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    posted a message on "Behavior" Event Workaround

    I saw another workaround for just 'specific' buffs that I wanted to track kicking around the forum, but I want EVERY buff in the game to be tracked. Doing either method would be tedious.

    Posted in: Triggers
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    posted a message on "Behavior" Event Workaround

    Is there some workaround for the following problem?

    I have two units. One unit is participating in a battle, and the other is not. However, I want both units to experience the same stat and behavior changes. So, if Unit A receives a Guardian Shield buff, Unit B should as well, even though he is not near Unit A. The way that I wanted to do this was through triggers- hopefully using a 'On Behavior' event or something, but unfortunately that isn't an existing event, and I'd know that if I had actually remembered off the top of my head. So, is that any workaround/method for getting this to work?

    Posted in: Triggers
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    posted a message on Edit: 'Interact' Ability Bug

    If you use the Tower Capture ability on one of the Larva, and then have Zeratul use something like 'Baneling-Explode' both Zeratul and the Larva will die. Using it on the hatchery simply deals damage. I need to do more testing, but I think the damage dealt is equal to the amount of health that Zeratul has. Hmmm.

    I'll try the Stalker Blink ability now, since you said it didn't work.

    Posted in: Data
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    posted a message on Edit: 'Interact' Ability Bug

    Update: I got my computer back and caught up with homework... relatively. I've attached a map that I made in 5 minutes that demonstrates the phenomena. I only added the 'Tower Capture Copy' ability, and gave it to Zeratul on an autocast of 500 range. I checked the 'Share control' flag.

    I reproduced it easily... so- what's the verdict, interwebz?

    Posted in: Data
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    posted a message on Edit: 'Interact' Ability Bug

    @Soma2035: Go

    Again, I apologize for the confusion. I've made no special efforts in creating a unique ability- the only effect under scrutiny here is the 'Share Control' flag under the 'Interact' ability. It is the same ability that the Xel'Naga Tower possesses.

    Zeratul, owned by Player 2, casts the modified interact ability onto the hatchery, which is owned by Player 1. Player 1 thus gains control of Zeratul, which is still owned by Player 2. Player 1 orders Zeratul to use 'Blink' on a target location. The hatchery, which was originally targeted by Zeratul, and is owned by Player 1, moves with a range that would suggest that it is 'using' Zeratul's blink ability, despite the fact that no actors are created, and it does not possess this ability. I'm going to try and recreate the effect after I finish my homework for the day. College once again interferes with my timewasting. Curses.

    Posted in: Data
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    posted a message on Edit: 'Interact' Ability Bug

    If that's the case, I apologize. I assumed that the line asking for a way to prevent it from occurring would clarify and confusion. I can try and recreate the bug come tomorrow night, but until then I don't have a computer able to run the starcraft 2 editor, or starcraft 2.

    Posted in: Data
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    posted a message on Edit: 'Interact' Ability Bug

    Unfortunately, you misunderstand. I want to prevent this from occuring. I've taken no purposeful steps to cause this phenomena to occur, but it does regardless. The CURRENT situation is that the hatchery somehow "uses" an ability that it does not possess. There are no effects that occur, and no actor is produced, but the hatchery is transported regardless. I DO NOT want this to occur.

    Also, I'd recommend re-reading the original post more carefully.

    Posted in: Data
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    posted a message on Edit: 'Interact' Ability Bug

    I've been working on a collab project with a friend for a bit now, and we have a system for one player controlling another players units using an 'Interact' ability. It goes like this.

    Zeratul spawns

    Zeratul uses interact ability on Hatchery

    Hatchery gains control over Zeratul

    Zeratul blinks

    Hatchery moves instantly to target location with the same range as zeratuls blink without actually possessing the ability 'blink', or having any triggers that would result in an effect like this.

    So, my question is whether the 'share control' ability can lend abilities to units that shouldn't have them? Is that built in? Is there a way to prevent this? Or is it not related to the interact ability, and is instead something entirely strange?

    Thank you for help.

    Posted in: Data
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    posted a message on Perfection of Armistice

    Been awhile since I posted here, but I thought I'd let anyone know that I'm still working on the next big update. The Guardian has been created as an objective technology; a Zerg unit that acts as a sort of Mothership/Hercules type thing. As well, the Maturation chamber and the training facilities work excellently.

    Posted in: Map Feedback
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    posted a message on Removing Kills

    I wanted to avoid using triggers, but I did wind up using them anyway...thanks for the advice.

    Posted in: Data
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    posted a message on Removing Kills

    Is it possible to use an Effect as part of an ability to remove the kills of a target unit? I tried looking in the 'Modify Unit' effect but had no luck. I thought perhaps I could use an effect that actually removes the unit and creates a new one with the same stats and such, but that doesn't seem possible using the Data editor; just triggers. Any advice?

    Posted in: Data
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    posted a message on Shakuras Archive Confusions

    The actual model is called 'Archive'. The m3 is named 'TerrainObjectShakurasArchiveDoodad.m3', but despite this it's used as a unit with 500 hp in the last Protoss mission. You're meant to protect it until it seals the knowledge of the Protoss race. Sorry about the confusion.

    Posted in: Data
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    posted a message on Shakuras Archive Confusions

    bump

    Posted in: Data
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    posted a message on Shakuras Archive Confusions

    I've been fiddling with this for awhile and gotten absolutely nowhere. I need another persons point of view/opinion on this.

    Okay; so. I've been creating a new protoss structure using the 'Archive' model. It works out nicely, and I've retextured it using that really handy popular method on here. My main problem stems from height differences in different phases of the building process. When you're selecting a placement area for the archive, the model is suspended in the air at about a height of 6.5 or so. When you 'place' it, the placement model is sunk into the ground slightly. When it's finally built, it's at the proper height.

    ????

    Also, for some reason the texture doesn't seem to go into effect until it's actually built- it doesn't effect the placement model. Is this fixable?

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

    Err, is that a one time action? What I'm looking for is something like the Xel'Naga Tower, except that it would transfer control back and forth between controlling players and the neutral player.

    Posted in: Data
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