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    posted a message on (SOLVED) Collision Interrupts morph command

    Nice! That solves the initial problem, but still leaves the other issue. 

     

     The other issue is pretty serious as well since if you have multiple zealots with different weapons selected, some guns, some blades and you select all of them the ability to morph back to blades orders the ones with guns to go to blades but then orders the ones already on blades back to guns! Can't figure out why its doing that.

     

    It's almost as if when you order the gun units to go to blades, all the blade units get the opposite order to go to guns but I just don't see how that is possible since the going to blade order has no effect tree and how could it trigger a totally different ability to activate? 

     

    SOLVED

     

    I have solved this by placing a requirement on the morph ability checking the units behavior! Thanks for the help DR Super. Can't believe I've had this problem for so long and solving it was as simple as checking an Ignore Placement Flag. Sheesh....

    Posted in: Data
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    posted a message on (SOLVED) Collision Interrupts morph command

    I have zealots with guns and blades. They can choose between their weapon systems and specific weapons must be researched. 

     

    It's fairly straightforward, when you tell the unit to activate the selected weapon, it is an effect instant with a SET effect which orders the unit to morph into the Zealot with gun actor, and then the second effect applies a buff which gives them the appropriate weapon. To deactivate the gun and return to blades, the command is a direct morph back to zealot with blades. All is fine as long as the zealots are not colliding with each other.

     

    I couldn't figure out why but they are always glitching in the game until now. When the zealots are in large groups and the orders are given in MASS to move or the zealots are standing to close Some will not morph properly. I have tried using the disable collision flags to no avail. I also added a buff to morphing units which disables colission and allows them to travel through other units. This does not work either. Another wierd thing that happens. When some of the zealots glitch and dont activate their weapons or morph properly (Or if you have a set of zealots with guns and a set of zealots with blades and you select them all to hit the deactivate (morph back to blades) command. It also orders the zealots without guns to morph to guns. I can't figure out for the life of me why it is ordering the zealots with blades to go to guns. There is no issue order on that ability since its just the morph ability.

     

    Long story short, it is extremely glitchy when you try to group up multiple units and have them morphing from guns to blades and back and forth, and it is all caused by collision with nearby other zealots.

     

    I don't know why simply disabling collission didn't solve the problem. Again I've added separate buffs to disable collision and it still doesn't' fix the problem and none of the flag settings seem to solve it either. If you want I can post a video for you of the issue. I also need to make it so when you have Zealots with guns, and Zealots with blades selected in a mass group and you want to order the zealots with guns to morph to zealots with blades it doesn't also morph the zealots with blades to guns. 

    Posted in: Data
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    posted a message on Static Beam with diminishing return on Damage

    I have a Beam attack that fires the same distance every time with a specific width as well. Regardless of the target distance, it will always fire and deal damage to all units in a straight line. I do this with periodic offsets and set the location to Source. I use a nice beam visual effect so its perfect. 

     

    Only thing is someone had an idea of making the damage deal less at the furthest points of the beam so that it has diminishing returns the farther you are away from the target. Not sure how to go about this since I'm using a periodic effect which does a search every 0.5 offsets. I use "no markers" to prevent damage from stacking multiple times. Anyhow, Its almost like I would need to setup either a validator to validate the range of the target from the caster to find the appropriate damage to deal and have a SET effect which applies all of the various damage types (types as in various distances).

     

    I was thinking switches maybe but haven't really worked with them much. Maybe there is a tutorial or someone could help me understand how to use the switches?

    Posted in: Data
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    posted a message on Make ground and screen shake

    Thank you!

    Posted in: Data
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    posted a message on Make ground and screen shake

    How can I make the ground and screen shake, like a massive earthquake is taking place?

    Posted in: Data
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    posted a message on Need to make more then 128 entries in upgrade

    I know this is a late / dated response but: VIA upgrade, or research ability, how could you implement the Modify Player Effect. I've done this before with Effect instant and effect target but not sure how to do it within a Research Ability.

    Posted in: Data
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    posted a message on (SOLVED) Creating a Quantity of Research Points from upgrades and research

    Ah yes! As I was searching for my own solution I recently started messing around with charges. Seems if I put charges on every available upgrade and set them all to the same value I can get it to work that way! Then I can use triggers to display the players current remaining "research Talents". Very nice indeed!

    Posted in: Triggers
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    posted a message on (SOLVED) Creating a Quantity of Research Points from upgrades and research

    I realize in hindsight the best way to do this would be to use the custom resource option since you can do it all with DATA. However, in my map the custom resource is not available since I'm using it for something else so therefore I would like a trigger solution. 

     

    My idea is this:

     

    I have various research and upgrade options. Besides the custom resource and terrazine cost, I want a 3rd cost which I call "Research Talent". I need a concise trigger solution to track the players remaining talents and then when they run out disable all their research options (Disabling and tracking available talents is the easy part. But setting up a trigger system to track what type of upgrade was researched is trickier since there are dozens of research options available, all with varying costs and I don't want to create a whole bunch of "If then else" statements. I think I have about 35-40 possible options all with different costs that I need to subtract from the players "Talent Pool", after they've completed their research or upgrade.

     

    Posted in: Triggers
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    posted a message on Seeking Actor Term Types Compare upgrade count

    Is there a term type where I can compare the current players upgrade count in an Actor Event?

    Posted in: Data
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    posted a message on (SOLVED) Set a Standard distance effect-target regardless of distance

    THANK YOU!

    Posted in: Data
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    posted a message on (SOLVED) Set a Standard distance effect-target regardless of distance

    Would that be Location Offset - End Value?

     

    Sorry tried this out without success. It's actually related to my other question with the issue order, which works now. Essentially I have a create persistent which creates a target unit at a location. I need it to always create the target unit at the maximum distance of the ability range regardless of where the player clicks. I did try source as you suggested but that doesn't seem to work.

     

     

    EDIT

     

    Okay I finally figured out what you are talking about. Do you have a link to a recommended tutorial for working with offsets? I have no idea how to set those offset values and Im highly interested in learning more as it could help me with a bunch of other issues.

    Posted in: Data
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    posted a message on (SOLVED) Create unit and then issue order to attack created unit

    In reply to DrSuperEvil:

     But the problem is the SET effect is set to a point. How is that going to work when you need the order to target a unit.
    I stand corrected! As I can see Caster History at work. Glad I'm finally starting to get the hang of this. Thanks again Dr Super Evil
    Posted in: Data
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    posted a message on (SOLVED) Create unit and then issue order to attack created unit

    I can't seem to find a way to reference the created unit even if I put a SET effect after the Effect Target Ability and before the Create persistent Effect, because the SET Effect target location type is Point / or unit. It has to be point because you need to use it on an empty space to create the unit at the location. Here is the order of things.

     

    1. Effect Target

    2. SET effect

    3. Create persistent 

       A.) Effect 1: Create unit at target point

       B.) Effect 2: Issue order: unit value: Caster, target ref: Set effect

     

    and thats the problem, the SET effect doesn't have an actual target to reference because it wasn't created yet!

    Posted in: Data
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    posted a message on (SOLVED) Set a Standard distance effect-target regardless of distance

    What im looking to do is the following:

     

    Effect Target ability with a designated range (lets say 8 as a standard)

     

    When you order the unit to use the ability, it launches a projectile (or does its thing, lets say a beam) in a straight line up to the maximum designated distance (range 8)

     

    It should not matter where you click, it should always fire at the same distance.

     

    How would you go about doing this? 

     

    Posted in: Data
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    posted a message on Beam hitting same target multiple times

    I have a behavior with a periodic search effect which drains a targets energy. I have a nice beam actor coming out using a create persistent and persistent until destroy flag. I use a range validator to destroy the persistent when the target moves outside of range. My actors are simple start persistent create and stop persistent and destroy. I have my search area set to a maximum of 3 targets.

     

    My periodic effect occurs every second. Problem is the beam hits the same target 3 times instead of only once. I tried putting the no markers validator on the search and create persistent effects but that didn't work. 

     

    I'm thinking I need to setup some terms in the actor but I'm not sure which ones.

    Posted in: Data
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