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    posted a message on Ability-Casting Turret or any similar work-around

    Ok, I'll get to work on it then, thx.

    Posted in: Data
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    posted a message on Ability-Casting Turret or any similar work-around

    haha sorry guys ' it's just I want to make it as clean as possible so as to not mess with the weapons because of the attack effects I want to add later on.

    Is the casting arc on the ability or turret?

    In any case I'll try manually 1 more time if nothing then I'll take you up on that offer Dr, thanks.

    Posted in: Data
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    posted a message on Ability-Casting Turret or any similar work-around

    I need a structure unit which uses a turret to cast a certain Effect-Target Ability, but when ordered to do so it won't turn the turret to point at the target, thus not firing the ability at all.

    Point being I need to somehow be able to give the turret this ability which doesn't seem to be possible with the actual editor, so is there any way to have something similar or a nice enough work-around? like making the turret be an actual unit?

    Posted in: Data
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    posted a message on 2 attacks 1 unit

    Ok, sorry, I was kind of confused about how I wanted to do this at first but I have a clearer idea now.

    So I think the attack (infest) for now is fine as it is, so no need for 2 attacks.

    1st task:

    But what I'm needing right now is a UI progress bar displayed for either the caster or the target or preferably both, and the same color, that measures how much left untill infestation is completed.

    2nd task (stage 1):

    After that I need a splash damage effect that will create a DoT and will be gradually intensifying by time spent under the virophages attack, and the splash damage should be less intensified the farther away from the virophages main attack target, also this attack should barely damage robotic and mechanical units but still fully affect biological units in the splash AoE.

    2nd task (stage 2):

    After units are affected by the splash damage effect they should trigger a (behaviour?) buff that will spread a less intensified version of the spash damage to other nearby biological units with a chance that these units will be caught by the behaviour as well, (something like a viral/spreading irradiation), this should be all combined with the accumulating DoT from both the splash damage effect from the main attack and from the behaviour.

    2nd task (stage 3(final)):

    And last but not least I want an accumulating chance system that will either instantly infest or force morph (cancellable by destruction) into infested units.

    Sooo yeah, Incredibly complicated lol. Pretty much some of the gibberish on the 2nd task I can do by myself but I still need some guidance as to where to start.

    Posted in: Data
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    posted a message on 2 attacks 1 unit

    @DrSuperEvil: Go

    Forgive my ignorance but, overriding the other commands how? from what I've seen (which is probably off the mark) there's not much linking the weapon (do you mean the "unit" weapon or the actual weapon?) to the other commands.

    Posted in: Data
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    posted a message on 2 attacks 1 unit

    Just as the title says, I want to give the Virophage the colony infestation ability but I've tried all kinds of ways now and no such luck, somehow it seems the virophage just won't fire to start the channeling.

    Played around with actors, weapons, the turret, still couldn't find the issue. So as a scapegoat solution I found out that I could use the virophages attack and replace its vile stream effects for colony infestation effects, still, one issue remains, I want the virophage to have the infestation ability for buildings/structures but I also want it to have an actual attack which will damage and have other effects on units.

    So is it possible can I somehow give the virophague 2 attacks? 1 for structures and 1 for other units?

    Posted in: Data
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    posted a message on [Help] Undesired Creep Engulfed Overmind (Unit)

    @DrSuperEvil: Go

    ok so this would be on art flags field on the units model?

    Posted in: Data
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    posted a message on Passives and Upgrades

    @EchoedRequiem: Go

    make a validator with said upgrade, then go to the forementioned abilities and go to the Behaviour Disable Validator field and select pre-emptively made validator.

    Posted in: Data
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    posted a message on [Help] Undesired Creep Engulfed Overmind (Unit)

    Can someone help me with something?

    I Implemented the creep engulfment in a map I'm making but when I place an overmind (Unit) the creep covers the base of the overmind itself... I'm not sure if its because that base-around-the-overmind-area is a terrain object itself, or has a seperate actor, because creep engulfment is off for the units main actor.

    Anyone know what the issue could be?

    Posted in: Data
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    posted a message on [Help] Making a Buff appear on Creep covered Buildings

    BUMP

    Just a small matter left, the icon I've used for the buff status appears before creep arrives to the units radius, and even after creep dissapears from the surroundings the status Icon is still stuck on the UI, what fields should I change to fix this?

    Posted in: Data
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    posted a message on [Demonstrate]1.5 alpha hidden feature - Creep Engulfment

    Can someone help me with something?

    I Implemented the creep engulfment in a map I'm making but when I place an overmind (Unit) the creep covers the base of the overmind itself... I'm not sure if its because that base-around-the-overmind-area is a terrain object itself, or has a seperate actor, because creep engulfment is off for the units main actor.

    Anyone know what the issue could be?

    Posted in: General Chat
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    posted a message on [Help] Making a Buff appear on Creep covered Buildings

    @Spoolofwhool: Go

    Awesome! thanks spool.

    Edit: BTW any way I can get my hands on those new visual effects, that'll be coming out in HotS, before launch? specifically the creep one would be perfect lol. :P

    Posted in: Data
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    posted a message on [Help] Making a Buff appear on Creep covered Buildings

    So I don't need to set up a target before-hand? Just give the buff behavior to all terran buildings?

    Posted in: Data
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    posted a message on [Help] Making a Buff appear on Creep covered Buildings

    No, actually what I want is a buff that applies to Terran buildings so that when creep reaches the unit radius the buildings can no longer use lift-off abilities.

    So I tried to make a hybrid out of the fungal's movement and burrow supressal behaviour with some of the effects and behaviors of the ownership changer buffs but as expected didn't work out.

    Posted in: Data
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    posted a message on [Help] Making a Buff appear on Creep covered Buildings

    Need some help with this one, tried using both a search buff behaviour and the main buff behaviour itself, in combination with the On Creep, Target On Creep Validators but I still can't manage.

    If someone would be as kind as to show me an example in written or saved map file format I will very much appreciate it.

    Posted in: Data
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