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    posted a message on What would be best to make spell ability list?

    Greetings, i am working on a map with that uses a wasd movement system with a left and right mouse spell system. Currently I am setting the variables for each mouse trigger manually with individual triggers for each spell, how ever i had the idea of using records and constants to set up a trigger that will switch between the abilities in sets all at once. Would this be the better method or should i seek some other method?

    Posted in: Triggers
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    posted a message on A question about campaign setup

    Hello BattleKrusr, to answer you question: yes, you would use a Dependent Mod for general things like campaign-wide information, and Arcade Maps based upon that Mod, which would have all of the maps scenarios and events.

    Posted in: General Chat
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    posted a message on HotS Burrow Charge Ability?

    in the 1.5 beta i have created the basics of the ability, ive tried a couple of times to post my method but they both failed so i will instead post this map. i hope you can use it as a guide for the basic conncept, it can be streamlined buy placing the search effect for the stun on the default unburrow ability and requiring and upgrade via validators to be used.

    Posted in: Data
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    posted a message on Just Curious about something

    Greetings and thank you for reading. I am curious if any one would be interested in a method of using only data elements to mimic addons but with multiple allowed simultaneously? i am posting here because i dont feel this fits in the Data Development or in Assets. i am not seeking help nor am i ready to release my proof of concept map, its too unpolished. I am instead trying to gauge the interest in such an method.

    Posted in: General Chat
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    posted a message on Periodic Income Building

    The way to do this in data is to create a Behavior of the Buff Type. Untick the Coutdown flag and give the behavior the duration you desire between gaining resources, then you must tick on the sides you want to be able to see the count down in the UI:Display Countdown, next you must create three effects, a modify player that gives the player the amount of resources. an apply behavior effect that applies the  Buff and a set effect that combines the two. place this in the expire effect of the Behavior so that when it expires it casts its self on the host and gives that player  the amount of minerals. the last thing is to create a text actor that shows how much resource is given each time the behavior expires,  there is an actor that can move the text but i dont know enough about it to describe how to use it. I hope this helps

    Posted in: Data
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    posted a message on Make so only 2 workers can work at a mineral patch?

    I do not believe Blizzard has given us the ability to modify the resource queue. its this queue that governs the number of works any resource patch can support, I believe this means aside from  emulating the gather ability to work as such, that what you desire may not be possible.

    Posted in: Data
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    posted a message on Trying to Make a Missile cross over its cast point

    Greeting, thanks for reading, I am trying to create a missile that flys over its cast point with an offset of -6 to and offset of +6. in theory this shouldnt be hard to achieve but i am having serious trouble with the offsets i use on my periodic effects. As well i am unsure what the facing should be. at the moment my missile nearly flys over the target point at about 6-8 range. any closer to the caster and it begins to alter trajectory and distance from the target point of the ability. thank you for your time.

    Posted in: Data
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    posted a message on Help building placement blocked??

    you may not have advanced fields showing, or you maybe in detail view. i suggest switching to table view (Ctrl 1).

    Posted in: Data
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    posted a message on Force Effects? Knocking units over the edge.

    if you are using the 1.5 Beta editor, i would recommend  a switch effect that is either apply force or launch missile. the apply force could work( with validators) to move the unit to the cliff then the Launch missile ( with a periodic effect creating it targeted at some offsets) that is validated for cliff level would pick up then and launch the unit off the cliff. not entirely certain this will work, i will make a test map and try it, if succesfull i share the map.

    Created in 1.5 Beta Patch 2

    I am having trouble creating a repulser behavior that knocks the debuffed unit away from the caster, how ever i have created a behavior  that will in essence knock the debuffed unit off of a cliff by. a behaviore with its periodic effect set to a persistent effect with  8 offsets at a distance of three. the persistent should be set to use 1 period and have random offsets. its periodic effect should be launch missile with a move that conforms to your visual tastes. you will need to validate the launch missile effect with a Cliff Height validator set to:
    Target: Location - Effect    (None),
    Target: Location - Value    Target Point,
    Target: Other Location - Effect    (None),
    Target: Other Location - Value    Source Unit,
    Validator: Compare    Less Than,
     This should give you a behavior that causes the unit to leap off of the cliff when within range of the lower area,

    Posted in: Data
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    posted a message on Make MULES harvest gas

    the first is possible, to do so you must first create a validator of type Unit Type set to reference the refinery. next(i suggest) duplicate the MuleUnitCheck (Unnamed) validator and edit the copy to use the Unit Type for the refinery instead of minerals. a new Combine validtor is next and is set to use both the MULEUnitCheck and the edited copy of it and is set too or. now all thats let to do is replace the MuleUnitCheck validtaor in the Create Unit Effect that creates the mule.

    as for the second, its not possibly to the best of my knowledge, how ever if you do not mind mules competeing with SCVs for mineral patches you can un tick the Bypass resource queue flag in the harvest ability.

    Posted in: Data
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    posted a message on Help building placement blocked??

    the science facility has a death time of -1 which means its death never finishes and causes its placement footprint to remain after the unit its self has died.

    Posted in: Data
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    posted a message on Power of the CE?

    where did you find the converter and is it free or inexpensive? i need a converter for y4m as well.

    Posted in: Cinematic Creation
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    posted a message on Stun target filters

    another possibility is to edit the search effect that calls the apply behavior effect. the search effect has target filters and other controls.

    Posted in: Data
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    posted a message on Unit killscore question

    a behavior can redirect the Kills atleast and maybe even experience from the afflicted unit to the caster. Take a look at the Kills to Caster behavior.

    Posted in: Data
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    posted a message on Cutscene Editor Tutorial

    You can import your terrain data and all of the units set on it into the cutscene editor and use them as references, they do not appear in the the cut scene its self but can make creating more complex scenes much easier.

    Posted in: Cinematic Creation
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