• 0.961156278229449

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to sc2ggamer:

     3) In behaviors: modification -> behaviors tab, there is a "state flags" category, which has "suppress drop off", i don't know if that will work, i've never used it but worth a try. http://prntscr.com/ieuz1g
    If not, you can try using validators that check if the worker can return cargo at the building depending on if the target building has the behavior.
    Another solution could be to make the behavior apply a "Modify Player" that disables the dropoff unit from being a dropoff point for certain resources when its created, and apply a modify player that allows the dropoff unit to be a dropoff point for certain resources when its removed if you want it to be timed.

    4) This can also be changed with a "modify player" effect,  however a warning for both, it effects ALL of the said units of the type for that player
    Posted in: Data
  • 0.962679425837321

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    i tried :shrug:, if you spawn the units with triggers, there is one that you can specify their facing while creating it.

    Posted in: Data
  • 0.962607861936721

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    3. In the Actor, there is a "Animation:Baselines" field, where there are 2 index's (Stand and Walk). Put the walk animation in the Walk index.

    4. I have not done this, but there is a "Set Facing" message in the Actor's Event field. It might work if turnable flag is on.

    5. In the Unit, there is a field called "Behavior: Resource Drop Off" where you can specify what resources can be dropped off there (You might need to turn on the "Town Hall" flag).

    Posted in: Data
  • 0.96231884057971

    posted a message on Adept - Ability to make Psionic Transfer end early

    nvm tested it and is not working fully, gonna fix and post again

    Ok, make an ability that applies a behavior to the Adept, the behavior should last .125 seconds and do nothing. Make a new validator that targets the caster of "Adept - Phase Shift CU"(the effect to create the clone), and checks for the behavior you created.

    Add a behavior to the clone that lasts slightly longer than the "Adept Phase Shift Timer" (which when the phase shift timer expires, the teleport starts). Set the final effect to "Adept - Phase Shift Teleport Set". Leave the expire effect empty. Add the validator you made earlier to the behavior as a remove validator.

     

    Lastly, add the validator you made initially to the "Adept Phase Shift Timer" behavior's remove validator.

    Posted in: Data
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