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    posted a message on Ability activating other ability with different hotkey.

    The abilities were not duplicated, just modified. None of my abilities are duplicates. Shouldn't be any crossover. *update* I did check Set ID. I had modified them both to be blank. All of the abilities are blank upon further inspection. Changed these two back to their original value, now they work independently. Thank you.

    Posted in: Miscellaneous Development
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    posted a message on Ability activating other ability with different hotkey.

    I have 4 abilities. 1 & 2 use hotkey E, 3 & 4 use hotkey R. The character can acquire either 1 or 2 and either 3 or 4. So you can have a combination of 1 & 3, 1 & 4, 2 & 3, 2 & 4. When the combination is 2 & 3 using 3 will also activate 2. Using 2 will NOT activate 3. None of the other combinations do this. I have checked the data hotkeys and in-game hotkeys. I have checked the command card. I have checked the ability command. The original abilities are Stimpack (Marine) and Defensive Matrix (Battlecruiser).

    Any ideas on what else the problem could be is appreciated.

    I am quite new to this editor, talk to me like it is my first day on the job, please.

    Posted in: Miscellaneous Development
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    posted a message on Passive Ability Cooldown Modifier

    In reply to DrSuperEvil:

     Thanks again. You have been a big help.
    Posted in: Data
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    posted a message on Passive Ability Cooldown Modifier

    In reply to DrSuperEvil:

     Alrighty. I gave this a shot, pretty sure I got it. Every ability I added to the effect was modified. Although, the add and subtract operations seem to remove the cooldowns entirely (maybe because the abilities were not specialize). The set operation seems to work just peachy (close enough). Thank you for all the information.
    If you are willing. Would you explain how to do this as an upgrade which does not require research?
    Also. I ramshackled something together using a Modify Unit effect tied to a behavior. It works, but not in the traditional sense. This subtracts 1 second from a cooldown every 4 seconds. Here it is;
    New Effect -> Cost^ + (Add Ability) -> Cooldown Operation (Add) -> Cooldown Time Used (-1)
    Behavior -> Periodic Effect (New Effect) -> Period (4)
    Posted in: Data
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    posted a message on Passive Ability Cooldown Modifier

    In reply to DrSuperEvil:

     Alrighty. Just to be clear; this method should require me to add each ability to the Effect: Effects catalog and modify each ability individually? Followed by adding the effect to the behavior.
    Posted in: Data
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    posted a message on Passive Ability Cooldown Modifier

    In reply to DrSuperEvil:

     That's what I have been trying to do. I just do not know what needs to be "turned on/off" with a modify player effect. I have been randomly changing variables in the Effect: Cost^ + (of the Modify Player effect) to no avail.
    I have only been using the editor for about 2 weeks, so my total knowledge of manipulating data is quite limited.
    I apprecaite the continued aid in this endeavour.
     
    Posted in: Data
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    posted a message on Passive Ability Cooldown Modifier

    In reply to Kelthin99:

     That is something I have thought of. I decided to pursue a different effect so that other units, such as Reaper, could have the same effect by just applying a behavior. Rather than having to make duplicates of all associated abilities. As it is currently; I am looking to have 3 abilities for each unit type (not all units will be used). If I wanted these passive effects/behaviors to be used by each and every unit I would have to make potentially dozens of copies of abilities.
    This is doable, just less desirable. The Kerrigan Ability Efficiency upgrade does something similar. It individually targets abilities and decreases their costs.
     Something else I have tried is modifying the rate at which time passes for the affected unit. Which works for cooldowns and attacks, but it also affects durations.
    Posted in: Data
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    posted a message on Passive Ability Cooldown Modifier

    I am looking for it to be built in to that unit type permanently. Like a weapon.

    Posted in: Data
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    posted a message on Passive Ability Cooldown Modifier

    In reply to DrSuperEvil:

     I am still at a loss. I have been using the Kerrigan Ability Efficiency effects and behavior as a reference to figure this out but I just can't see what I need to do. If you are willing and able would you walk me through this?
    Posted in: Data
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    posted a message on Passive Ability Cooldown Modifier

    In reply to DrSuperEvil:

     Alright. Thank you.
    Posted in: Data
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    posted a message on Passive Ability Cooldown Modifier

    In reply to DrSuperEvil:

     I think I can explain better with an example. I suppose the more accurate answer would have been unit type.

    Marine: Intensity - Attacks and abilities occur 25% more often. (20% cooldown reduction)
    Medic: Tenacity - Damage received is decreased by 20%.

    Ghost: Celerity - Movement speed is increased by 25%.
    The buffs (Intensity, Tenacity, Celerity) are intended to be applicable to any unit for unit cross-over (Marauder and Firebat could also have Tenacity).


    I am going to try and figure out this Modify Unit method you suggest.
    Posted in: Data
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    posted a message on Passive Ability Cooldown Modifier

    In reply to DrSuperEvil:

     This is for a single unit. Thanks again for your reply, you helped me on my previous problem.

    The effect is to specify the role of the unit. I have another unit which receives 20% less damage, another which moves 25% faster. The effects are intended to behave like an upgrade, except the unit starts with it and it never changes.

    I could just change all the base cooldowns of this unit's abilities, but this conflicts with ability cross-over (between units).

    Would the Modify Unit effect behave like a persistent ability? Timed intervals applying periodically.
    Posted in: Data
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    posted a message on Passive Ability Cooldown Modifier

    I am trying to make a passive behavior which increases attack speed and decreases cooldown times, by % values. I have the attack speed figured out but I can not figure out the decreased cooldown portion. I have a working behavior with button. Any suggestions will be appreciated.

    (SOLVED) EDIT: Something else I am having difficulty with is delaying the launch of a missile, not by much; maybe 0.2 sec. The ability is a modified Raynor - Toss Grenade. I am using the Attack Superior animation with a MarineMercenary model and am trying to get the missile to launch out of the gun once the gun is fully raised. (SOLVED) Took me another 8 hours to figure this one out. For anyone interested; in the ability's data add Cast Start Time 0.1 and in the unit's actor add a new event in Event: Events +. This event will be Ability -> "ability name" -> Source Cast Start, the term will be Animation Play -> "the desired animation and its property" with Time Type = Duration -> Time Variant = 1.

    Posted in: Data
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    posted a message on Problematic Psi Orb Cursor Splat

    In reply to DrSuperEvil:

     Perfect. That was exactly what I needed. Thank you.
    Posted in: Data
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    posted a message on Problematic Psi Orb Cursor Splat

    I have been trying to change the size of the High Templar - Psi Orb cursor splat. I have gone through half a dozen different methods including creating a Cursor Effect tied on to the Search Effect. Nothing seems to affect this specific cursor splat. I have also been unsuccessful in changing the model of this cursor splat.

    I have been successful in changing models and sizes of other cursor splats, Psi Storm is an example.

    Any suggestions on remedying this issue will be appreciated.

    Posted in: Data
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