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    posted a message on Unable to load 'Triggers' from mod file

    Hi guys

     

    Having a bit of a problem. Whenever I load up the map in the editor, I always get the above message for a specific mod file. I also get messages about multiple functions being modified due to being orphaned. I have no idea what could be the cause as it doesn't seem like the other team members have run into this problem. I've done a full replacement of all map files/mods from the current version yet I still can't seem to get in. Any ideas?

    Posted in: Triggers
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    posted a message on (Solved) Refunding ability cost on buff refresh.

    Yes solved, thank you!

    Posted in: Data
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    posted a message on (Solved) Refunding ability cost on buff refresh.

    Alright! Working as intended. I didn't create a persistent to act as a delay, but I took that concept and since I had a bunch of leftover parts from previous attempts, I ended up with:

     

    Ability -> Apply Buff target, Apply Refund Buff on Caster validated on the target having the buff

    Refund Buff -> 1s duration, expire effect Modify Unit 

     

    So I guess it was applying the refund before the ability cost. Thanks for all the help and ideas!

    Posted in: Data
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    posted a message on (Solved) Refunding ability cost on buff refresh.

    No, the maximum energy is 205. I'm wondering if it is applying the modify unit effect before applying the ability cost. That would explain why if energy is more than 165 it would reset to 165.

    Posted in: Data
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    posted a message on (Solved) Refunding ability cost on buff refresh.

    Hm I'm still having the same problem. The set up now is:

     

    Ability Effect: Buff Set

    Buff Set: Buff Apply Behavior, Modify Unit

    Modify Unit: Vitals - 40 Energy, Target - Impact Unit: (None):Caster:Unknown, Validators: Not Enemy, Count target behavior: buff = 1

     

    And I get a refund if energy is less than 165, otherwise any time I cast the ability my energy is reset to 165.

    Posted in: Data
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    posted a message on (Solved) Refunding ability cost on buff refresh.

    Actually the cooldown remains unchanged, I just want to refund the energy cost. I got it working such that the energy is refunded properly, but it only works if the energy pool has spent more than 1 ability cost.

     

    Example: the hero's pool is 205 energy. The energy cost is 40. One cast will take it to 165. If the energy pool is more than 165, say 180 or 175, the refund will restore it to 165 instead of to 180 or 175. If I have less than 165, it will restore properly.

     

    The effect setup is currently:

     

    Effect - Vitals: 40 energy

    Target - Impact Unit: (None):Caster:Unknown

     

    Any ideas?

     

     

    Posted in: Data
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    posted a message on (Solved) Refunding ability cost on buff refresh.

    Yes and I can confirm the buff does get refreshed. I initially had a Modify Unit effect, but changing the target unit didn't seem to be able to get it to affect the caster and it either applied to the target or not at all. Any tips on getting it to work?

     

    edit: Okay! I got it to work properly! Turns out it was just stupidity on my end. Had two behaviors set up for a requirement/validator and was applying the wrong one. After checking everything, the Modify Unit effect with the Target: Impact Unit - Caster option worked!

    Posted in: Data
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    posted a message on (Solved) Refunding ability cost on buff refresh.

    Hi again!

     

    I'm having a problem with creating a refund effect for an ability. The ability applies a friendly buff that lasts 40s. If the unit already has the buff, on refresh the cost of the ability should be refunded. I thought my best bet would be from the Effect: Refresh Effect on the buff using an Apply Behavior effect to target the caster using Effect: Unit but changing the targeting parameters to every option hasn't worked. 

     

    I've also tried using a trigger to apply the refund by checking to see if the unit being targeted by the ability has the buff already. The problem is since the ability applies the buff already, the condition always evaluates to true so the refund is always applied.

     

    Right now, I'm thinking of two other solutions and would like to see if there was something I'm missing.

     

    First is to make the ability a dummy and apply the buff through triggers. This way, when the ability is used, no buff is applied and the trigger condition should evaluate correctly.

     

    Second is to have the ability also cast a dummy buff on the caster. When the buff is refreshed, it'll search an area within the casting range and apply the refund as a Modify Unit effect with a validator that the dummy buff must be present on the unit. The problem I can see with this approach is it doesn't account for more than one unit within the search area having the dummy buff, so the refund might be applied to a unit that didn't refresh the buffed unit.

     

    Ideally, since our map is trigger heavy, I'd like an editor solution, but if there is no better design I will probably go with the first option.

    Posted in: Data
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    posted a message on Refreshing item buffs?

    That did the trick! Didn't even know about that field. Thank you!

    Posted in: Data
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    posted a message on Refreshing item buffs?

    Ah okay.

     

    So the base marine unit has a base laser rifle. I was tasked with making a bouncing projectile version of it, which I did. The bouncing projectile is nested inside another weapon I'll call bouncy laser rifle. It uses a buff triggered by a hero ability to temporarily replace the base laser rifle with the bouncy rifle for a duration, then swap back to the base laser rifle.

     

    Within the game, there is an upgraded laser rifle item that works by applying a buff to the hero while taking up a slot in inventory. It disables the base laser rifle and replaces it with the upgraded laser rifle. I created a bouncy version of the upgraded rifle using a similar buff. To get the upgraded bouncy rifle to replace properly, I remove the upgraded laser rifle buff, replace it with the bouncy upgraded rifle buff and use the expiring effect to reapply the upgraded laser rifle buff. However, this has the side effect of not tying the buff back to having the item in inventory, thus a little worry about exploiting inventory.

     

    I was wondering if anyone had a solution that did not involve dropping the item and picking it back up? I guess if I could remove the item then replace it in inventory, it might do the trick. Any thoughts?

    Posted in: Data
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    posted a message on Refreshing item buffs?

    Hello all,

     

    I'm having a problem with my map that I'm hoping someone might have the solution for. I am using a series of buffs to create and equip variants of a bouncing projectile rifle. My problem is the base rifle uses an item buff to override the default weapon, so when the duration for the bouncing projectile buff is over, I set the expiration effect to reapply the base rifle buff directly. I discovered that when reapplied this way, the buff will not be tied to the item, allowing the player to drop the item from the inventory, yet still retain the upgraded rifle buff. Is there any way to "refresh" the buff back to its normal behavior without forcing the player to drop and pickup the item?

     

    Thanks in advance!

    Posted in: Data
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