• 0

    posted a message on [Ability/Effect] Auto-Pickup Loot/Items to inventory. Inventory>Take

    Hi there,

     

    I think you are pretty close to the solution. I tried making it work myself and it was not too difficult, perhaps more complex behavior can be designed, but I just made a basic automatic pickup.

     

    You need to issue the command of the Inventory ability type that the unit probably has. The ability command ID for 'Take' is 2, so the Ability Command field of the Issue Order effect should be set like so. If you'd like to know different commands and their IDs, you can take a look at the ability Commands field and count from the first being ID 0.

     

    I hope this gets you up to speed. Another useful note is to exclude 'Hidden' from the search area, otherwise it will include also the items already in units inventory. I guess best is to use an Iterate Inventory effect to drop specific items, but I haven't used this type yet, so I can't say for sure.

     

    Anyhow, if you require any more assistance I'd be happy to help. Take care.

    Posted in: Data
  • 0

    posted a message on Resource Costs refusing to Display

    I can quickly think of 3 cases what could cause this:

    1. The Build ability of the Drone has the Ignore Unit Cost flag set.

    2. The Button has the Show Resource flag unset.

    3. The Drone that is sacrificed may also have a cost, this cost is subtracted from the building cost, so it can be different from what is expected. If the Drone costs more than the building then there is no cost involved when building.

     

    Perhaps 1 and 2 are not that likely, but they are settings that affect this.

    Posted in: Data
  • 0.962637362637363

    posted a message on How to make a bomb?

    I created a demo map to demonstrate how this can be achieved with Accumulators. Basically what it does is calculating the fraction of time compared to the full duration and using the Application Rule: Multiply to multiply this with the amount the Accumulator is assigned to, in this case the effect damage.

     

    This also means that after 0.1 sec it deals 10 damage. Or even with a higher precision, as this is what Accumulators are designed for. I hope this is not an unwanted behavior, otherwise you could use an Accumulator with Stack Count to get a more partitioned effect.

     

    Let me know if you need any more help.

    Posted in: Data
  • 0

    posted a message on Selecting/grouping spectators

    Spectators cannot influence the game. It would therefore be illegal to let any trigger run based on spectators, as triggers can have a high impact on the game.

     

    What I think would help to create what you describe is for Blizzard to add client sided triggers which could only register client events and actions. Typing a command and adjusting camera could be among those, these actions do not have to affect other players. Perhaps limit its usage to be only for spectators, as there might be cheat issues arising with it.

     

    An option would be to add a spectator team, with the new update you can name teams now. Players could have some UI elements hidden, but it's far from an ideal spectator interface.

     

    Sorry that there are not many options for this.

    Posted in: Triggers
  • 1.93303147490545

    posted a message on How to use the new miss chance system when attacking units on higher cliffs in patch 5.0?

    I've not tested much of the miss chance system myself, but there is a field called Weapon High Ground Chance To Miss is the gameplay settings. Go to Data Editor > New Tab > Edit Advanced Game Data > Gameplay Data, select the settings and edit the field. Hope it helps.

     

    Posted in: Data
  • 0

    posted a message on Slow unit when hit

    Hi, since you are a complete beginner I wouldn't mind creating a small map to demonstrate how it can be done.

     

    I would like some clarification on what needs to happen, does a specific unit receive slow when being hit himself, or does a unit have the ability to slow other units when his attack hits.

     

    Also it would be good to know that Actors in general are for visual/audio purposes, so changing speed in an Actor Event might have to do with animation speed. "Behaviors" can adjust how units behave, ranging from movement-speed adjustments to invulnerability and death effects. "Effects" of type "Apply Behavior" can give these behaviors to units, effects are of many types, a "Damage" type for example is often given to a "Weapon", but effects can be combined so that it it applies both damage and a behavior, which is done for the Marauder - Concussive Shells.

     

    Let me know if you'd like me to create a small map to demonstrate.

    Posted in: Data
  • 0

    posted a message on Actor Sending Global Signal

    Ah thanks, I got it working

    Posted in: Data
  • 0

    posted a message on Actor Sending Global Signal

    I would like to send a signal to all instances of a certain actor, these may not be in the actor scope from where to signal is sent, how would I achieve this?

     

     

    I've read something about the Actor List actor, but I know little to none about it.

     

    Thanks in advance.

    Posted in: Data
  • 0

    posted a message on Unit able to move while casting?

    Enable the Transient flag of the ability in the Stats: Flags field.

     

    However, setting so will disable requests to turn towards the target, you should also set Ability: Arc to 360 to avoid an error message.

    Posted in: Data
  • 0

    posted a message on Any way to unparent an actor?

    I'm creating the behavior of shedding skin upon death. I do it using a morph ability, because then the unit selection remains in tact as well as the orders. Now I created an actor to play a death animation/sound, this one is created in the events of the 'dying' unit, only the death actor sticks with the morphed unit as it moves. I would like that this actor stays in place. How would I go about achieving something like this?

     

    I've tried setting the inherit type to Once, as I thought it would receive the units pos/angle just once and then stay there, but it seems to stay parented. Maybe should I create a static dummy unit that will create this actor? Or are there better options?

    Posted in: Data
  • 0

    posted a message on Terran construction for a Protoss building

    Ah I seem to get something happening now. The target ::Main is what I was missing I suppose.

     

    I also noticed that normal buildings will cycle through the colors normally, but the other building skips them all and goes straight to blue. I assume it depends on whether or not the building has the animation for each stage, of not, then skipping the stage.

     

    So on my other progress actor I filled in a stand animation for each stage, and seems to be responding at the right time. Only I'm now getting an error/warning saying: Sequential looping animations detected: Stand; Stand. at every stage transition. I've tried alternating the stage animations with Stand-Default or Stand-Ignore, but they all give the same warning.

     

    Any clue how I can fix this up?

    Posted in: Data
  • 0

    posted a message on Terran construction for a Protoss building

    Well I've been banging my head trying to get it to work, but couldn't get any event triggers from the progress level.

     

    Maybe can you create a demo for me to look into?

     

    Otherwise I'll post what I have in the near future.

    Posted in: Data
  • 0

    posted a message on Terran construction for a Protoss building

    And how would I go about detecting whether or not the construction is 2/3 of completion? Or maybe any other fraction.

    Posted in: Data
  • 0

    posted a message on Terran construction for a Protoss building

    The structure has the 'Build in Progress', Buildable ability.

     

    However, I'm not so familiar with tricks in the data editor, I don't understand how I would go about doing what you suggested. I would like to find some more info on it.

     

    I think a scaling version of the animation would do fine also, just not the instant completion.

    Posted in: Data
  • 0.960863697705803

    posted a message on Ability Cost Display Incorrect

    I had the same problem solved a few days ago.

     

    I'm assuming one or both of the units are duplicated units, it would leave some fields unchanged. Have a look at these fields:

    Unit: Leader Alias

    Unit: Select Alias

    Unit: Subgroup Alias

    UI: Hotkey Alias

     

    I came across another forum telling the costs display of morph abilities are glitched. Calculating its display costs based of the unit alias, but the actual cost be correct.

     

    It has to do with any of these fields, not sure which one did the trick, I just changed them all. So change the fields of the units to its respective unit. Linking it to itself.

     

    Posted in: Data
  • To post a comment, please or register a new account.