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    posted a message on How to create custom resource and the progress bar that shows it?

    Hi, again.

    I made ​​a map. Now the timer starts when the unit starts to move or attack, and off when the unit becomes idle. But now the timer is activated with a small pause. I also made ​​a short delay before the restoration of timer.

    Now the hard part. How to make the units could not use abilities when the timer to expire?

    Please, help!!! I'm so close to my dream!! ))) Here is the map.

    P.S. There is another problem. Sometimes the timer operates independently, regardless of the behavior of units.

    Posted in: Miscellaneous Development
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    posted a message on How to create custom resource and the progress bar that shows it?

    I meant that a necessary condition for ability is always enough time.

    Posted in: Miscellaneous Development
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    posted a message on How to create custom resource and the progress bar that shows it?
    Quote from DrSuperEvil: Go

    2. Need more info to be able to answer that.

    Try to explain. The logic is: 1. Create timer window that displayed as progress bar. 2. Set duration 10 second. 3. Create cycling of the timer, from the moment when it is completely expired. Including a small delay before the rollback to reverse up to 10 seconds. 4. Set the timer recovery condition at a rate 0.3 per second. 5. Create the trigger that consumes 1 sec when selected unit is active. 6. Specify the condition under which a unit can not use abilities when the timer expires.

    Left2Die contains mass triggers about timers.. try to understand. Have any idea how to do it?

    Posted in: Miscellaneous Development
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    posted a message on How to create custom resource and the progress bar that shows it?

    @DrSuperEvil: Go

    Thx, i'll try this with buff. And I'm thinking, is better able to tinker with the timers? Create a timer as a resource and create additional conditions for use abilities. Is this possible?

    Posted in: Miscellaneous Development
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    posted a message on How to create custom resource and the progress bar that shows it?

    Hello everybody!!

    Task is to make a resource that would be consumed at the time of the controlled unit. This resource should be displayed as a progress bar. When the controlled unit is active (using an abilities: move, attack, any other) this resource is consumed at a rate of 1 per second of real time. When the controlled unit is idle (not moving, not attacking) this resource is restored at a rate of 0.3 per second. When resource ends unit can't use any abilities including the move.

    Tried to solve this through the data, but it may be easier to create a trigger. I realize that maybe it is not easy, and I will be very grateful for any help and participation! Maybe throw thoughts for reflection, I finally stuck))

    Do not miss the past, I thought of an awesome mechanics, but lack the skills to work with the editor.

    Posted in: Miscellaneous Development
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    posted a message on Disable AutoFire & Make AutoFire Ability

    I need to click manually for each attack in normal mode. How to disable the pursuit? ))

    In AutoAttacking mode it is simply highlighting the flag Can't move. It is good for this mode, but not for HoldFire mode.

    Posted in: Data
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    posted a message on Disable AutoFire & Make AutoFire Ability
    Quote from arubaru304: Go

    hi again! yesterday i finished my map so i needed something fresh for a change, so i tried it.

    Hi!! Your map is good. Thanks for your time.

    I have done differently but result the same. I used two behaviors - 1 - disable attack, 2 - disable first behavior with a little buff on weapon (+1 damage and radius). Now, because of your help, I understand both methods, but my method has the disadvantage. When turn out the auto attacks, Marine continues to attack the target, which he chose to attack. Your method hasn't this problem, but I don'bt like the inclusion of the second weapon, instead of what can be changed simply buff first . ))

    Hooray!! My goal is close! left to be done an alternative resource.

    Need to make a general resource of energy, which would be spent in the time when the unit involves auto attacks. This resource should be visible in the upper right corner instead of the minerals.

    Thanks!!!!! You are really help me!

    Posted in: Data
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    posted a message on Disable AutoFire & Make AutoFire Ability
    Quote from DrSuperEvil: Go

    Sounds like you are using the wrong second behaviour for no2. Also it is the passive flag not the benign, my mistake.

    Yes, i redid and now worked okay. THANKS!!!

    But i found new method: it is possible to change scanning filters for choosing weapon. Simple uncheck the four markers. But in this case i get another weapon, rather than to change the behavior of the unit.

    Quote from arubaru304: Go

    you don't want to use basic weapon, but a dfferent one? make an ability that apply a behaviour. when that behaviour is ON the basic weapon will disabled and the secundary one (spell weapon) will activate

    For more understanding what i need, I'll try to explain.

    I need two modes of behavior units.

    1. Normal mode - units not attacking by default. Player can attack and move his units, but only manually.

    2. Autofire mode - unit in hold position, but can attack automatically. In this mode value of some params(damage,distance,etc.) may vary.

    At the moment I got to do with two behaviours - 1st cancel attacking, 2nd - disable 1st. But i don't understand how to make modify weapon parameters. And really want to do to be seen the damage radius like a tank in siege mode. ))

    Thanks for your support!! You are helping me a lot!!

    Posted in: Data
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    posted a message on Disable AutoFire & Make AutoFire Ability

    @DrSuperEvil: Go

    Thx for reply!!! ))

    Marine units have 1st behavior by default.

    2nd behavior not apply the benign flag. This behavior does not contain fields, which can be set benign flag. At least I have not found.

    Also i tried to do through the effect disable behavior, but result is the same.....

    I thought all of this is a simple task - i was too presumptuous ))

    Posted in: Data
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    posted a message on Disable AutoFire & Make AutoFire Ability

    @DrSuperEvil: Go

    Hi.

    I first make two Behaviors:

    1st - "hold fire" way, as you suggest.

    2d - "cancel hold fire". In line modification-Behaviors Disabled i put the previous "hold fire" behavior.

    Next i make Ability for Marine, wich start 2d behavior.

    At a time when i turn on this ability enemy marines start attacking, but my not!

    Posted in: Data
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    posted a message on Disable AutoFire & Make AutoFire Ability

    Hi, please help!!

    My tasks:

    1. Disable AutoAttacking by units, retaining the possibility of A - attack directly at the target.

    2. Give them ability "AutoAttack" which consumes energy and unit attacks enemy forces.

    I broke my teeth on this editor )) I did abilities but it does work bad. Marine shoots without a pause, and energy is not wasted.

    Thanks alot for any help!!!!

    Posted in: Data
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