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    posted a message on Make the LoTV Reaver only attack units on the same cliff?

    To make it unable to shoot up or down cliffs, add Target Not Across Cliff under the Effect: Validators + field of the Scarab Launch Persistent Initial effect.

    However, there is an issue with this when it comes to ramps: the Reaver cannot target units across them. If you are looking for an exact replica of the Reaver from Brood War, then the solution is more complicated, as you would have to change some movers and collision.

    Posted in: Data
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    posted a message on Non-cancellable backswing?

    Create a Create Persistent effect that uses the effect of the weapon as the initial effect, make the persistent last the duration desired, and be sure to leave the Channeled flag checked. Replace the effect of the weapon with this newly created persistent effect.

    Posted in: Data
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    posted a message on (Solved) Make upgrades available when SCV is nearby

    Did the 4 second upgrade time arise only after adding the behavior/requirement setup?

    As for the auto cancelling, you can have the existing behavior periodically add another short-duration Buff behavior to the upgrading unit which, upon removal, orders the upgrading unit to cancel the upgrade.

    Posted in: Data
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    posted a message on (Solved) Make upgrades available when SCV is nearby

    I would add a behavior called something along the lines of SCV Nearby and make it a hidden behavior with an Enumerate Area validator that disables the behavior when there is no SCV nearby.

    From there, I would add a requirement to each upgrade that checks to see if the behavior is active on the unit under the Use nodes for the requirement.

    Posted in: Data
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    posted a message on [Solved] Void Ray Prismatic Beam reverse charge?

    There are many ways this can be accomplished, but I would set up three behaviors that last the desired duration. These behaviors would be used in validators in combination with a Switch effect to change the amount of damage done by the Void Ray.

    As for aesthetics, you can create a few Model Addition or ModelAnimationStyleContinuous actors which are created and destroyed appropriately according to the state of the behaviors on your Void Ray. The beam itself has separate animations which can be utilized by actions triggered by the three different behaviors.

    Posted in: Data
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    posted a message on [Solved] Void Ray Prismatic Beam reverse charge?

    You want a Void Ray that diminishes in beam power over time?

    Posted in: Data
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    posted a message on Attaching Weapon To Different Units

    @Hecks567: Go

    Based on what I've learned from working with the editor, much of its limitations lie in models and animation; to accomplish the effect described in your Ghost scenario, you're out of luck if you don't want to go into an external 3D modelling program such as Blender to add the animations yourself (unless you're really okay with the unused spell animations in the existing Ghost model).

    Posted in: Data
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    posted a message on Multiple buttons for the same ability

    To accomplish this, I would make separate Effect - Instant abilities for each stance that apply the "stance" (presumably a buff behavior) to the caster and set up buttons and requirements for each ability that show/hide the correct stance abilities when they are active.

    Posted in: Data
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    posted a message on Allow Burrowed Unit to be Attacked w/o Detection Whist Firing?

    You will have to create a buff behavior that suppresses cloaking on the Widow Mine. Then add a validator to the (Basic) Behavior: Validators (Disable) + field in the buff that checks to see if it is casting its missile ability, then add the buff to the burrowed version of the Widow Mine.

    Posted in: Data
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    posted a message on Explosion Color

    Experiment with the Set Tint Color action within the actor events for the explosion.

    Posted in: Data
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    posted a message on Air units stacking

    For each air unit, you would have to check an unused ground collision flag. As of now, there remains only the Unused (Land 16) collision flag to fulfill this function, provided you never want them to overlap (the Apply Force effect solution does not ensure they never overlap).

    Posted in: Data
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    posted a message on Stasis Ward help

    I am assuming you want to make these changes to the Oracle's Stasis Ward; you modified a bunch of data items which have nothing to do with the Oracle's Stasis Ward ability.

    Under the (Basic) Upgrade: Effects + field of your upgrade, add a new item. Set the type to Ability and the object to Oracle - Build Stasis Ward.

    Look through the field folders for the item called Time^: 5.0000. Change the operation to Set and the value to 1.

    Now go to the Behaviors tab. Create a new buff behavior called Oracle Stasis Field Timed Life. Check the Hidden check box under the the (Basic) Stats: Flags field of the behavior. Set the (Basic) Stats: Duration field to 5. Set the (Basic) Effect: Expire Effect field to Suicide.

    Go to the Effects tab. Create a new Apply Behavior effect called Oracle Stasis Field (Apply Timed Life Behavior). Set the (Basic) Effect: Behavior^ field to the behavior created above.

    Find the Oracle Stasis Ward Activate Set effect in the Effects tab. Add the Apply Behavior effect created above to the (Basic) Effect: Effects^ + field.

    What this does is change the build time for the Oracle - Build Stasis Ward ability to 1 second and makes the resultant Stasis Ward unit die after 5 seconds. This does not account for art/model/actor data; if you run into troubles with that then ask.

    Posted in: Data
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    posted a message on Heal attacker on fatal damage dealt w/ Data

    As vailreth said, you can have your unit's weapon apply a hidden buff to the unit it is attacking.

    Under the Combad: Damage Response^ + field, ensure the Fatal^ flag is checked and the Handled^ effect is set to a Modify Unit effect which heals some of the killing unit's health.

    To ensure the killing unit is the one healed, set the (Basic) Target: Impact Unit + field of the Modify Unit effect to Source Unit and the Effect to the Apply Behavior effect which applied the buff to the unit being killed.

    Posted in: Data
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    posted a message on Allow building on the corner of a cliff

    This sounds more like a pathing issue. Add Ground pathing to the desired areas in the Pathing layer of the Terrain Editor.

    Posted in: Data
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    posted a message on (Done) actor UI border color prob

    Right-click the UI: Unit Border Normal Color and click Reset to Parent Value > [Core.SC2Mod] GenericUnitBase. Repeat this for the UI: Unit Border Subgroup Color field.

    If this does not work, go into XML view and find the strings that correspond to these fields. They should look something like this:

    <UnitBorderNormalColor value="150,150,150"/>

    <UnitBorderSubgroupColor value="255,255,255"/>

    Change the numbers in the quotes of the strings to "NULL".

    Posted in: Data
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