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    posted a message on (Solved) Build Tumor Ability

    @megabuster33:

    did you create a new morph ability for the creep tumor b so that it morphs to creep tumor b(borrowed)?
    If not this is likely the cause of the issue as B is set to Morph to A with the default Morph ability.

    Posted in: Data
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    posted a message on Changing Ownership of a Neutral Unit Using 'Interact' Ability

    @DrSuperEvil:
     
    i have tested this and units produced are not neutral. i will test for other things as well.

    Posted in: Data
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    posted a message on Applying casting unit attribute buffs to a summoned unit?

    @Soma2035:

    i am confused as to what you are trying to do. i would love to help but i do not understand your goal. Would you mind Explaining you goal?

    Posted in: Data
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    posted a message on How can I set random target points for a launch missile?

    I know how to do this one!

    if this is for a Target Ability  you can create a Persistent Effect at the target point that has multiple periodic offsets and random offset flag ticked on. then start with the Make Precusor Apply behavior effect and a launch missile effect set for the periodic effect. use a period count of 1 and a short period duration.. the Launch Missile effect impact effects should be a set containing a remove precursor behavior and the effects you want your missile to produce. this will should work for targeting points Only if used on a unit the unit will be removed from the game with out credit to the caster in any form.  this is the best i could recall at the moment if you need more info or a demo map i have one completed already that  utilizes a similar effect tree.

    Posted in: Data
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    posted a message on Channel Ability Help

    @StragusMapster:

    I believe the buff type of behavior has a regen field for energy life and shields that could be used.

    @Metalloarum:

    Like StargusMapster said a buff behavior seems like a good idea. for your actors i would would use behavior on to model swap for the archon merging animation and model swap it out for the original when the buff is turned off.

    Posted in: Data
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    posted a message on Abilities scaling with Attributes

    I think there may be a way to do so in data but it will require some math on your part, some validators a switch effect and multiple effects, one for each level of the attribute you have. its tedious and long in this the back end of the game.

    in essence you would calculate the bonus you want to the ability for each level of the attribute, create a validator for each level of that attribute and create a switch effect that has cases validated by those validators. each case in the switch effect would be an outcome of the effect.
    Like this:

    Case1: Validate Attribute Level 1, Effect 1
    Case2: Validate Attribute Level 2, Effect 2
    and so forth.

    Posted in: Data
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    posted a message on Health Resets to Default Value When Ingame

    i occasionally have similar issues with the Game not using the correct information i have specified in the map data. i have had some success in fixing this by  closing the game and editor and deleting the editor variables and variables files before reopening the editor and game. at times when this does not work i restart the computer as well. Also Sometimes when it appears to not be using the correct data, in game i will restart the map a couple of times and it some times loads the proper data.

    Posted in: Data
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    posted a message on How do I make mothership shoot more than 2 lasers ?

    @JimStarluck

    There is a simpler way to get the mother ship to launch multiple beams at multiple targets

    This is the Method i use: A Create Persistent Effect with multiple periods and periodic offsets
    the Periodic effect for this is a search area  that finds 1 target and on that target applies the persistent behavior that initiates the Mothership Beam.
    if you wish to have both lasers firing at the multiple targets you would need sets with both the Main Beam and the Secondary Beam periodic effects.
    I hope this is some help

    Posted in: Data
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    posted a message on Changing Ownership of a Neutral Unit Using 'Interact' Ability

    i believe its possible to share control of a unit with a properly set up interact ability but selecting the proper flag in that units data. This Flag being Share Control. If i am not mistaken it gives Full Control over a unit with the interact ability as long as that unit is neutral AND a player unit is in range. this can be used for making neutral shops that the player can buy items from as well as units.

    Posted in: Data
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    posted a message on how do you add veterancy (EXP) to units... with pure data?

    @XenoYoxa: Go

    if you already have a veterancy behavior you can create a second behavior of the Buff Type and give that buff a Modify Unit effect that adds exp every time its fired. this effect should be in the periodic effect field. i hope this is helpful

    Posted in: Data
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    posted a message on turrets and "revive unit"

    not sure if you are still having the issue but i have looked at the map posted and have a fix, your action order in your trigger needs to be altered slightly the Move Action needs to come before the Revive action as well the turret needs to be reset to default. this should fix the issue

    Posted in: Data
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    posted a message on Validator and/or requirement based on kills.

    while i do not believe there is a way to count Kills DIRECTLY, there may be a workaround method. perhaps by giving the Unit a behavior that is set so that when that unit Kills another unit it stacks on a second behavior. when the unit has killed enough other units then the behavior will have stacked enough to enable the ability if the ability has an effect that is validated by an Unit compare behavior count validator.

    Posted in: Data
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    posted a message on Removing Campaign dependencies = nuked map

    minor question: why do you have four custom mods? as i understand it Mods can have other mods as dependencies, i do not understand why four would be necessary. How did you remove the Campaign Mods? if you were using any of their contents the editor should prevent you from removing them. if you sucessfully removed them and this is the result i would attempt a save as with a different name and close and re open the new map. to see if it remains as such.

    Posted in: Data
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    posted a message on Issue with adding/subtracting damage and hero attributes

    i believe there is a data solution to your issue, however while being simple in design it will be tedious in execution. to achieve this desired effect the way I know how would be to create validators for every level of the attribute over 0(by your example i believe that would be 100 and create a buff that reduces damage by 1 as well for every level. give your hero all of the damage reduction buffs and each buff a disable validator for one level of the attribute. there may be a less tedious method but I do not know what it would be.

    Posted in: Data
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    posted a message on Video Card driver Issue with 1.4 and Bel'Shir terrain

    I am am using several custom dds files without issue. i am how ever not using a custom loading screen could this be the issue?

    Posted in: General Chat
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