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    posted a message on [Functionally Solved, but cosmetically lacking] Custom Charge Ability - Add Effects

    In reply to DrSuperEvil:

     Which effect? My ability uses a damage and stun effect. On the set effect or the apply behavior effect?
     
    EDIT: i've also discovered that the default charge ability triggers only when auto acquiring a target. if I manually select a target, then it does my custom buff effects but not the default charge ability
    EDIT 2: In the location range validator, what would be good settings for that? I don't know the default target acquisition range of a zealot, so I set the range to 6.
    EDIT 3: That did it when applied to the set effect. I suppose this is solved. The settings I changed for the location range validator were the range to 6, and the compare set to "less than or equal to"
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    posted a message on Leveling the Charge Ability

    In reply to DrSuperEvil:

     So far so good! I'm able to level up the dummy ability and change the charge ability to use the current level of that ability. I ran into an issue where, at level 10 (which I set to be the max level of the dummy ability), the ability was still in the learn submenu, but I added a requirement to the ability so that should solve it, yes?
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    posted a message on [Functionally Solved, but cosmetically lacking] Custom Charge Ability - Add Effects

    In reply to DrSuperEvil:

     The duration helps, but ultimately this creates a problem of range, because I would only like the ability to add the buff when the unit is within acquisition range and not from any distance, because for now I could select a unit all the way across a map (if it could be seen) and it would constantly be adding the buff every time the cooldown was finished until it hit that or another target. Is there a way to deal with the range issue?
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    posted a message on Leveling the Charge Ability

    In reply to DrSuperEvil:

     Yes, charge is of type augment. So I would need to create a new ability of a different type that will be leveled (and did you mean that the dummy data entry could be a Behavior or an Effect or that I need both a dummy behavior and an effect)? And how would I mesh that with the learn ability?
    EDIT: For the requirement, what comparison do I make?
     
    EDIT 2: Would this be correct for showing level 1? and then just change 1 to whatever level of the ability I want shown? https://imgur.com/a/61qCL
    EDIT 3: I can't level up the dummy ability. I've put it in the learn ability, but do I also need to have the unit have the dummy ability in its abilities? Here is the set up:
     
    EDIT 4: Turns out, all I had to do was add that dummy ability to the unit to level up the dummy ability. I guess that should have been obvious. The requirement is also working in hiding the button and use of the charge ability until the dummy ability is learned. I'll post an update if it works for multiple levels.
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    posted a message on Leveling the Charge Ability

    In reply to DrSuperEvil:

     No, I figured that out. It was that in the learn ability I didn't specify the charge ability in the entry.
    Back to the original issue. When my hero levels up and gets an ability point, I am unable to increase the level of the ability. Here are screenshots of my set up so far.
    Is this enough information to work off of?
    And for the modify player effect. you mean create an entry for every level? As in, 10 modify player effects each setting different values? 
     
     
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    posted a message on [Functionally Solved, but cosmetically lacking] Custom Charge Ability - Add Effects

    In reply to DrSuperEvil:

     I have a different problem that I'm just now seeing. The unit is permanently moving at double speed until it makes contact with an enemy unit. Is there a way to cancel the charge if I, say, order the unit to move away from the target as it's charging towards it?
    Posted in: Data
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    posted a message on Leveling the Charge Ability

    Understandable. I'll get back after I've tested this but for now I'm having an issue with the learn ability not disabling the ability buttons of abilities that haven't been learned yet

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    posted a message on Leveling the Charge Ability

    So I would create a modify player effect and in the "cost" section, specify my ability? what would be the next step if I went this route because this may be what I'm looking for since I'm trying to create a warcraft 3-style ability level up system. I think I see what you meant with Unit Compare Vital Validator, like we did with the morph ability? Have the correct level enabled automatically with leveling up the hero that has the ability by only enabling a specific level per level of the hero?

     

    EDIT: Do I go into "effects" of the modify player ability and specify all the different levels of my effect? Or do I specify all the pieces of my custom charge (including damage and stun time) and specify how much is added to each and then make a modify player effect for each level like how an upgrade would be done?

     

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    posted a message on (Solved) [Unit][Actors][Abilities] Weird animation/model bug with custom siege tank.

    I've actually solved the morphing issue, but still not the Naming issue. It seems to be linked to the siege mode version of the siege tank and if I rename the siege mode version then it changes all the names. What I forgot to do was create new abilities, specify my units in those abilities, and go into the actor events of the actors for the custom siege tanks and change their entries in "morph to/from" to my custom siege tanks. Sorry for such a late bump, I literally only figured this out now after months of banging my head against a wall at the data editor. This is still the same account as the OP by the way, I have no idea why it created a new one.

     

    EDIT: To fix the naming issue, I had to go into the actors and mess around with the UI: Tooltip fields for the siege tanks (both default and custom) until they all said what needed to be said in their fields (because sometimes editing one field would mess up another). In any case, This is finally solved.

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    posted a message on Leveling the Charge Ability

    I was watching the OneTwoSC video on making abilities for a hero and want to make the custom charge ability I've made level up. Unfortunately one key thing is missing, in the "cost" field on the charge ability, there is no option for indexes. Does this mean I have to create separate abilities for each level? I would not mind doing that, but that still raises the issue of how I can level up the ability using the data editor.

    Posted in: Data
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    posted a message on [Functionally Solved, but cosmetically lacking] Custom Charge Ability - Add Effects

    In reply to DrSuperEvil:

     Is THAT what that entry is for? I thought that was applied damage to the charge target.
     
    EDIT: Well the damage works for sure now, but there's still the issue of the charge ability itself not working.
    EDIT 2: I have a workaround I consider acceptable. I simply copied the behavior modification of Zealot - Charging in behaviors over to the behavior modification field of my custom buff. This creates the double speed effect I need. Then, I went into the actor events of the zealot and changed references to "zealot - charging" to my custom buff as well. However, this doesn't seem to trigger the charge animation anyways. It also seems like, sometimes, the original charge buff will be applied and the zealot gets QUADRUPLE speed and the animation occurs, but removing that from the ability set effect should "fix" that. Anyways, unless you have a way to make the default charge ability (as part of the set) happen 100% of the time, I guess this is as solved as this is going to get.
     
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    posted a message on [Functionally Solved, but cosmetically lacking] Custom Charge Ability - Add Effects

    Here is the map I've made to test these abilities on. I'm using the command center as a target since it has a lot of health.

     

    https://www.dropbox.com/s/pwy7mg7fsqcpto6/AbilitiesTest.SC2Map?dl=0

     

    EDIT: I wonder why it would be doing that.

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    posted a message on [Functionally Solved, but cosmetically lacking] Custom Charge Ability - Add Effects
    Quote from DrSuperEvil >>

    So your damage effect is called Zealot - Charge? It should be working with that setup. If you want to make sure the damage response is procing you can use the Create Persistent effect from psi storm as a placeholder since it has a clear visual.

     The effect I'm using is called "Zealot - Charge Damage Set" as seen in this screenshot:
    And I provided a screenshot of the set back in post 13 so you can see it has damage and remove behavior effects on it.
    Here is a screenshot  of what I think you told me to do (add the high templar's psi storm - create persistent effect to the set effect of the damage set used in the buff's damage response handled field):
    Unfortunately, this still doesn't work. The damage response is not "connecting" as it were. Also, I determined that the "charge" works, but only 50% of the time (and I do mean exactly 50%, it doesn't work the first time, works the second time, doesn't work the 3rd time, works the 4th time, etc).
    EDIT: In order to figure this out, could you try it independently on your end or would you like me to upload the map to dropbox or something so you can take a look at what's happening to me?
     
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    posted a message on [Functionally Solved, but cosmetically lacking] Custom Charge Ability - Add Effects

    Yes, here is a screenshot of the damage  response of the custom buff.

     

    https://imgur.com/a/iP4we

    Posted in: Data
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    posted a message on [Functionally Solved, but cosmetically lacking] Custom Charge Ability - Add Effects

    The extra damage does not occur.

    Posted in: Data
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