I am taking the creation of this unit very slowly so I can learn persistents and everything involved at a healthy pace. Soon I will recap on this. For now, here is a new set of questions:
1. How to make ability that involves pulling another unit towards the casting unit and visa versa?
Similar to the Abduct ability on vipers, I want to make an ability that involves pulling a unit towards the casting unit. I also want to understand how to set things up so when a missile is launched at an enemy, it will push the enemy back. I think I asked you about this a while ago, but I believe I can better understand it now with my slightly improved understanding of persistents. So far what I've tried is simply using an apply force on a unit and it barely even made the unit budge and the viper's abduct ability setup being so complex, I am having some trouble understanding it.
2. How to automatically change the selected unit to another when something happens?
I am trying to make an ability similar to the adept's spirit ability. So far things are mostly working fine except that the newly spawn unit is not getting automatically selected when created. I spent a little while trying to figure out how this could be done and I am still unsure. Do you know how to do this?
Okay. So far the only part I am not quite clear on is the part about the create persistent and how to validate the unit. I still somewhat inexperienced with persistents. Could you explain in a bit more detail how I'd set a persistent like this up? I may already get this. By "targeting the point of a Create Persistent effect" I am assuming you mean a specific offset set in the persistent. What sort of validator would I use to check in the unit is moving in front?
I am still studying this carefully as well as looking over tutorials. I hope to understand this eventually. In regards to 2. This is working now. Turns out I just didn't notice the layouts getting created. For the meantime I have a few other trigger related questions. I'll start with the one that has to do with the our previous discussion.
1. What is the purpose of the modified buttons and are those buttons moved in the same way as the modified buttons?
Since I am not that knowledgable about this part, I wondered what the purpose of adding modified ui buttons is or if these are definitely needed?
2. Allowing players to change hotkeys in change and save a hotkeyprofile.
I wanted to set things up so that players could set up their own hotkey profile and save it so that it could be used over multiple games. Now I am not sure if this is possible or not. Since you have more experience than I do I thought I'd ask you. I was noticing these trigger actions:
Alright. That seems to be working. I'll move onto todays questions now.
1. [Revisting] Caterpillar question. How to make a unit follow another unit?
You said this in post #211.
"Use the thorner01 WOL campaign map Spawn Trains and Train Movement triggers for inspiration. For a data solution I would suggest a series of Create Unit effects that apply buffs to the created unit periodically ordering them to move to the source unit (their creator). Apply Force effects can be used to ensure that no unit strays too far. Actor wise use SOp(Forward Vector) SOps that use the scope of the source effect to find the actor to face."
Now I was also noticing that you suggested using an SOP forward vector. There is a number of things I am unclear about in this regards.
-Do I need to specify an actor under host>subject?
-I did notice a field for effects here. Would I input the periodic effect under the host forward>actor find effect?
-Do I need to use any sort of issue order ability with something like a move ability? If so, how would I specify them to move to such and such unit.
Been a little while, but now I can answer this. Here is what it looks like:
So far this is what it looks like. I've messed around with a few of these are so far no luck getting it enabled. Ik if I managed to reset the editor to default settings this would fix the issue, but I don't think if its possible to do this within the editor.
This happens in maps as well. I just accidentally took the picture while I was using a mod file. The way this problem started to begin with is that I accidentally mashed a group of keys and suddenly it disappeared. I don't know what I pressed to make it disappear.
Finally I can catch a break and get back to editing a bit more now.
1. Solved
2. Solved
3. I have two questions about this part. When you say defender are you talking about the unit that would take damage from the explosion? How do I specify if fatal. Is this a flag or some sort of effect or something else?
4. I think I may understand this part. Going to give this a try.
1. I've fixed all the aliases. I will do some more experimentation and see if something starts working. This is one of those situations where by all logic it should be working.
3. Darn. Maybe I can get that done using the editor I have on parallels.
4. What exactly does suppress drop off do out of curiosity?
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Todays questions 1. Multiple Switch Behaviors
I wanted to know if there was a way to have multiple units use a behavior type ability at once simply put. I have a behavior type ability on marines that switches on and off. When I tried having it switch on for each at once, it only works for one and the others aren't affected.
2. Changing Charges and build time Via behavior
Lets say I want to add 2+ charged to a warp gate when a behavior is added, how would I do this?
3. Help with understanding how to create this new mule.
So I had an idea for a new type of mule for another Terran faction. This unit when summoned automatically explodes after a few seconds. For each enemy it kills, then it returns a certain amount of resources to the player. How would I give the player a bonus group of resources when enemy units are killed.
4. Temporarily boosting an enemies' health or damage when it kills a unit.
So currently what I've tried doing is using a search effect with with validators, but the problem with this is the it seems to be targeting any of the same type of unit nearby when getting killed. I wanted to know what would be the best method about accomplishing such a task since you have more experience then I do.
Hello Jayborino. Would you ever consider doing some videos of melee mods per chance? There is a really good one I've been working on for a while. It is almost ready for full release.
Thank you. It worked perfectly! Also to answer the other two from before.
1.1 Yes. I started fixing these and it was solving the issue.
1.2 I set the subgroup priority of the worker to 100 after reading this and checked that the nexus had a priority of 2. For whatever reason, nothing changed after this. Maybe I am doing something wrong. The work flag is enabled.
Here is a look at what I was changing:
Nexus
Probe
I have just a few other questions for today. Most of these are is this possible sort of questions. As follows:
3. Is it possible to change these flags via behaviors?
Self explanatory.
4. Is it possible to change collisions using behaviors?
3 and 4 are ones I've been trying to figure out how to do for a while. I am not quite sure if its possible at this point.
2. For the buff behavior. Do I need some sort of create persistent added or just put that buffing behavior that applies the force on each unit that would need that buff? If so, could you give me a general idea how to set up the create persistent?
Np. I am not sure its possible, but I am not going to worry about it too much for now. Some of the people I've asked about it haven't been able to give clear answers.
Okay. I have two questions for today.
1. How to fix the selection priority on units.
There is a new scv that I created from scratch. Since it is a new type of scv that I created from scratch. When someone tries to select it in the mineral line. There is two problems. 1. They can only select one scv at a time. 2. Scrolling over the scv will often select buildings or even the mineral line. I basically wanted to know how these two issues could be fixed.
2. A makeshift way of adding unit separation
So you may remember a while ago when I was talking to you about units going off map. You said that I may need to remove that. At first it seemed to be working fine. Units were passing through doodads and off cliff. The problem is that the units are balling up into one due to lack of collision. I can't set the collision though since this would prevent them from going offside the map as well. I wanted to know if there might be a makeshift way of fixing this?
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It is so nice to see projects like these. I can tell you are very passionate about this and that makes it even better!
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Now I was also noticing that you suggested using an SOP forward vector. There is a number of things I am unclear about in this regards.
-Do I need to specify an actor under host>subject?
-I did notice a field for effects here. Would I input the periodic effect under the host forward>actor find effect?
-Do I need to use any sort of issue order ability with something like a move ability? If so, how would I specify them to move to such and such unit.
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1. Multiple Switch Behaviors
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2. For the buff behavior. Do I need some sort of create persistent added or just put that buffing behavior that applies the force on each unit that would need that buff? If so, could you give me a general idea how to set up the create persistent?
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In reply to DrSuperEvil:
Np. I am not sure its possible, but I am not going to worry about it too much for now. Some of the people I've asked about it haven't been able to give clear answers.