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    posted a message on My mod data won't update

    @sobatao: Go

    this is not the issue, the issue is that the data is not being updated for the game even when the correct paths are set. sometimes clearing the variables and editor variables files will fix the issue i have, not always but sometimes. i believe this issue is caused by the game getting stuck using a temp file of the dependency. for me restarting the pc clears up the temp file but it may be for the OP that the file is persisting after restarting. maybe clearing out temp files would help?

    Posted in: Data
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    posted a message on Flood Zerg/"Infecting" Units?

    @KnifeSmile: Go

    There are some nice blood splash effects in the data that could be used to cover the quick shift of units. if the default blood color is unfavorable perhaps tinting the actor could help. Also in my experimentation in trying to get a custom loading bar i was able to create a fourth race, how every the UI was very buggy for the race in game so it may be a matter of just having the right art assets now.

    Posted in: Data
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    posted a message on My mod data won't update

    yes i get a very similar bug all of the time, i was thinking it was the same but restarting my computer usually fixes it in my case. in my instance i have discovered that when i attempt to save the mod with the game still running after a quick test it will lock or otherwise disable the ability for the editor to update the dependency data used by the game until the computer is rebooted. ive had this same bug since the original beta editor.

    Posted in: Data
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    posted a message on Arcade editor

    From what i understand the Campaign Heroes data tabs work in conjunction with triggers and is different from the Veterancy behavior based heroes. until Heart of the Swarm i dont think we will know for sure baring extensive research into the data areas.

    Posted in: Data
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    posted a message on (Solved) Adding Validators to Abilities

    it sounds as though you are putting the validator in the wrong place. You would need to place the validator on the effect that applies the stim behavior.

    Posted in: Data
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    posted a message on Dummy Construction?

    @DrSuperEvil: Go

    i believe the conjoined behavior can not be disabled but when removed via effect the host units do not self destruct. or at least this is where my testing in pointing.

    Posted in: Data
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    posted a message on Dummy Construction?

    Here Is a map that does what i was describing with a few extras. The Marine in the center can warp build a command center and the two scvs can expedite its construction.

    1. the command center and its construction dummy have a conjoin behavior that links their hp and the dummy has a 100 hp per second hp regen.
    2. the conjoin behavior is removed from the finished command center by the construction complete behavior. this happens so the CC dosent die when the dummy does for completeing the structure.
    3. the command centers default Buildable ability was replaced with a custom one to enable multiple builder by default. in this case 3 the main and two extra.
    Posted in: Data
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    posted a message on Using a Shop

    there should be a Share Control flag in the unit flags field that if ticked on causes the shop to spend the activating players resources, not sure if it can be used by many players at once though.

    Posted in: Data
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    posted a message on Dummy Construction?

    @Nardival:

    I saw your post and thought to give this a try: instead of  constructing the unit directly, the "warp gate" could warp in a stationary unit that then constructs the wanted structure on top of its self and being removed when construction is completed. ive tested this and i can have additional workers assist construction with out dying when the structure is completed, if you are interested i can localize and host a copy of the map i developed for this.

    Posted in: Data
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    posted a message on Heart of the Swarm: Community Created Melee Game

    i do not remember seeing the viper pull anything other than a collusus off of the cliff, perhaps it can not pulls anything off of a cliff that can not already traverse them. the only solution i can think of is applying a behavior that has a switch effect for its periodic effect and thet switch effect uses validators to check if the the immediate path between the behavior host and the target is pathable, for when it is it uses a force effect, for when its not it uses a teleport. might not look the exact best but i think it may be viable.

    Posted in: Team Recruitment
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    posted a message on Heart of the Swarm: Community Created Melee Game

    I was attempting to create the mineral entomb ability by making a build ability that builds a unit on top of mineral and rich mineral patches and uses the force field model, how ever because the force field model has no hit tests  this did not work, there is a work around but i would rather try to add hit tests to the force feild model rather than hack it.

    Edit: I have it working with the TaldarimPrisonCrystal model!

    Edit2 2 Hours Later i have also finished an analog of the representation of the swarm host.

    Posted in: Team Recruitment
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    posted a message on Damage and lifesteal problem

    if you are very judicious with you math, it may be possible to use the Vitals Gained from Damage delt field to emulate this effect or achieve and effect close to it.

    Posted in: Data
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    posted a message on How to make Psi Disrupter play anim Stand (Global Loop)

    i believe you can achieve this effect by removing the macros from the actor and changing its Baseline Animation Properties to Global Loop stand.

    Posted in: Data
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    posted a message on (Solved) Shrike Turret (Yes, they do fire.)

    you can make  the Weapon disabled by Default and enabled by the turret behavior, i you are using one. and validate the behavior with the Is Not Constructing  validtor, if  i understand it right having that validator in the disable field should prevent the behavior from becoming active while its host is under construction.

    Posted in: Data
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    posted a message on Adding a spawn attack to the ultralisk

    there are several approaches to what you are describing, i believe the easiest would be an ability that creates a zergling and use triggers to order the created zergling to attack the players unity. How ever if you are looking for a data editor only solution this is possible but more complex. though for the simpler method i would tackle it as such.  i would Create an Ability - Target Ability with the effect of create a burrowed version of your modified zergling. on this zergling (set in the data editor ) i would have a behavior that orders the zergling to unborrow after a set time,( you can look at how the creep tumor works for an idea ). then when the zergling unburrows you can order it to attack the player via triggers or data.

    not saying this is the best way just my way. i hope you find it helpful.

    Posted in: Data
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