• 0

    posted a message on Autospawn units using the data editor

    You could certainly use triggers. There are a lot of tutorial videos out there.

     

    So you could just have a train unit ability on the barracks with auto cast enabled. You're probably going to have to use triggers to have the units patrol a specific area. I don't know how else you'd do that part with the data editor. Unfortunately I know almost nothing about triggers.

    Posted in: Data
  • 0

    posted a message on Impact model not working

    Solved the problem. Didn't have the correct impact effect token for the action actor. (Still had the photon cannon damage effect) Now it works fine, the sound too.

    Posted in: Data
  • 0

    posted a message on How to limit the amount of units each spawner can have alive at one time?

    Ended up doing a charge based system where spawn unit charges are not automatically restored over time. Spawn unit ability applies a buff behavior to the unit that has a second effect triggering on death response, restoring a charge to the spawner. 

    Posted in: Data
  • 0

    posted a message on How to limit the amount of units each spawner can have alive at one time?

    Looks like this probably isn't gonna get any replies, so if anyone from the future finds this with the same problem, I'm gonna try using charges for the Spawn Unit ability.

    Posted in: Data
  • 0

    posted a message on How to limit the amount of units each spawner can have alive at one time?

    Hey, this is probably a triggers problem, but I am hoping this can be done in Data. If not please let me know the trigger solution.

     

    For simplicity sake, I have a Barracks "spawner" unit. It has a passive ability that spawns a Marine every 10 seconds. This ability is auto cast. I want each barracks to have a cap for the max amount of units it can have alive at one time. Let's say 10 Marines is the cap. If 10 Marines from that Barracks are alive, it won't make any more until one dies. (Each Barracks has its own cap, rather than all Barracks sharing the same cap) I believe the arcade game Zerg Hex uses something like this.

    Posted in: Data
  • 0

    posted a message on Spike damage

    I assume you mean Thorns damage? Your unit gets attacked > attacker takes damage.

     

    If so, use a buff type behavior. Look under Combat > Damage response. Change chance to 1 (the effect occurs 100% of the time), Location to Attacker (you want the attacker to take damage) and finally change the Vitals section to whatever amount of damage you want the attacker to take.

    Posted in: Data
  • 1.84772409465572

    posted a message on Trying to make this upgrade/Ability, how do I go about it?

    I'm by no means an expert with Data but I may be able to help you.

     

    From what I understand you want an ability that is unlocked through an upgrade on the Templar Archives, much like Psi Storm works. Simply give the ability to the unit and have the upgrade unlock it via have/learn requirements. For the ability, just use a buff behavior to apply the stat bonuses, and have it drain energy under the vital regen bonus scaled section under the Units tab of the behavior (use a negative number to drain vitals). Then use have energy/can use energy validators tagged to the behavior. I'm not really sure how to put the unit at 1HP but it's probably very simple.

     

    Regarding the green glow, just use an animation style one shot event. 

     

    Remember you can always look at how similar default abilities are made and "reverse engineer" them. You can copy how Stimpack was made for the stat increase, then look up Ghost Cloaking to find out how to drain energy. Look up Blink for the upgrade/unlocking ability as well as ability animation method.

    Posted in: Data
  • 0

    posted a message on Impact model not working

    Hey, what I did was duplicate the Photon Cannon unit along with the Actors for: Cannon, Attack, Attack Missile and Splat... the Models for: Cannon, Attack Impact and Weapon... as well as the Weapon and Effects. So I renamed everything to reference "Antimatter Cannon" instead of Photon Cannon Copy. Changed the actual art for the Models to something I liked, made sure to have them plugged into the Attack action actor under Impact Map as well as the Missile actor.

     

    Here's the problem. Only the missile model works in-game, the impact model doesn't show up at all. I know I probably missed some teeny tiny detail. Maybe with the Events of some actor. (I've never been great with understanding Events) I remember having this problem years ago but I guess these forums have changed quite a bit and I can't find the answer by searching.

     

    Edit: Just tested and the impact sound isn't working either.

    Posted in: Data
  • 0

    posted a message on Replacing map texture with one from a different map causes incorrect color on minimap. Need fix!

    So I guarantee someone knows how to fix this as mixing and matching textures from multiple maps is what nearly every melee map maker does.

     

    If I create a new map using (for example) Shadow Corps, and I replace the ShadowCorps1 texture with the IceWorldEx2_1 texture, when I load the map in game the Ice World texture appears to be green instead of white on the minimap. This seems to happen to me a lot, with textures appearing blue and sometimes purple on the minimap. I assume this has to do with lighting or something. Does anyone know how to fix this? Thanks!

    Posted in: Data
  • To post a comment, please or register a new account.