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    posted a message on [SOLVED] Detecting when Protoss Structures Are Built For Specific Player

    I have an issue with detecting when protoss structures are built for a specific player. Here's the code:

     

    Events
    -Any Unit construction progress Completed
    
    Conditions
    -Owner of (Triggering Unit) == 1
    
    Actions
    -Display "BUILT" for (All Players) in Subtitle area
    
    

     For Zerg and Terran structures, this works perfectly fine. For some reason ONLY protoss structures don't work. However, if I remove the Condition, it works perfectly for all races. The issue is, I want to detect the owner of the structure built. So is there a workaround specifically for Protoss structures? Because it also doesn't work for Protoss if I add ANY conditions (even checking if the triggering unit is a pylon/gateway/etc).

     

    Posted in: Triggers
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    posted a message on How to make Larva Injection (Larva Swarm in Data Editor) Stackable

    I've done as you suggested but it still has no effect. Well, there is ONE difference. Now 5 larva are made instead of 4? Even though I didn't change that.

    Posted in: Data
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    posted a message on How to make Larva Injection (Larva Swarm in Data Editor) Stackable

    How do I do that?

     

    They function very different even though they are set up 100% the same in the data editor. You've seen the screenshots, I assume? The ones from the data editor on a default map allow it to stack and queue like in multiplayer. The ones from the data editor in my custom map do not allow for stacking or queuing. However, it can be observed in the screenshots that absolutely everything about every piece of data linked (all behaviors, effects, the ability, requirements) are completely identical. So I don't know what I'm missing. Can you get this working on your own in a map with the void campaign mod?

    Posted in: Data
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    posted a message on How to make Larva Injection (Larva Swarm in Data Editor) Stackable

    They're all identical.

     

    https://imgur.com/a/yLg69Tv

    Posted in: Data
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    posted a message on How to make Larva Injection (Larva Swarm in Data Editor) Stackable

    Again, they look 100% identical. Both vanilla and campaign.

     

    EDIT: In fact, they both are identified as being from the same "liberty.sc2mod" base mod. Every effect and behavior.

     

    EDIT 2: Here's a group of screenshots comparing the two abilities effect by effect from the data navigator. My only change I made in my map was removing a validator that required there not to be mutant larva spawning because otherwise I would just receive an error message while trying to spawn larva while larva is spawning.

     

    https://imgur.com/a/m92MPUo

    Posted in: Data
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    posted a message on How to make Larva Injection (Larva Swarm in Data Editor) Stackable

     How do I check the effect tree? 

    Posted in: Data
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    posted a message on How to make Larva Injection (Larva Swarm in Data Editor) Stackable

    See, I thought that as well but in an empty map with just the vanilla void multiplayer mod and not the void campaign mod they both say 0 in maximum stack number. So I don't know why one of them won't stack but the other does. They both look 100% identical. 

    Posted in: Data
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    posted a message on How to make Larva Injection (Larva Swarm in Data Editor) Stackable

    When importing the dependencies for the Void campaign into a map, it takes away the ability for the Larva Injection ability to be stacked/queued like it is with the regular Void mod used in multiplayer. I've gone through almost every linked effect, behaviour, and validator line by line and can't find a single difference between the two. If I take away the validator of "Not Spawning Mutant Larva" then I can cast it multiple times on the same Zerg Town Hall but it will reset the timer and still only give 4 larva in total. 

    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:

     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"
    Posted in: Data
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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?
    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:

     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?
    Posted in: Data
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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.
    Posted in: Data
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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? 
     
     
    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:

     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

    Posted in: Data
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