I am up for working with others on a co op campaign, i like working with data and prototyping abilities. recently i have been thinking about Spear of Adun like powers for the other two races. I would love to brainstorm ideas for these powers if any are interested in incorporating the idea. i am on the Mapster Discord almost all the time.
Greetings, what type of ability are you currently useing, if its an effect Instant or an ability that can be mimicked by an effect instant ability then you could possibly use a Specialization ability. If i knew more about what a Stance is Data wise i could give a more accurate answer.
Yeah It appears that what i thought worked didnt really, looks like its up to blizzard to get this fixed, Sorry to have mislead some folks. Best Practice for now is to report on the Blizzard forums. and just load and exit the game before loading the editor.
As far as I'm aware you cannot set up an upgrade to scale up "infinitely", you need a new upgrade for each increment. If you want to have players upgrade the energy capacity 10 times, you need 10 different upgrades that show/hide themselves, have their own requirements, and then manually set the cost slightly higher than the last. It's a huge pain if you want 20 upgrade levels of something (at least you can reuse the button).
fortunately, upgrades can have multiple levels, while they default to 1 this can be changed to 255 in total.
I have attached a demonstration map that follows Landmine752's general instructions, it hase a marine that posesses two researches on the same ability. first using the automated refineries button is a research with a dummy upgrade that enables the research of the speed increase with cellular reactors button, this research both increases the marines speed and increases the cost of the upgrade its self up to ten times where it then disappears.
Having watched the video of your map and read what you have posted, i believe you will need two upgrades for each arrow similar to the two on the marine.
Greetings, For those who may be having an error where the dependency data for the expansions can not be loaded because of missing or invalid licenses, there is a fix for those comfortable with editing the registry in windows.
go to HKEY_CURRENT_USER -> Software -> Blizzard Entertainment -> Starcraft II Editor -> Prefernces and check the BattlenetRegion value. if it is blank or incorrect then set it to you local region. For North America the value is "us".
Edit to improve understanding and Thanks to ArcaneParaiah for the help diagnosing and fixing this issue
Edit 2: it appears this dose not actually fix the issue and we are still stuck with a work around of loading up the game first and then exiting that and loading the editor.
while aZergBaneling has a point, i meant how ever, that all of the creeps, providing this is a Moba style map, would have a behavior that when the unit took fatal damage, it fired an effect that checked whether or not the killing unit was in this instance heroic, and that the owner of the killing unit had a specific upgrade, and if these are both true heal the killing unit. i have achieved this is a test map.
In the attached map there are a marauder and a marine, the marine has the heroic attribute. there is also and upgrade dialog. you can use the upgrade dialog to add the required up grade. lastly there are two zerglings near the two player units that can be killed to test the effect of the upgrade or once its active tes the difference between a heroic unit and a standard one.
if there are any questions about what i did in the map to get things working please feel free to ask.
I believe the Best Option, if using data, would be to put a behavior on ever unit that can be killed, that when killed uses a validator or group of them to apply a modify unit effect to the killing unit, if that owner of that unit has the upgrade, and that the killing unit is the kind of unit you want to take healing in this way. i can attache basic proof of concept map if you would like to look at one.
Greetings, It should be possible to apply an effect on morph start that applies a behavior that suppresses the harvest behavior while the Refinery is Morphing. then it would just be a matter of either timing the morph and having the suppression time out then, or using a validator to test if the unit is morphing and expire when the morph is finished.
i believe i have attempted to use timers for this before with no varying effect, but i will try again to make sure, as well there are no units in the path of the missile, it is fired from point to point and has a behavior that triggers a succession of create persistent effects that fire secondary missiles from the primary missile at three points beneath the primary. when these missiles impact the create the persistent effect that have the actor problem.
Edit: thank you, seems like last time i used a timer event i must have done something wrong
Greetings, I find that I can not follow the workflow you have described, could you elaborate on what it is you are trying to do? i may be able to assist if i understand the net goal of what you are trying to do.
everything works as intended other than the actors, i am using the Terran Building Fire Large model in a custom actor. it is being created when the create persistent effects start and all instances of the actor die when the first persistent effect stops.
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I am up for working with others on a co op campaign, i like working with data and prototyping abilities. recently i have been thinking about Spear of Adun like powers for the other two races. I would love to brainstorm ideas for these powers if any are interested in incorporating the idea. i am on the Mapster Discord almost all the time.
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Greetings, what type of ability are you currently useing, if its an effect Instant or an ability that can be mimicked by an effect instant ability then you could possibly use a Specialization ability. If i knew more about what a Stance is Data wise i could give a more accurate answer.
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Yeah it seems the Would be FIx ArcanePariaha and came up with dosent work after all, now i just load up and exit the game before starting the editor.
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Yeah It appears that what i thought worked didnt really, looks like its up to blizzard to get this fixed, Sorry to have mislead some folks. Best Practice for now is to report on the Blizzard forums. and just load and exit the game before loading the editor.
0
fortunately, upgrades can have multiple levels, while they default to 1 this can be changed to 255 in total.
I have attached a demonstration map that follows Landmine752's general instructions, it hase a marine that posesses two researches on the same ability. first using the automated refineries button is a research with a dummy upgrade that enables the research of the speed increase with cellular reactors button, this research both increases the marines speed and increases the cost of the upgrade its self up to ten times where it then disappears.
Having watched the video of your map and read what you have posted, i believe you will need two upgrades for each arrow similar to the two on the marine.
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There is a permanent fix, at least for windows, you need to edit the registry as detailed in this Post
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sorry, i fixed my post to name the correct Field. its BattleNetRegion and for the EU region would be "eu". i hope this helps.
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Greetings, For those who may be having an error where the dependency data for the expansions can not be loaded because of missing or invalid licenses, there is a fix for those comfortable with editing the registry in windows.
go to HKEY_CURRENT_USER -> Software -> Blizzard Entertainment -> Starcraft II Editor -> Prefernces and check the BattlenetRegion value. if it is blank or incorrect then set it to you local region. For North America the value is "us".
Edit to improve understanding and Thanks to ArcaneParaiah for the help diagnosing and fixing this issue
Edit 2: it appears this dose not actually fix the issue and we are still stuck with a work around of loading up the game first and then exiting that and loading the editor.
0
while aZergBaneling has a point, i meant how ever, that all of the creeps, providing this is a Moba style map, would have a behavior that when the unit took fatal damage, it fired an effect that checked whether or not the killing unit was in this instance heroic, and that the owner of the killing unit had a specific upgrade, and if these are both true heal the killing unit. i have achieved this is a test map.
In the attached map there are a marauder and a marine, the marine has the heroic attribute. there is also and upgrade dialog. you can use the upgrade dialog to add the required up grade. lastly there are two zerglings near the two player units that can be killed to test the effect of the upgrade or once its active tes the difference between a heroic unit and a standard one.
if there are any questions about what i did in the map to get things working please feel free to ask.
0
I believe the Best Option, if using data, would be to put a behavior on ever unit that can be killed, that when killed uses a validator or group of them to apply a modify unit effect to the killing unit, if that owner of that unit has the upgrade, and that the killing unit is the kind of unit you want to take healing in this way. i can attache basic proof of concept map if you would like to look at one.
0
Greetings, It should be possible to apply an effect on morph start that applies a behavior that suppresses the harvest behavior while the Refinery is Morphing. then it would just be a matter of either timing the morph and having the suppression time out then, or using a validator to test if the unit is morphing and expire when the morph is finished.
0
i believe i have attempted to use timers for this before with no varying effect, but i will try again to make sure, as well there are no units in the path of the missile, it is fired from point to point and has a behavior that triggers a succession of create persistent effects that fire secondary missiles from the primary missile at three points beneath the primary. when these missiles impact the create the persistent effect that have the actor problem.
Edit: thank you, seems like last time i used a timer event i must have done something wrong
0
Greetings, I find that I can not follow the workflow you have described, could you elaborate on what it is you are trying to do? i may be able to assist if i understand the net goal of what you are trying to do.
0
Ah good that you have it working and thanks for the clarification on what i was thinking. its been a while since i was seriously into editing.
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everything works as intended other than the actors, i am using the Terran Building Fire Large model in a custom actor. it is being created when the create persistent effects start and all instances of the actor die when the first persistent effect stops.