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    posted a message on Attribute Scaling on Abilities

    hmm, kk. Thats sad...

    Posted in: Triggers
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    posted a message on Attribute Scaling on Abilities

    Is it possible to do this via data editor?

    Posted in: Triggers
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    posted a message on (Solved) Automated Refinery (No Geyser)

    This should not be a problem at all

    create a neweffect - effect type -> modify player change 'resources' to the amount of vespene you would gain each period

    Create a behavior -> type buff: improtant fields of the bahavior are

    - duration - -1 (= forever) - period - which ever time you want in seconds - effect - periodic add an your created effect

    now add the behavior to the refinery select the structure in the units tab and look for the behavior - behaiors+ field

    somewhere in these steps you might have made a mistake.

    Posted in: Data
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    posted a message on (Solved) Automated Refinery (No Geyser)

    You could add a behavior to the refinery which adds vespene to its owner in an interval. Would that solve your problem?

    Posted in: Data
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    posted a message on Launch a projectile in a direction instead of at a point?

    How would i go about if i wanted a projectile which targets the direction of my cursor but ignores my target point? Basically like a skillshot in League of Legends/dota etc.

    edit:

    Found an answer here: http://www.sc2mapster.com/forums/development/map-development/4399-make-a-fireball-ability/

    solved for me :)

    Posted in: Data
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    posted a message on (Solved) Skillshot ability w/o target unit/point?

    i will. thx 4 the help.

    Posted in: Data
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    posted a message on (Solved) Skillshot ability w/o target unit/point?

    thx k√ľken. i was pretty sure solutions to this issue exist. just wasn't sure what so search for

    Posted in: Data
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    posted a message on (Solved) Skillshot ability w/o target unit/point?

    I am wondering how would one go about, creating an ability that launches a projectile in a arbitrary direction without the projectile targeting a point or unit?

    The goal then is of course to have the projectile being destroyed on "contact" (via search effect) or being destroyed after traveling a certain distance (e.g. via modify unit effect)

    Posted in: Data
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    posted a message on (Solved) Missile launch location problem

    I am going to try that. Thanks

    edit:

    Got it working. Thanks a lot guys.

    marked as solved

    Posted in: Data
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    posted a message on (Solved) Missile launch location problem

    well, back to the editor I tried the 'Pattern Rolling Stripe', resulting in projectiles launching in random order switching between left and right barrel. I was hoping to having it switch every shot between left and right.

    I tried to determine any difference between weapons/units that launch missiles from one barrel and weapons that launch missiles from one barrel but I couldn't except for the field 'Display Attack Count' which only serves UI purposes.

    How can I create my own pattern method? I've found the tab but I can't figure out how this works.

    Posted in: Data
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    posted a message on Why does the editor seem so slow?

    The build up time for the UI in the data editor often increses, the longer I am mapping. I believe due to RAM capacity being hit. Easy solution: Shut down editor and reopen/restart it once in a while.

    Posted in: General Chat
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    posted a message on (Solved) Missile launch location problem

    I set the attachment query (I assume that's what you mean) back to default.

    No pattern Filter: AMFilterWeaponSetA0

    which apparently sets the launch locaion to the bottom right barrel.

    So how would I go about now?

    Posted in: Data
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    posted a message on (Solved) Missile launch location problem

    Well, I would prefer the weapon to launch two independant projectiles -> two launch effects. I managed that, no problem but as soon as two missiles are seperately launched from the weapon, they are lanunched from the units center point (selected fallback point of the weapon's action actor), not from one or even two seperate barrels of the units guns. I am aware that the launch location can be changed in the action actor for the weapon but the launch location will only be applied if a single projectile is launched. Else both projectiles will be launched from the fallback point. That's where I stand right now.

    Posted in: Data
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    posted a message on (Solved) Missile launch location problem

    Well, my weapon does not have a persistent effect. Simply a weapon with a 'launch missile' effect. Is it that extensive to add a second projectile to an existing projectile weapon?

    Posted in: Data
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    posted a message on (Solved) Missile launch location problem

    I got the impression, that the use of patterns always result in some type of... well, pattern in which projectiles launch from several points rotationally instead of launching them simultaniously. I'd like them to be launched one from each barrel, so two shots per attack period

    Posted in: Data
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