Finally I found out! I did not change "fraction" on search area on the damage effect. The fraction was 0, that was why it dealt no damage! I changed to 1. Now it deals full damage!
I am remaking the Baneling. As it´s normal attack on the ground it uses a new effect based on Scourge. It deals high damage vs one target and it works good. If burrowed, the baneling is supposed to deal splash damage when Explode is clicked.
To solve this I created a new damage effect. The damage effect has been added as an effect to the explode ability. Hence, when explode is clicked, the damage effect will also work and deal damage. But it does not work. I have filled all fields that are in the normal baneling attack, like search filters, radius of damage etc.
The bunker has a behaviour called "Bunker - Range bonus". When a marine is in the bunker its attack range is increased. When I go to modifications of that behaviour there is a field called "weapons" where weapon range has a value. I want an upgrade to increase that value.
An upgrade itself seems unable to modify that value. (I cant find it in the list when I search in the upgrade effect - field)
So I duplicate the behaviour "Range bonus" and adds +3 range. The upgrade is now told to give the bunker the new behaviour.
If I have 16 workers on 16 mineral patches they will make 1000 minerals / minute.
If I have 16 workers on 8 mineral patches they will make 800 minerals / minute.
If I have 8 workers on 8 mineral patches they will make 500 minerals / minute.
(The numbers are just an example)
So it will be more optimal to have workers scattered over several bases then having tons of workers in the same base.
(But of course having 16 workers in one base is still better then having 8 workers in one base. The best thing is to have 16 workers scattered over 2 bases.)
You have to do 3 things: Behavior: "Nexus - Chrono Boost"
Modification - Attack Speed >= 1.0
e.g. 1.15 means 15% faster Duplicate one of the "Time Warp - Is ..." validators
change its name
change its "Value" to "Photon Cannon" Add this new validator to the validator
"Time Warp Viable Targets"
This should make your Photon Cannons faster under the effect of a Chrono Boost.
This might be a silly question but I can´t find a good solution to it. In current SC2 I think that 28 workers is the optimal number to have in one base to generate most resources from it.
What aspect of the worker or mineral can I change to make 14 workers become the optimal number?
I can´t increase their collection rate, cause that just makes them more effective overall.. I can´t increase or decrease their mining time, cause they still have to travel back and forth from the base and the mineral patch. In the meantime, a new worker can work...
Just throw in a Remove Behavior effect so that on conversion it removes the converter buff. Also my map is for learning purposes and not copying, if you copy directly from it you will find it will not work as you want.
Where shall I add the Remove Behaviour effect? To the "test1 ownership buff". Effect: Final? Effect: Initial? I try to add it at lots of places, nothing works :(
I use the Super Warp Gate ability as a way to spawn Zerglings anywhere on the map. When I try to warp in burrowed zerglings the model does not show up in the game. Only a black & white sphere and an error message appears.
I have created a splash weapon for the phoenix from scratch. It fires a beam from it´s nose and deals damage to all enemy units in a small radius. The sound and the actors look fine.
All enemy units that takes damage from an attack shall recieve some kind of electric shock. (Just for visual purposes.) But I can´t get it to work for my weapon.
How can I do to add a visual effect on the attacked units?
I now fixed so the ability can be turned on and turned off. Thanks for your help.
But the attack still only works when the vessel is standing still. I've tried a lot of stuff but nothing seems to work. Any ideas?
I try to add a range actor and I have looked at other abilities/units to see how it works. The white circle appears once an ability is choosen to be casted, to show the cast range of the spell. I want it to be permanent on, for as long as the vessel has it´s ability activated. (A player can see how large area the anti missile defence ability covers.)
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Finally I found out! I did not change "fraction" on search area on the damage effect. The fraction was 0, that was why it dealt no damage! I changed to 1. Now it deals full damage!
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I am remaking the Baneling. As it´s normal attack on the ground it uses a new effect based on Scourge. It deals high damage vs one target and it works good. If burrowed, the baneling is supposed to deal splash damage when Explode is clicked.
To solve this I created a new damage effect. The damage effect has been added as an effect to the explode ability. Hence, when explode is clicked, the damage effect will also work and deal damage. But it does not work. I have filled all fields that are in the normal baneling attack, like search filters, radius of damage etc.
What am I doing wrong?
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I thought this one was not supposed to be tricky.
The bunker has a behaviour called "Bunker - Range bonus". When a marine is in the bunker its attack range is increased. When I go to modifications of that behaviour there is a field called "weapons" where weapon range has a value. I want an upgrade to increase that value.
An upgrade itself seems unable to modify that value. (I cant find it in the list when I search in the upgrade effect - field)
So I duplicate the behaviour "Range bonus" and adds +3 range. The upgrade is now told to give the bunker the new behaviour.
In the upgrade effect field, I choose
type: behaviour,
object: bunker range +3
and operation: add
This does not work at all.
How can this be done?
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Thanks for your input.
Another question:
If I have 16 workers on 16 mineral patches they will make 1000 minerals / minute.
If I have 16 workers on 8 mineral patches they will make 800 minerals / minute.
If I have 8 workers on 8 mineral patches they will make 500 minerals / minute.
(The numbers are just an example)
So it will be more optimal to have workers scattered over several bases then having tons of workers in the same base.
(But of course having 16 workers in one base is still better then having 8 workers in one base. The best thing is to have 16 workers scattered over 2 bases.)
How can that be done?
0
Thank you! It works perfect!
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This might be a silly question but I can´t find a good solution to it. In current SC2 I think that 28 workers is the optimal number to have in one base to generate most resources from it.
What aspect of the worker or mineral can I change to make 14 workers become the optimal number?
I can´t increase their collection rate, cause that just makes them more effective overall.. I can´t increase or decrease their mining time, cause they still have to travel back and forth from the base and the mineral patch. In the meantime, a new worker can work...
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How can chrono boost increase production speed at a building as well as increase the attack speed if placed on a photon cannon?
I have no idea how to get this to work. O_O
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Anyone knows?
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Anyone wanna have a look at my map to see what´s wrong? I can PM it to you. Anyone? Anyone..?
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Where shall I add the Remove Behaviour effect? To the "test1 ownership buff". Effect: Final? Effect: Initial? I try to add it at lots of places, nothing works :(
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I use the Super Warp Gate ability as a way to spawn Zerglings anywhere on the map. When I try to warp in burrowed zerglings the model does not show up in the game. Only a black & white sphere and an error message appears.
How can I do to warp in burrowed units?
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This thing drives me mad T_T
Anyone with any ideas how to get this to work?
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I try to make an upgrade remove the weapon of a unit and add a new weapon instead.
I have created a new upgrade and it´s upgrade effect is type: add behaviour.
I add the unit in Affected unit array +.
I have created a new buff behaviour and on it's modifications I go to weapon tab and disable old weapon and enable new weapon.
I make a new requiement called "Have upgrade x" and I add it as a requirment to the upgrade.
When I research the upgrade, my unit does not change weapon. It still has the old one.
Any clues?
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I have created a splash weapon for the phoenix from scratch. It fires a beam from it´s nose and deals damage to all enemy units in a small radius. The sound and the actors look fine.
All enemy units that takes damage from an attack shall recieve some kind of electric shock. (Just for visual purposes.) But I can´t get it to work for my weapon.
How can I do to add a visual effect on the attacked units?
0
I now fixed so the ability can be turned on and turned off. Thanks for your help.
But the attack still only works when the vessel is standing still. I've tried a lot of stuff but nothing seems to work. Any ideas?
I try to add a range actor and I have looked at other abilities/units to see how it works. The white circle appears once an ability is choosen to be casted, to show the cast range of the spell. I want it to be permanent on, for as long as the vessel has it´s ability activated. (A player can see how large area the anti missile defence ability covers.)
Any clues?