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    posted a message on Can You Use Action Actors Without a Target Unit?

    @abvdzh: Go

    Thanks so much, abvdzh. It really means a lot that you took the time to help out a noob like me =P

    This stuff might be novice, but it's really hard to find anything about it online, so you've saved me many hours of tinkering!

    Posted in: Data
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    posted a message on Can You Use Action Actors Without a Target Unit?

    @advdzh

    Follow up: I've been following your instructions, but I could use some clarification if you don't mind. Also, I'm new to site operations, so I apologize for my limited understanding

    You said, "creating additional Site actor and using SopForwardVector site operation for flame orientation" My Question: For the new actor I'm creating, should the actor type be "Site" or "Site Operation (Forward Vector)"?

    You said, "you should create this Site actor in a point that your flame should facing" My Question: Is this set on the Action Actor, or on the Site Actor? Is it the "Actor: Forward" field?

    You said, "the Flame actor should have SopAttachWeapon" My Question: I assume by "Flame actor" you mean the Model Actor. Is this a field I need to modify, or a new actor?

    You said, "SopForwardVector with HostForward set to this Site actor" My Question: I found the "Host Forward" field on the "Site Operations (Forward Vector)" actor, but I'm not sure how to set it to the site actor.

    As you can see I'm quite confused. I apologize for asking so much of you, but this would help me tremendously if you don't mind

    Thank you! TJ

    Posted in: Data
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    posted a message on Can You Use Action Actors Without a Target Unit?

    @abvdzh: Go

    WOW! Thank you so much, abvdzh! I'm still unfamiliar with site operations, but it looks like you've given me enough information to figure it out. If I'm unable to get it working, would you mind if I PMed you?

    Also, I tried it using a ModelAddition actor, but for some reason you can barely see the model... couldn't figure out why. However, I should learn more about site operations anyway =)

    Thanks

    Posted in: Data
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    posted a message on Can You Use Action Actors Without a Target Unit?

    @hobbidude

    Thank you for the idea. I have tried this already, however. I also tried adding a benign effect (apply behavior) to the initial set and have it fire when that went off. Unfortunately it didn't make a difference =/

    And, to clarify, the flame should always come from the caster and go toward the target point of the ability's initial effect. The issue is nothing happens unless an enemy unit takes damage. The ability itself doesn't have a target unit, only a target point.

    Posted in: Data
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    posted a message on Can You Use Action Actors Without a Target Unit?

    I'm working on a map with alternate controls. Instead of ordering units to attack automatically, players will left click to aim their shots at enemies. Left clicks cause your unit to use an ability which mimics a weapon.

    I just created a new class which has a flamethrower attack which I copied from the hellbat. I'm using an action actor to display the flame animation which is created on the ability's initial search effect (I tried creating the actor when the ability is cast, but this didn't work). However, because the action actor relies on a target, it only appears when damaging an enemy unit. I would like it if actor would be created anytime the player left clicked, even if no enemies are around, but I can't figure out how to do it.

    The action actor uses a model actor to create the animation. I've tried adding an event directly to the model actor to create the actor on the initial effect, but this produces a lower quality version of the model for some reason.

    After 8 hours of trying everything I can think of, I'm hoping someone else has had a similar problem, or just understands action actors and events better than I do. Any help is much appreciated! Thank you

    Posted in: Data
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    posted a message on Return Number of Units Damaged by Effect?

    Good call, DrSuperEvil. What I'm doing now seems to be working, but I'll keep that in mind if I do it again.

    Posted in: Data
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    posted a message on Return Number of Units Damaged by Effect?

    Update: I found 1 way to do this, but I figure I'll keep the thread up in case someone else knows a better way

    I made a trigger that runs when my ability is used. To grab the number of units hit by the ability I just count the number of units in (unit group: find units) with the specific unit type.

    I had to add a short Create Persistent delay to the ability so the units don't die before they are counted, so it's not perfect, but it's working

    Anyone else have a better method?

    Posted in: Data
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    posted a message on Return Number of Units Damaged by Effect?

    I'm not sure if this is something I should do through triggers or the data editor, so I apologize if this should be in the "triggers" forum, but "Thanks!" in advance for the help.

    I have an ability in my game that fires an explosion from the caster and kills all units of a specific unit type in a radius. After the using the ability I want to grant the unit a behavior based on how many units were killed by the search effect.

    I also want to add a text tag on impact, so I'm hoping I can do it through a trigger, but I can't find a good way to do it through either at the moment.

    Any help is very much appreciated! Thank you

    Posted in: Data
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    posted a message on Adjust Cooldown Speed for Specific Abilities

    Ya, I assumed I would end up using a set catalog field value trigger... I was just hoping there was a better way. There's going to be so much math in what I'm doing, and the trigger will have to run so often =/

    Posted in: Data
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    posted a message on Adjust Cooldown Speed for Specific Abilities

    In my RPG-style map there's a stat called "Cooldown speed" which will lower the cooldown time of most of your abilities. However, there are a few abilities that I don't want affected by this stat. Is there a good way of doing this?

    I would just use a behavior to increase the player's cooldown speed, however it would also increase the cooldown speed of abilities that shouldn't be affected.

    I could also use a trigger to manually change the cooldown for each ability separately, but this would be a lot of work, and the trigger would run so often I'm worried it would lag the game.

    TL;DR: Is there a way to alter the cooldown of a group of abilities without affecting all abilities?

    Any help is much appreciated!

    Posted in: Data
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    posted a message on [Solved] How do You Change Dialog Item for Specific Player

    Thanks Hobbidude! I honestly don't know why I didn't just try this... I saw the option, but assumed it wouldn't work for some reason =P

    SC2Maniac... I thought about doing that, but I have over 100 buttons, so it would be quite a bit of work

    Posted in: Triggers
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    posted a message on [Solved] How do You Change Dialog Item for Specific Player

    The map I'm currently working on allows players to purchase upgrades by pressing buttons on a shared dialog. I want to alter several of the dialog items when upgrades are purchased, but only for the player who purchased the upgrade.

    Looking at the trigger editor, it appears I can't specify for which player the dialog items are altered. The only thing I can think to do is put each player on a different team in the lobby so that I can use "Players on Team", but this seems like a wonky workaround.

    Is there an easier way to do this? Does anyone know why you can't specify a specific player?

    Any help is very much appreciated! Thank You

    Posted in: Triggers
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    posted a message on Weapon's Target Sort field

    @Builder_Bob: Go

    I found this thread because I'm having the same problem... it looks like the TS field on weapons still does nothing? Or has someone figured it out?

    Posted in: Data
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    posted a message on [Solved] Can't get "Ricochet" attack to only hit each unit once
    Quote from ArchonTheWizard: Go

    TL;DR: Is there a way to apply a marker to the target of a behavior or the source of an effect?

    Nevermind! I found a wonky work-around. I changed the effect of the initial search to a set which includes a blank "modify unit" effect which targets the initial unit. I'm sure there was a better way to do this, but it's working now =)

    Thanks again for all the help, I've learned a lot today!

    Posted in: Data
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    posted a message on [Solved] Can't get "Ricochet" attack to only hit each unit once

    @abvdzh: Go

    Thanks so much abvdzh! After playing around with it for an hour I was able to figure it out. I still don't fully understand markers and validators, but I understand it much better than I did an hour ago =P

    There's still one thing I'm stuck on, if you don't mind a "follow-up" question: The Mutalisk effect is applied through the weapon, however my effect is applied through a behavior (Another attack adds a behavior to the enemy which fires off the first ricochet missile). I would like to add a marker to the target of the behavior, but can't find a way to.

    Currently I'm just excluding the target of the behavior from the subsequent search effects, but I'm duplicating this effect 50 times, and it would be easier if I didn't have to manually change the exclude fields on each search effect.

    TL;DR: Is there a way to apply a marker to the target of a behavior or the source of an effect?

    Posted in: Data
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