I've dinked around with all the movment modification slots, and can't seem to get it to work how I want the ability to work. Essentially, I want the Fungal Growth ability to not completely stop units, just slow them down to half speed. I'm just using the fungal growth ability, and I can't seem to find where it's specifically telling the effected units to stop moving in the data editor.
Can someone point me in the right direction please?
The fungal growth behavior (dont know the exact name, just find the ability and see what behavior it links), in the "Modifications +" Field, under behaviors the "Suppress Movement" field is most likely enabled (Scroll down, its a field with a lot of values you have to scroll through, just search through everything)
If you can't find it, just right click the modifications + field and pick "Reset to Parent value" and pick "Default Behavior (CBehaviorBuff)", that should hopefully reset the entire field (You'll know it worked if its colors changed to gray)
If youve disabled the "supress movement" (or just reset the entire thing), go to the movement tab in modifications + and find "Movement speed multiplier" and set it to 0.5
The fungal growth ability is a tad more complex than that in that there are two associated behaviours. one supresses movement and the other is the fungal growth actor associated behaviour we all know. I think this is some relic from them altering the ability to also stop movement as well as the other effects.
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Other than the [Fungal Growth Movement] and the [Infestor - Fungal Growth] behaviors, does anything else need to be changed to get this to work? I've set both, and one or the other, and it still stops the units completely. Which behaviors and which fields in WHICH of those behaviors do I set?
I prefer to make stuff from scratch, less hastle. Just remove the supress movement flag from the [Fungal Growth Movement] buff and stop it disabling the Move ability type in the Ability - Modification - Ability Classes Disabled field.
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Ugh I've tried to make Ensnare from scratch already and I don't know enough about all the required fields to get it to work. I figured just modifying Fungal Growth would be easier, but it's still not making sense to me I guess.
Do I disable the Move ability type in the Abilitiy - Modification - Ability Classes Disabled field in the [Fungal Growth Movement] behavior or the [Infestor - Fungal Growth] behavior? I've tried it individually on both and then I realized I still don't know which of those two I'm supposed to modify the Movement Speed Multiplier.
You need to enable it because disabling the Move ability prevents the unit from moving at all. Both those thinks I mentioned are in the Fungal Growth Movement buff.
Either buff can modify the movement speed multiplier. Only reason there are two is that between beta and release the ability was drasticly altered.
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starting with the default fungal growth ability, all I did was remove the disabling of the move ability, and remove the suppress movement flag, and set the Movement: Modification - Movement Speed Multiplier to 0.5 and all it does is add the fungal growth appearance and applies the damage. It doesn't slow their movement at all.
Okay, I opened a new map, and tried it and it worked. The Infestor, and all of it's abilities, effects and behaviors are all set to default in my custom map though and it doesn't work when i make these changes. The units get damaged, and the fungal growth appears on them, but the movement is not effected.
A thought on that, it's a TD, and I'm using a trigger to bump up the max life and speed of the units of a wave, but only once, right when the units are created, so it's not a continuous loop. Would setting the units speed via trigger somehow effect it's capability to be effected by a behavior that's trying to modify it's speed?
I've dinked around with all the movment modification slots, and can't seem to get it to work how I want the ability to work. Essentially, I want the Fungal Growth ability to not completely stop units, just slow them down to half speed. I'm just using the fungal growth ability, and I can't seem to find where it's specifically telling the effected units to stop moving in the data editor.
Can someone point me in the right direction please?
The fungal growth behavior (dont know the exact name, just find the ability and see what behavior it links), in the "Modifications +" Field, under behaviors the "Suppress Movement" field is most likely enabled (Scroll down, its a field with a lot of values you have to scroll through, just search through everything)
If you can't find it, just right click the modifications + field and pick "Reset to Parent value" and pick "Default Behavior (CBehaviorBuff)", that should hopefully reset the entire field (You'll know it worked if its colors changed to gray)
If youve disabled the "supress movement" (or just reset the entire thing), go to the movement tab in modifications + and find "Movement speed multiplier" and set it to 0.5
The fungal growth ability is a tad more complex than that in that there are two associated behaviours. one supresses movement and the other is the fungal growth actor associated behaviour we all know. I think this is some relic from them altering the ability to also stop movement as well as the other effects.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Hmm why can't I find the "Modifications +" field?
http://forums.sc2mapster.com/general/wiki-discussion/20995-info-data-editor-fieldnames/#p1
Also to be more precise it is called Behavior - Modification - Modify Flags
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https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Other than the [Fungal Growth Movement] and the [Infestor - Fungal Growth] behaviors, does anything else need to be changed to get this to work? I've set both, and one or the other, and it still stops the units completely. Which behaviors and which fields in WHICH of those behaviors do I set?
I prefer to make stuff from scratch, less hastle. Just remove the supress movement flag from the [Fungal Growth Movement] buff and stop it disabling the Move ability type in the Ability - Modification - Ability Classes Disabled field.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Ugh I've tried to make Ensnare from scratch already and I don't know enough about all the required fields to get it to work. I figured just modifying Fungal Growth would be easier, but it's still not making sense to me I guess.
Do I disable the Move ability type in the Abilitiy - Modification - Ability Classes Disabled field in the [Fungal Growth Movement] behavior or the [Infestor - Fungal Growth] behavior? I've tried it individually on both and then I realized I still don't know which of those two I'm supposed to modify the Movement Speed Multiplier.
You need to enable it because disabling the Move ability prevents the unit from moving at all. Both those thinks I mentioned are in the Fungal Growth Movement buff.
Either buff can modify the movement speed multiplier. Only reason there are two is that between beta and release the ability was drasticly altered.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
starting with the default fungal growth ability, all I did was remove the disabling of the move ability, and remove the suppress movement flag, and set the Movement: Modification - Movement Speed Multiplier to 0.5 and all it does is add the fungal growth appearance and applies the damage. It doesn't slow their movement at all.
Odd, works fine for me if I do those alterations. Sure the buff is being applied?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Okay, I opened a new map, and tried it and it worked. The Infestor, and all of it's abilities, effects and behaviors are all set to default in my custom map though and it doesn't work when i make these changes. The units get damaged, and the fungal growth appears on them, but the movement is not effected.
A thought on that, it's a TD, and I'm using a trigger to bump up the max life and speed of the units of a wave, but only once, right when the units are created, so it's not a continuous loop. Would setting the units speed via trigger somehow effect it's capability to be effected by a behavior that's trying to modify it's speed?
No clue, dont do triggers.
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https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Don't do triggers? So what then, make a hardcoded buff for life and speed for each wave?
No, as in I do not do triggers so cannot help you there,
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https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg