I recently reskinned Swann's Flaming Betty and edited it a little bit so its now a cloaked land mine.
I gave it an edited baneling explosion ability and set it to autocast, however its refusing to detonate when enemies get near it.
I gave it the validators for smart "Enemies nearby" and it doesn't seem to want to work. Oddly, it will randomly function. I made a minefield with them and stuck a drone in the middle, and wiggle the drone around through them, and every so often one will pop. Not sure why its not working all the time.
I've read several threads on the issue but don't seem to have found anything thats working. I'm tempted to scrap the whole idea as I'm at my wit's end. :C
Any tips? Perhaps, if you volunteered, I could send the map to one of you and you could fix the ability for me. Asking a lot of you though. D:
Um... you write I gave it the validators for smart "Enemies nearby" and I wonder if you put the validator in the Ability - Smart Validators field.
Smart Validators is for Right Mouse-Clicks.
You want to put your Validator in Ability - Auto Cast Validators field.
Also note that the Validator "EnemiesNearby" needs 2 or more enemy units in range before it detonates. The Search Area is set to Greater Than, not Equal To Or Greater Than.
If you did indeed put the validator in the proper field, perhaps you could send me your map. I don't mind taking a quick peek.
I've already used spider mines for something, if thats what you're refering to. I'm tempted to reset them back to their parent forms so I can use them for this. :c
Um... you write I gave it the validators for smart "Enemies nearby" and I wonder if you put the validator in the Ability - Smart Validators field.
Smart Validators is for Right Mouse-Clicks.
You want to put your Validator in Ability - Auto Cast Validators field.
Also note that the Validator "EnemiesNearby" needs 2 or more enemy units in range before it detonates. The Search Area is set to Greater Than, not Equal To Or Greater Than.
If you did indeed put the validator in the proper field, perhaps you could send me your map. I don't mind taking a quick peek.
That explains everything. It works just fine when I send two drones into the mine field side by side.
Still, my floating mines (for flying units) detonate when I send two drones as well even though I've tried to spesify for them to ignore ground units.
And sure, I'll send my map.
The abilities are called "detonate," they're attached to two units called "Floatshroom" and "Doomshroom" and are spawned with the unit Quagmirran's ability "Volitile Floater" and "Volitile Fungus."
Thanks, and sorry for the dumb questions I'm really new at this :P
First: You can remove 'Smart' from the Stats - Flags field for both Detonate abilities, just to eliminate redundancies.
Second: Both Floatshroom and Doomshroom REQUIRE ground and EXCLUDE air for them to auto-detonate. Change Floatshroom's Ability - Auto Cast Filters field to REQUIRE Air and EXCLUDE Ground.
If you want your Floatshroom to also only damage air units, you would change the damage effect to exclude ground, require air aswell.
Second: Both Floatshroom and Doomshroom REQUIRE ground and EXCLUDE air for them to auto-detonate. Change Floatshroom's Ability - Auto Cast Filters field to REQUIRE Air and EXCLUDE Ground.
If you want your Floatshroom to also only damage air units, you would change the damage effect to exclude ground, require air aswell.
Snap. Thanks for pointing that out. Could have sworn I fixed that.
I got reaaaally lazy after a while. xD Most of my other abilities have their own actors etc without so much copy spamming. xD Thanks for your help I'll test this up.
Will these fixes also make them detonate when just one unit approaches them?
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hey guys,
I recently reskinned Swann's Flaming Betty and edited it a little bit so its now a cloaked land mine. I gave it an edited baneling explosion ability and set it to autocast, however its refusing to detonate when enemies get near it.
I gave it the validators for smart "Enemies nearby" and it doesn't seem to want to work. Oddly, it will randomly function. I made a minefield with them and stuck a drone in the middle, and wiggle the drone around through them, and every so often one will pop. Not sure why its not working all the time.
I've read several threads on the issue but don't seem to have found anything thats working. I'm tempted to scrap the whole idea as I'm at my wit's end. :C Any tips? Perhaps, if you volunteered, I could send the map to one of you and you could fix the ability for me. Asking a lot of you though. D:
Thanks in advance!
there are already mines, why don't you use them?
Why not just give it a behavior with a an enumerate area validator that just detonates when enough enemies are in the area.
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
Um... you write I gave it the validators for smart "Enemies nearby" and I wonder if you put the validator in the Ability - Smart Validators field.
Smart Validators is for Right Mouse-Clicks.
You want to put your Validator in Ability - Auto Cast Validators field.
Also note that the Validator "EnemiesNearby" needs 2 or more enemy units in range before it detonates. The Search Area is set to Greater Than, not Equal To Or Greater Than.
If you did indeed put the validator in the proper field, perhaps you could send me your map. I don't mind taking a quick peek.
I've already used spider mines for something, if thats what you're refering to. I'm tempted to reset them back to their parent forms so I can use them for this. :c
I have no idea how to do that. :'D
That explains everything. It works just fine when I send two drones into the mine field side by side. Still, my floating mines (for flying units) detonate when I send two drones as well even though I've tried to spesify for them to ignore ground units.
And sure, I'll send my map.
The abilities are called "detonate," they're attached to two units called "Floatshroom" and "Doomshroom" and are spawned with the unit Quagmirran's ability "Volitile Floater" and "Volitile Fungus."
Thanks, and sorry for the dumb questions I'm really new at this :P
First: You can remove 'Smart' from the Stats - Flags field for both Detonate abilities, just to eliminate redundancies.
Second: Both Floatshroom and Doomshroom REQUIRE ground and EXCLUDE air for them to auto-detonate. Change Floatshroom's Ability - Auto Cast Filters field to REQUIRE Air and EXCLUDE Ground.
If you want your Floatshroom to also only damage air units, you would change the damage effect to exclude ground, require air aswell.
EDIT: All those 'copies' hurts my brain! ;P
Mmmkay. I have a tendancy to be extremely redundant due to how many times you normally need to link stuff together with the silly editor. xD
Snap. Thanks for pointing that out. Could have sworn I fixed that.
I got reaaaally lazy after a while. xD Most of my other abilities have their own actors etc without so much copy spamming. xD Thanks for your help I'll test this up. Will these fixes also make them detonate when just one unit approaches them?