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    posted a message on (Solved)Actors created by staggered CP effects die at same time

    Greetings, i am having an issue where the flame actors created with my Create Persistent effects die at the same time instead of in the order they were created in along with the persistents they were created along with.

    Basically i have a missile, that fires missiles at the ground as it flies. when these missiles impact they create persistent effects that search for nearby units and apply damage, how ever the instances of the actor i have set to create and destroy with the start and stop of the persistent all die when the first persistent stops.

    Any insight would be helpful, thank you.

    Posted in: Data
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    posted a message on Learning skills past max level with learn ability bug

    If you can reproduce the issue on a test map, i would like to take a look at it and see if i can help, i haven't used the learn ability in a long time though.

    Posted in: Data
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    posted a message on Spawn HT From Archon Ability

    I f you dont want to out right kill the Archon you can use a morph ability to morph the Archon into one High templar and use a create unit effect durring the morph that creates the second hightemplar.

    you would set up the create unit effect similarly to aZergBaneling's suggestion but you would only need to spawn one, as well, on the morph ability you would need to set the ability info unit to be a high templar and sety the ability section effect - stats - finish effect to the create High templar effect

    Posted in: Data
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    posted a message on [Ability] How to Create a Train + Load Ability?

    Greetings, yes i agree with Landmine752 about the Arm Magazine ability. if you have Legacy of the Void, i would suggest looking at the Release Interceptors effect tree, i think it could be modified, if it works, to release widow mines from the magazine and order then to move to a point and then burrow when they get to that point. it would be a good bit of work but a good learning experience as well.

    Posted in: Data
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    posted a message on Hero Inventory and equipment help

    Greetings, It appears that the functionality to show buttons on the empty faces of Item Contain slots is currently incomplete, i am guessing you will have to use dialogs or some other trigger based solution to do what you would like.

    Posted in: Data
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    posted a message on (Solved) Spiked Barricades Malfunctioning

    Greetings, i cant say for sure because its been a long time since i was in the editor but, i believe that that fatal makes it so that the behavior only responds to damage that kills the unit possessing the behavior. Also i believe that the Damage Response Location should be attacker, on the behavior. I cant say for sure because its been so long but changing these may help.

    Posted in: Data
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    posted a message on Smart Move (Right click) on neutral unit -> trigger event?

    Greetings, for something like this i would use an interact ability set to share control and a dummy ability that can be detected by triggers. basically the play would get temporary control of the portal and can issue an order to it to use the dummy ability and then triggers can do the rest, i would suggest a Behavior type ability with a dummy behavior that times out after do long this would automatic turn off the dummy ability and allow it to be cast again. atleast from what i know of the editor before the 3.0 patch.

    Edit: Ive been thinking about this some more and it could be possible to use an ability that uses and issue order effect on the target to order the portal to active when used on it by the acting unit. you might even be able to use a generic behavior ability and behavior to set off the triggers. that way you can use the same buff and ability to activate different objects via triggers.

    Posted in: Data
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    posted a message on Thorns, Blade mail and stuff like that in data editor.

    there might be away to do this BUT it would require a lengthy and switch effect heavy effect tree and a lot of validators. you would basically have to create a buff with a damage response handled effect set to a group of nested switch effects, the switch effects would use the validators to test which damage effect to apply to the attacking unit. my suggestion is to use a dummy behavior and triggers as you are doing now.

    Posted in: Data
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    posted a message on Shop Buy Failure

    Are you using the Train ability to produce the items as well as an Interact ability on the shop?

    Posted in: Data
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    posted a message on Using "template=" and multiple command cards

    Greetings, for a map project i am looking for a way to create custom command cards of different sizes for different purposes. while looking through the Campaign UI i noticed that the Spear of Adun Ui is a command card like i would like to use. how ever it references Templates defined in other layout files, i was wondering if it were possible to do the same on custom maps? If so a bit of help would be appreciated.

    Posted in: UI Development
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    posted a message on Fitting 4 Attributes in 1 Veterancy

    Greetings, i think the easiest way would be to customize the UI somewhat. i am learning that my self so i couldn't say how but that should allow you to reduce the space between each attribute lable.

    Posted in: Data
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    posted a message on Shop Buy Failure

    Hello, I can not recreate your error, what type things are you trying to sell with you shop? i may be able to help diagnose the issue if i knew what was being sold.

    Posted in: Data
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    posted a message on Switches, points and units.

    it may be possible to emulate the effect of the Unit Order Target Type Validator with a custom Enumerate Area Validator using a small search area. without knowing a bit more i can't say for sure though. if you feel comfortable explaining the effects of your ability a bit better i would love to help more.

    Posted in: Data
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    posted a message on Ability based on a behavior stack

    Personally i would have an ability that used charges and spawns or revives two units per charge, then for the unit types around this caster i would give them a buff that upon death searches for nearest caster of that type and gives charges to that casters ability, i will test this theory my self and attach or post with an attached map demonstrating the process.

    Posted in: Data
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    posted a message on Switches, points and units.

    hello Sendlirn, the Validator you are looking for is the Unit Order Target Type. you can create a switch effect that uses this validator as a test that the target of the ability and command specified is a unit or not. the switch then would then have the create unit ( or other Point targeted effect) as the default effect and the apply behavior (or other unit targeted effect) in a case validated by the Unit Order Target Type. i have attached a map that demonstrates this method.

    Posted in: Data
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