I thought it may be related to a difference in the events UnitBirth/UnitRevive and UnitConstruction.Finish or something like that but I don't manage to identify the exact root cause.

    any idea ? thx

    Edit

    This article seems to relate a similar problem, saying the turret actor should be destroyed and recreated. I tried with UnitConstruction.MyUnit.Start > Destroy and UnitConstruction.MyUnit.Finish > Create without any success.

    Posted in: Data
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    posted a message on [Data] Working with Turrets (Beginner Difficulty)

    @Kueken531: Go

    So simple in your file... Thanks a lot

    in a nutshell : site operation on the marine unit actor with pre-existing site operation actor "SOP attach turret", host : the phoenix model actor.

    Thx

    Posted in: Tutorials
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    posted a message on [Data] Working with Turrets (Beginner Difficulty)

    Hi again,

    I tried with the tuto on attachments, but my marine still not rotate.
    http://www.sc2mapster.com/forums/resources/tutorials/8926-data-working-with-attachments-beginner-difficulty/?page=3#p59

    I kept an additionnal marine model actor attached to the phoenix model actor because when I attached directly the marine unit actor to the phoenix, I had a lot of error messages
    (CActorUnit marine trying to exclude phoenix model whereas it is already done - did not understand)

    So I have 3 models displayed : one for the marine unit, one is the phoenix turret (correctly facing ennemies) and one for the marine "turret" that I want to attach to Phoenix Model.

    I tried with SOP Actor "Explicit Rotation" as explained in the other tuto

    so my Marine model actor as Phoenix as an host, with SOP : explicit rotation.

    But it still doesn't work. I can just flip my turret marine with the xyz variables in SOP Explicit rotation, but it still doesn't rotate... 3 days I am trying to have a turret marine... My motivation is fading lol...

    Posted in: Tutorials
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    posted a message on [Data] Working with Turrets (Beginner Difficulty)

    thanks again ! the opacity tip works fine !

    But sorry for being slow but how can I do the attachment trick ?

    I suppose I have to add an Host to my marine actor
    Host + : My phenix model actor

    and then make a Site Operation in the marine actor, such as SOP 2D rotation ? (but this one doesn't work )

    or should I create a dedicated site operation actor ?
    Thx

    Posted in: Tutorials
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    posted a message on [Data] Working with Turrets (Beginner Difficulty)

    thank you very much ! I will try that !

    But I' am not sure of a thing. I did not manage to reproduce it even if I managed it yesterday T_T.
    Now when I add the event to hide my unit actor (the one that will never rotate) with UnitBirth.Marine -> Set Visibility, it is hiding both models ! (unit model and turret model, generated with the turret model actor))

    How to hide a model in particular ?
    How to attach marine rotation to phenix model rotation ?

    Thanks again

    Posted in: Tutorials
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    posted a message on [Data] Working with Turrets (Beginner Difficulty)

    Hi there,

    First I would like to thank you for this tutorial : it is the only one I found concerning turrets !

    I was adding footprints to units to turn them into Towers of a tower defense game, but I realized that it was blocking the rotation of units. It seems logic after all, because it is a kind of anchor in the ground... Anyway, it is why I need to add a turret to my units, in order to have them rotate even with a footprint.

    I wrote here to require assistance on a curious point I did not manage to solve even with your tuto :

    So what I do :

    - creating unit form marine
    - creating actor from marine
    - creating turret object
    - attaching turret object to marine unit for his weapon c-14 gauss rifle.

    -> at this point, the unit is displayed stuck on the ground, but the turret is firing 360°. I need only to add a model to the turret.

    So what I do :

    - at Unit birth (Marine) I set visibility of Marine Actor to hidden
    - create a model actor for the turret
    - create a turret actor.

    When turrets enable, turret actor create. Turret actor is attached to model actor for the turret.

    -> at this point, the unit model is hidden, the model actor of the turret is displayed, but it still does not rotate !

    I do not understand how the turret can be rotating (it shoots 360°) and not the model, whereas it is attached...

    Would you have any idea ??

    Thanks for reading !

    Posted in: Tutorials
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