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    posted a message on Passives and Upgrades

    So for the life of me I cannot seem to get all these dumb upgrades and requirements sorted out.

    So first, I have a unit with a wall jump ability, I want this wall jump ability to only work once the upgrade has been researched. So I made a button for it, put a requirement that checks "Count upgrade of Wall Jump = 0" With the tree looking like

    Use- Equals: Count Upgrade: Wall Jump: CompletedOnly Constant: 0

    Now You would think this would work, however, the behavior works all the time. So then I made a validator, that checks the requirement, and applied it to the behavior, but still, it works with or without the upgrade.

    Then I have the same unit have another behavior, that when hit, grants them a 2 second cloak. This upgrade has the button and requirement linked to the behavior in the command card, requirement is set up the same way with another upgrade, yet it works with or without the upgrade. I just do not understand, can anyone help me out here? tried all sorts of different things.

    After much trial and error, I have found that the requirement node seems to be the problem. Rather than having it count equals it should just be:

    Use- CountUpgrade WallJump CompleteOnly

    Then do not link your command buttons to the behavior, give the unit all the behaviors in it's Behaviors tab, and set each behaviors requirements to the ones you made for the researches. Set the requirements of the buttons to those as well, then, if all goes well, it should work properly for you.

    Posted in: Data
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    posted a message on Jump Cooldown : Requirement Text : Unload While Moving
    Quote from iATEM4P5: Go

    let's work bakwards.

    on the unload ability, under flags, tick "transient"

    on the ability you want to change the requirement text of there should be a field "Default Error." Change the text (and text key) to w/e u want, ie: "Must give me $5 to use ability." for text key, you have to have something like "Assets/Text/UI/AbilityName/" or something like that... i forget the exact order

    adding a cooldown to the behavior didnt work hmm? not sure then... uhhhmmmmmm... you could have a persistent effect trigger when the reaper jumps. The persistent would then remove the jump behavior, then after x time (periodic duration) it would reapply the behavior. This is assuming the jump behavior cooldown doesnt work.

    1. The unload ability does not have a transient flag

    2. the requirement info is the tooltip box when editing the requirements in tree mode

    3. I'll give the triggered cooldown a shot, or at the very least try to get the requirement working, cause that as well is messed up

    Posted in: Data
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    posted a message on Jump Cooldown : Requirement Text : Unload While Moving

    Hey I can't seem to add a cd to the reaper jump, I try to add it in the behavior but it just won't work, any ideas?

    Also, I want to be able to change the text displayed on a requirement, instead of it saying stuff like "warp prism > 3"

    Annnd, any way of getting the unload ability to work while moving? Like, I want to just press the unload button and have it drop off the unit while continuing it's order.

    Posted in: Data
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    posted a message on Minimum Build Range?

    @DrSuperEvil: Go

    hmm interesting thought, I'll give it a try

    managed to get this to work, thanks bro.

    Posted in: Data
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    posted a message on Minimum Build Range?

    so I'm looking to make a building like the nydus network, but I want it so you can't build an exit network too close to the initial starting one, any ideas?

    Posted in: Data
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    posted a message on Cooldown start AFTER ability end

    @aFlyingchicken: Go

    Just a heads up, been trying to do this as well and got the same results as you, but I then went into the "use cloak" and just added a 1 second cooldown to it. Apparently, if the cooldown is set to 0, it won't bother linking it to begin with, even if your decloak uses the same cd link and has a cooldown. So now I activate cloak, wait 1 second, then activate decloak, and the decloak applies the 20 second cooldown to the cloak ability

    Posted in: Data
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    posted a message on reaper jump cooldown.

    Hey I'm ressing this cause I ran into a similar problem:

    I can't seem to add a cooldown to the reaper blink to begin with, I changed the values in the behavior so the cost has a time use, but it keeps working even right after usage.

    Posted in: Data
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    posted a message on Team Color Pylon Splat

    @hobbidude: Go

    I can tint to specific colours if using triggers or data, right now I'm working on specific upgrades for each color, that will tint all the projectiles / glow that colour (so you can have more than the basic team colours, The problem being that due to the original blue hue and omni light, the colours look off and bad, I tried texture swapping it but it wasnt working out

    Posted in: Artist Tavern
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    posted a message on Team Color Pylon Splat

    Figured I'd necro this rather than post a new one, can anyone hook a brother up? I tried using the texture set by id to switch it to a team coloured texture but to no avail

    Posted in: Artist Tavern
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    posted a message on Request: Team Coloured Zeratul

    Hey I remade the zeratul texture so that his gems were team coloured, now I'm looking for a way to make his blade and hero-glow team coloured as well.

    If anyone could do this for me, that'd be awesome, also, if you can, I'd like a full cape as well, rather than the tattered cape he normally wears, and if you feel really adventurous, a spot of player decals on said cape.

    The goal is to make a sort of protoss king, don't worry about crowns or anything, I managed to achieve that myself by making some buildings super small then attaching them to his head, looks pretty good actually.

    Posted in: Art Assets
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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID
    Quote from DrSuperEvil: Go

    That would require altering the model.

    Darnit. It's like Raynor's decal, they both seem to reference in game textures, but don't use them in the model itself. I suppose I can replace the texture of the weapon with a team coloured version

    Posted in: Tutorials
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    posted a message on [Data, Actor] [Events + Message] Texture Select By ID

    I'm looking to find a way of replacing Zeratul's green glow on his blade and origin with team colored versions, any ideas?

    Posted in: Tutorials
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    posted a message on Star Party [ MiniGames ]

    @Charysmatic: Go

    send me a copy and I'll see what I can come up with, also, you should change the game UI. put some borders on those no-border buttons.

    Posted in: Team Recruitment
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    posted a message on Start listing things that annoy you about the editor and I'll give to Blizzard

    I'd like to be able to change turret direction via triggers, rather than have to do the weapon fires at dummy unit work-around.

    I'd also like to see an implementation, or at least an explanation about channeled items

    Posted in: General Chat
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    posted a message on [Co-Op Horror] Haunted Forest (Inspired by Slender)

    @Bounty_98: Go

    half the people leave the game when they die in act one, and the people who are left won't get to play with the first half when the rehost, then the new half, having not beaten act 1, choose it, and outvote the two or so players you managed to bring with you from your previous game, thus making you play it over.

    or they vote for the whole playthrough, and you need to beat act 1 again.

    Long story short, I haven't been able to play act 2, nor wish to play it solo.

    And no one wants to just observe for a whole chapter after losing the first one, nor do most people want to leave and rehost the second chapter for those who died in the first, especially cause most people who play, play for the one game, then look for something else to play, like they do with most games.

    Also, would be cool if you make a second game like this, where the bad guy is a player, or two, with illusion, speed, and teleport abilities, fun stuff.

    Posted in: Project Workplace
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