• 0

    posted a message on Need help getting a Behavior to add an Ability to a unit

    In reply to Zerix807:

     Did you duplicate the unit ?

     The name is a value like any field.

     What makes your units different is the unique ID (double left click on your item).

     

    Never ever change directly anything from the base game, whatever the dependence is.

    Except you create a module specifically to change the base game. Maybe. Sort of.

     

    Posted in: Data
  • 0

    posted a message on Need help getting a Behavior to add an Ability to a unit

    I read multiple times to understand the issue you described.

    And it seems to work fine in-game, so it should be an editor problem and I read again and conclude on :

    Because the standard borrowed and unborrowed Zergling "Unit" Actor are the same.

     

    Seems like a non issue. Your verdict ?

    Posted in: Data
  • 0

    posted a message on Need help getting a Behavior to add an Ability to a unit

    You're welcome !

     

    :D

     

    However :

    Pay close attention, a unit can hold up to 32 abilities !

     

    If you really need more, you need to create a trick which is to MORPH the unit to something else.

    The morph lasts 0.0625 s (= 1 / 16 s) and the model is the same.

     

    For example : Switch to Attacker, Defender, Supporter role with 32 abilities each.

     

    This trick supposes to watch / control inheritances before / after morphing.

     

    That's for another day. ;)

    Posted in: Data
  • 0

    posted a message on Need help getting a Behavior to add an Ability to a unit

    Hello,

    Quote from Zerix807 >>

    Making a map with RPG elements, including the equipping of items.  I've got an item that, when equipped, adds a Buff Behavior to the unit, and that's working just fine.  I'd like the item to also be able to add a passive Ability to the unit that equips it.  The Ability works if I add it to the unit directly, but I'd like it to be tied to having the item equipped and I can't figure it out. 

     Good. Thumbs up !

    Quote from Zerix807 >>

    The Behavior -> Modification field has the section "Abilities Enabled" that I can add the abilities to, but that doesn't seem to do anything.  I'm assuming that's because the unit doesn't have the abilities already, and I'm not sure how to give an ability to a unit and have it disabled by default.  Any suggestions?

    To disable an Ability, look for field "Shared Flags" and check the flag "Deactivated".

    Indeed, you must give the unit that Ability to make the Behavior modification work.

    When your Unit equips the item, the Behavior enables the Ability.

     

    The last thing to do is to show/hide the ability on the command card of the equipping unit.

    To do that, you need a Prerequisite :

    - Use the section "Show +".

    - Count the stack of Behavior as completed only at unit greater than 0.

     

    Let's change your Ability field "Commands +" :

    - Set the Prerequisite to the Ability command, usually "Execute".

    - Don't forget to set the state to "Restricted".

     

    And everything should work fine.

     

    Side note : I don't remember any way in Data Editor to give / remove an ability to a unit with Effects or something Data only.

    Even "Learn" Ability infers a direct adding to the unit.

     

    Small note : Years ago, I saw some people encountering a non issue, they tried to order a unit from triggers.

    Without altering the unit state :

    - Disabled state (may be Prerequisite "Use+") : User can't use it, triggers neither.

    - Hidden state (may be Prerequisite "Show+") : User can't use it, triggers can.

     

    Have a nice day !

     

    Posted in: Data
  • 0.956990480559697

    posted a message on [SOLVED]found a blank button to use for secret achievement but it still shows border on hover.

    Hello,

     

    The texture of the button is in fact a two panels top/bottom which represents the idle (top) and hover (bottom) states. See attached picture 1.

     

    That's not all. The image type rules how the texture is applied to the dialog item, here the button.

    - Border : Slices in 4 x 8 squares (= 32). See attached picture 2.

    - End Cap : Extends the texture from the middle. See attached picture 3.

    - Horizontal Border : Slices in 10 squares, but horizontally. See attached picture 4.

    - Nine Slice : Slices in 9 squares.

    - Normal : Applies the texture as it is, with box scaling.

    - None : No image.

     

    You can identify slices as 4 corners, 4 borders, 1 filler. Remember, if you create your image, that a square has a location and cannot be swapped because it is how the game manages the texture.

     

    And surprise ! For a button, you use "Normal" image type, but your image is a two panels.

     

    Have a nice day.

    Posted in: Data
  • 0

    posted a message on How to implement footstep sounds?

    Hello,

     

    The sound is sync with the animation. That's how we do this in an old-fashion way.

    SC2 editor is not recent enough to implement physical contacts between a physic bob and a texture of a surface.

     

    So, yeah, create a sound that sync perfectly with the animation and play it thank to Actor events.

     

    If you want to dig more, you should look for footprints (actual footprints, not the tab Footprint in Data Editor) of Nova in the snow mission, or any of many ground units who create footprints. I can't assure that there is a way to create a sound at the time a footprint decal is created, but that would be a proper way to make it.

     

    Anyway, good luck.

     

    Have a nice day.

    Posted in: Miscellaneous Development
  • 0.95703125

    posted a message on [SOLVED]choosing race changes some things in game.

    Hello,

     

    Look in your dependencies if you include the Warcraft mods (File > Dependencies).

    If so, remove them.

    If you want War3 assets, I'd say to use the graphic mod only.

     

    I'm pretty sure the random Race works fine.

     

    Have a nice day.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [SOLVED] movement speed is capped at 160 problem.

    You're welcome !

     

    :D

    Posted in: Data
  • 0

    posted a message on [SOLVED] Warning: Using 'Picked Integer' outside of 'PickEachInteger'

    You're welcome !

     

    :D

    Posted in: Triggers
  • 0

    posted a message on Prime Hunter 2.0

    Update 2.1 :

     

    We reduced drastically all prices in the Arsenal after a new calculation on "average amount money earned for about 100 games" basis.

    - Total XP reduced by 3 times. From about 5M to 1.5M per ship (including common upgrades).

    - Total SP reduced by 1/3 times. From about 180k to 120k per ship (including common upgrades).

    - Total Games reduced by 5 times. From about 500 to 100 per ship, to buy everything.

    Posted in: Project Workplace
  • 0.957091913033475

    posted a message on [SOLVED] how to change/remove the on click image and info?

    You're welcome !

     

    :D

    Posted in: Data
  • 0.957101782633697

    posted a message on [SOLVED] movement speed is capped at 160 problem.

    Hello,

     

    About movement speed, it also depends on the acceleration of the unit.

    - If the acceleration is low, your unit needs a certain amount of time to reach the maximum speed (the speed value). And in most cases, your unit may reach its destination before the max. speed, equals increasing the speed has no effect.

    - If you increase slightly the acceleration (Ex : From 2 to 10), you might notice that your unit is faster.

    - If you set the acceleration to 100, you will notice the change of speed. And you might not need to go to 160 for the speed (pretty sure that won't happen).

     

    About attack speed, make sure you change the correct field in your Upgrade.

    - If your Unit uses a Weapon, the field affecting the attack speed is the "Period" of that Weapon.

    - If your Unit uses a Ability, that differs according to which creates the delay between attacks. Could be the Ability cooldown (= "Cost" recharge duration) itself, the attached Behavior "Period", the "Persistent" Effect "Period" ... .

     

    You should not have issues, Upgrade tab works well. However :

    - You must add a change effect.

    - You must add the affected unit.

    - You may want a maximum number of levels.

    - You need an Ability of type "Research" that include the Upgrade.

     

    An upgrade level usually is 0 or 1.

    An upgrade with its level to 100 will apply 100 times the effect, so pay close attention to the operation you set for each change effect !

     

    One tip : Operator "Add" is opposite to "Subtract", operator "Multiply" is opposite to "Divide" and operator "Define" is opposite to itself.

    - When you set the upgrade level from 0 to 5, the change effect is applied 5 times. For example, it will ADD 5 times the value 0.1 to the movement speed.

    - Conversely, then, when you set the upgrade level from 5 to 0 (without doing any change to your Upgrade), the change effect is reversely applied 5 times. For example, it will SUBTRACT 5 times the value 0.1 to the movement speed.

    - If you use the operator DEFINE, it will set 5 times the value 0.1 to the movement speed (that would be non-sense) and either way the level evolves.

     

    OK ! On that note, if you still have issues, you know what to do.

     

    Have a nice day !

    Posted in: Data
  • 0.957111647694607

    posted a message on [SOLVED] Warning: Using 'Picked Integer' outside of 'PickEachInteger'

    Hello,

     

    Of course, it cannot work like this.

     

    Move both your actions in the correct action block.

    That is to say, drag and drop your actions in "Actions" of your loop "Pick Each Integer".

     

    You should read a basic documentation about programming (not forcibly a specific programming language) to understand the common instructions (in "General" category).

     

    Have a nice day !

    Posted in: Triggers
  • 0.957082038890807

    posted a message on [SOLVED] how to change/remove the on click image and info?

    Information appears when conditions are met.

     

    - Armor : You must set an icon (field "LifeArmorIcon") for the "Unit" Actor.

     

    - Shield : You must set an icon (field "ShieldArmorIcon") for the "Unit" Actor. The unit itself must set "ShieldsStart" and "ShieldsMax" (eventually "ShieldsRegenRate"). Shield armor is optional.

     

    - Weapon : 3 things.

    A) You must set a weapon to the unit. Optionally, the weapon is linked to a turret.

    B) You must create an "Attack" Actor. Look for example the "Marine Attack" Actor, it's a simple one. Note : Don't forget to change the "Article" at the bottom of the window (You may change the display to table view (Shortcut : CTRL+1)).

    C) You have to give the Ability "Attack" to your unit and add a button to its command card.

     

    - Weapon - Attack damage and bonus : The effect tree from the root effect executed by the weapon (Weapon tab) must contain exactly 1 Effect of type "Damage".

     

    - Weapon - Attack speed : Set a value for the field "Period" (works differently than Ability, field "Cost" might lead to confusion here).

     

    - Weapon - Target type : Set a filter "Target filters" for the weapon. Usually : Require - Air or Ground or neither, Visible ; Exclude - Self, Missile, Stasis, Dead, Hidden, Invulnerable.

     

    - Weapon - Display effect : Usually the same effect then the field "Effect". You may set directly the "Damage" Effect.

     


     

    At this point, you should get a tooltip or something like the attached picture.

    On the picture, you can see that :

    - I started with a Warp Prism.

    - I set to blank the wireframe.

    - I removed the icon for the armor.

    - I removed the icon for the shield.

    - I set to 0 values related to shield.

    - I gave a weapon with details like written above.

    - There are french words.

     


     

    Good luck !

    Posted in: Data
  • 1.87445595869391

    posted a message on [SOLVED] how to change/remove the on click image and info?

     

    Hello,

     

    1. Indeed, this is called "wireframe" for Actor of type "GenericUnitBase" (= "Unit") and other siblings.

    You can use a "blank" image (Ex : Assets\Textures\blank.dds).

    Do the same thing with shield wireframe.

     

    2. I need some more details about where you want to add these information.

     

    Scenario 1 : You want something standard.

    For attack damage, attack speed etc, you need to add a Weapon (same name tab) to the unit.

    Health, energy and shield are displayed by default, you can change in Unit tab.

     

    Scenario 2 : You want something totally customized.

    That goal is more complex since you have to learn how to use the UI Editor.

     

    Have a nice day.

    Posted in: Data
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