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    posted a message on (Solved) Change Queen Larva Spawn Unit

    I think I figured it out. If you want the Queen to spawn a completely separate Larva like I do, your going to have to duplicate Hatchery - Spawn Larvae

    Posted in: Data
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    posted a message on (Solved) Change Queen Larva Spawn Unit

    I keep going in a circle of the behaviors and effects that Spawn Larva has, and I can't find where the data for which unit is actually spawned.

    Posted in: Data
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    posted a message on Validator to check for Upgrade

    @DrSuperEvil: Go

    Hm...Where in the Behaviors do I set up to change the weapons, though?...x.x

    One of them is set to Hidden and Disabled, basically I just want to swap that around with the enabled weapon.

    Posted in: Data
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    posted a message on Validator to check for Upgrade

    Simply put, I am wondering how to make a validator that will check for if an upgrade is finished than let a behavior trigger to disable Weapon A and enable Weapon B.

    Posted in: Data
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    posted a message on (Solved) Life Leech Weapon

    Thanks.

    It sure does make learning everything easier when I'm walked through it by someone. Thanks for all the help. =p

    Posted in: Data
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    posted a message on (Solved) Life Leech Weapon
    Quote from SoulFilcher: Go

    @Templarfreak: Go If you want the attacker to heal an exact value then you don't need to make it a real leech. Add a Modify Unit effect to heal the attacker by a fixed amount.

    Thanks, man. Your so awesome. =p

    Edit: How would I associate this with the unit in order for it to give the life after each attack?

    Posted in: Data
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    posted a message on (Solved) Life Leech Weapon
    Quote from Ahli634: Go

    Tried "Leech Life Damage Dealt" with "0.x" values in the damage effect? So 0.05 for 5%?

    That's the only field that has a name that makes sense to me regarding life leech in the damage effect.

    So there's no way to give an exact value?

    Posted in: Data
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    posted a message on (Solved) Life Leech Weapon

    I've tried Effects->Vital Bonus, Vital Fraction Current, and Vital Fraction Maximum under the (Damage) effect but that gives a percentage which makes some ridiculous OP numbers on units with high health.

    I also tried Combat->Leech Life Damage Dealt and it seems to do the same thing.

    Any ideas?

    Posted in: Data
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    posted a message on Weird Requirement Bug

    @TacoManStan: Go

    Having it on low gives me about 80-90 FPS on Ladder maps, I'm fine with this and probably wont get a new graphics card for a long time.

    Posted in: Data
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    posted a message on Weird Requirement Bug

    @Argutaris: Go

    Well I mean my graphics card can support about medium on most ladder maps @20-30FPS, but I prefer the higher FPS over the graphics until I can get at least 40-50FPS on Ultra for the Ladder Maps.

    I'm not just a modder/mapper, I like to play melee too.

    Posted in: Data
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    posted a message on (Solved) Upgrades to add effects to effect sets

    Both of these methods are great, thank you. =)

    Posted in: Data
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    posted a message on Odin Nuke

    Take a look at Tosh's Nuke? His falls really quickly. Best I can tell you, I'm definitely no expert.

    Posted in: Data
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    posted a message on Weird Requirement Bug
    Quote from Forge_User_23962875: Go

    It should be possible to write your own text.

    @Templarfreak: Go

    Look into "Have Lair" requirement. Blizzard wrote "Lair" into the tooltip. Just do the same in the Lair's count unit node.

    I completely forgot that you actually have to write your own text in the requirements. I didn't duplicate the requirement, so that's why it happened.

    Quote from Argutaris: Go

    Dude, you play on such a shitty graphic, how can you stand this?....

    For the performance. I don't have a great graphics card, so I turn everything down so I can get about 90-100FPS, and even than it's barely playable. =\

    Posted in: Data
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    posted a message on Weird Requirement Bug

    Yet to solve this, would like if someone helped.

    Posted in: Data
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    posted a message on (Solved) Upgrades to add effects to effect sets

    Last thread I'll post today, I promise.

    I'm wondering if an upgrade can add an effect to an effect set.

    I'm trying to remake the Corrosive Acid upgrade from the TeamLiquid HotS Campaign preview, and that's the only way I can think of how to do it is for the upgrade to add an effect to the Banelings effect set that doesn't have a splash radius.

    I'd like to know how to do this anyway, but if you have another way other than the upgrade adding the effect I'd like to hear it. I'm still learning how to sue the Editor.

    Posted in: Data
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