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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.

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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

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

    The extra damage does not occur.

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

    In reply to DrSuperEvil:

     So I should change the default charge ability to be using a set effect with the first of the set effects being the apply charge buff and the second of the set effects to be applying the custom buff that does the damage response? Like in this screenshot?
    Then in the damage response of the damage response of the new damage buff, I should have it, in handled, use a set effect that damages, then removes, the buff from the caster? Like in these screenshots?
    Apply Custom Buff:
    Remove Custom Buff:
    Damage Response of Custom Buff:
    Damage Set Effect (with Damage and Remove Behavior):
     
    Is all this set up correctly?
    EDIT: The modified Charge ability now using a set effect that I showed in this screenshot
    EDIT 2: In testing, my setup makes it so that charge doesn't occur (as in, the unit does not get the double speed boost towards its target). What happens is the custom buff gets applied when charge starts, but is not removed upon hitting the target.
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    posted a message on [Functionally Solved, but cosmetically lacking] Custom Charge Ability - Add Effects

    I can't just add the damage effect to the default charge ability's damage response field?

     

    EDIT: So, in the data editor, the zealot using this charge ability would need a separate buff in its behaviors field that only does damage, the damage should be part of a set effect that has "remove behavior" as part of it as well as the damage. Right?

     

    EDIT 2: Screenshots of my work. I would change the charge ability to use a set effect, but it makes charge not work.

     

    https://imgur.com/a/YI4Ph

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

    To the caster (the zealot with charge) or the target? Because I don't know how to apply the buff to the target enemy unit.

     

    EDIT: And if you look at my screenshots, you can see that I have it set up as you said. What am I missing?

     

    EDIT 2: I don't think I'm supposed to apply the buff in the behaviors field of the unit using this ability, yes? Since it doesn't have it by default and it would make it be doing 1000 damage on every attack and moving at double speed

     

    EDIT 3: Perhaps if we could find a way to make it work like the Ultralisk's burrow charge... I'll look at that ability

     

    EDIT 4: Never mind on that, it's almost 20 different effects all linked together, and if I try to change the charge ability to use a set effect it doesn't actually do the charging anymore (the part where it moves at double speed to the target, but it still goes on cooldown)

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

    https://imgur.com/VjHMVCR

     

    https://imgur.com/TpvWhQM

     

    I think I set it up correctly. For the moment I just want to get the damage working, then I'll start adding extra effects. However, it doesn't inflict the 1000 damage on the target.

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

    So the damage response goes on a new buff effect? Here's a screenshot of what I did. So I need to go into the effects, create a new set effect, put the charge (apply buff) and damage effect and stun effect into the set and change the ability to do the set instead of the normal charge (apply buff)?

     

    https://imgur.com/a/eO5YT

     

    EDIT: Or is the "handled" entry here in combat: effect in the behavior modifications?

     

    https://imgur.com/W6hFZkB

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

    I found damage response in the buffs, and I found that I could apply it to the default charge ability, but it does not seem to take. Should this be on a negative buff? And how would I do what you describe?

     

    https://imgur.com/a/M3s7Z

     

    Would I need a validator to check the unit being charged at?

     

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

    Is there a way to make a custom zealot charge ability that deals damage and stuns on impact? I've tried making charge a set effect but it deals damage the moment the ability starts and not on impact and the stun doesn't work.

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