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    posted a message on [Unsolved] [Ability] Create Symbiote?

    On the Brutalisk and Leviathan units the shields and stab symbiote are separate abilities unlocked by the same upgrade. The Symbiote Carapace ability is only able to be autocast when a dummy buff (Carapace Taken Damage) is applied by a damage response of a behaviour on the unit. On autocast it uses a set that applies the shield buff, a buff that increases attack priority to taunt units and uses a search to supress the threat of other player units.

     

    The second ability is an Arm Magazine type ability called Abathur Symbiote Hangar which automatically creates an external ammo unit (like brood lord) and applies two buffs to it. The first buff periodically uses an apply force and teleport effect to keep it within range parameters validated by location range type validators while the second is disabled if the caster is buried and used by the autocast validators of the ability on the ammo unit to enable/disable the stab. The ammo unit is nothing special.

     

    Other things to note are under the Unit type actors for the Brutalisk and Leviathan are actor events that set the actor reference for the symbiote to the symbiote unit when the Symbiote Recall effect is used which is then used as the target of further actor events on the leviathan to adjust the opacity. 

    Posted in: Data
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    posted a message on Duplication of units when Dragged by Dehaka's Drag

    So no create unit/launch missile effects that make a placeholder?

    Posted in: Data
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    posted a message on Damage Targets in Line

    You also need to exclude the target unit from the search.

    Posted in: Data
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    posted a message on What makes zerg A.I units automatically burrow/unburrow and how to turn this off?

    Open the console and enter browse to oven the casc browser. You will find files called TactTerrAI, TactZergAI and TactProtAI. The tactical AI functions are in there. Target finds look for the best hypothetical location to use an ability for the tactical AI data to use.

    Posted in: Data
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    posted a message on Charge ability for additional effects?

    If you want two separate channel and then cast abilities you could use a combination of Combine validators that use Location Range and Unit Compare Behavior Count type validators on the first effect of the feedback ability.

     

    The Meditation ability adds buff stacks while channelled which are counted by the Unit Compare Behavior Count type validator with greater than or equals logic under an AND logic Combine type validator with a Location Range validator that compares the target is less then or equals to the leash. The combines are then under another combine with OR logic so it allows further casting if there are more buff stacks. This could be combined with a Range type actor to show the various cast ranges.

    Posted in: Data
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    posted a message on Charge ability for additional effects?

    So you are saying the ability has several ticks and the longer it channels the longer the leash range gets?

    Posted in: Data
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    posted a message on (SOLVED) Problem with Issue Order to Build Structure

    You using the right command index for the issue order?

    Posted in: Data
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    posted a message on (SOLVED) Problem with Issue Order to Build Structure

    You need a Unit Order Queue validator on your issue order that it does not already have a build order otherwise it will keep getting told to build in new locations before starting the first.

    Posted in: Data
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    posted a message on Charge ability for additional effects?

    From what I understand you want an ability you target at a point and based on how much channel time occurs the range the projectile travels increase proportionately. This can be done with different Create Persistent effects or Launch Missile effects with different movers. You can then have a Switch effect choose using Unit Compare Behavior Count type validators.

     

    If you want two separate channel and then cast abilities you could use a combination of Combine validators that use Location Range and Unit Compare Behavior Count type validators on the first effect of the ability

    Posted in: Data
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    posted a message on [unsolved] Set unit Facing speed or Facing while moving

    Apply an invisible unit with the turret and have your visual as a Model type actor attached to the turret.

    Posted in: Triggers
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    posted a message on Game attributes "locked when public"

    What is the game variant set to?

    Posted in: Miscellaneous Development
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    posted a message on Feedback Request: Hero Ability Ideas

    Problem with shroud is if their sight range is reduced to 1 they will be unlikely to see many other units to attack unless grouped closely together.

     

    With the null zone the destination damage/knockback would need a larger area than the travel knockback.

     

     

    Posted in: Miscellaneous Development
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    posted a message on [unsolved] Set unit Facing speed or Facing while moving

    What you using to set the real value used for the time?

     

    You could always use a turret.

    Posted in: Triggers
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    posted a message on Pick each ammo unit?

    Ammo units have the hidden flag so you could maybe search in a region very close to the centre of the unit?

    Posted in: Triggers
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    posted a message on Xel'Naga Tower Vision

    Just make the unit use a create persistent effect to reveal an area like the scanner sweep of the orbital command.

    Posted in: Data
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