As far as I know, it still works the same way... at least it does for me... I have no problems.
in the Actor tab, find the actor, select it, you will see a field "token" near the top with some white space(or a unit name). Right click the white space/name, modify token, then select your "new unit" and that's how you link an actor to something.
Modification +, Behavior tab, add the behaviors you want to ignore in the Behaviors Disabled field.
If you are meticulous and exact, you could set each slow effect/disable effect into categories. Permanent/Restorable/Temporary. You would just have to give each behavior a flag(or multiple) in the Behavior - Categories field, then disable the Category in the Mod +, Behavior, Behavior Categories Disabled section.
Ahh, you are right. I had checked it out earlier but never thought of modifying the effects themselves. However, you still cannot directly modify a Cast Time through an upgrade.
If you look through the map, look for the abilities Summon Voidwalker (Regular) and Summon Voidwalker (Quickened) and also take a look at the requirements Voidwalker - Quick Void and Voidwalker - Regular Void. Depending on a buff on the Warlock, it shows either the "quick" version of the Summon or the regular 10 second summon and uses the appropriate ability aswell.
Basically, duplicate the spell, and place both spells on the same command card slot, then just add the requirements to the abilities and then when you have your upgrade completed, it will auto swap out the spell for a shorter/longer cast version of it.
Summon Voidwalker (2 versions, Quick Cast and Regular Cast)
Sacrifice
Hellfire
Metamorphosis
Challenging Howl
Demon Charge
Shadow Cleave
Immolation Aura
Total Data Editor work
11 Abilities
23 Actors
10 Behaviors
11 Buttons
40 Effects
9 Models
5 Requirements (total 9 Requirement Nodes)
11 Sounds
4 Units (3 technically, one is just a Marine with 230...ish... life)
2 Validators
100% pain in the ass :P
Overall I'm happy with it, could use a bit of tweaking but very minor stuff. Couldn't find an appropriate "stunned" model so I didn't add one to the Demon Charge stun.
Hmm, I'm almost done this WDE... the length was so long that it was cut into 2 files... and I'm trying to chain them back together but I don't know how... I don't feel like posting 2 videos on Youtube.
I fully agree with what you are saying. People want more WDE's but don't want to work on any of them... I'm certain I've done every WDE except for 1 because of time constraints. I've even done the ones I really wasn't interested in because it's still fun to learn something new.
You're making the WDE for me?? awwww, hehehe, thanks!
I just woke up so I am going to run to Subway and get some grub because I'm starved and haven't had any Subway in days... I usually eat subway for lunch every shift... but not this week :(
After I'm done eating, I'm finishing and posting up the video for my Warlock. I really hope someone else has done some work... ah well, what can you do?
Nevjmac... enjoy your holiday to the fullest! You don't need to post a WDE this week if you don't have the time or couldn't be bothered! Enjoy the view and have some fun!
I'm done basically, just going over the minor details, adding graphics to the spells. All ... Nevjmac did say this was going to be a 2 Week Data Exercise, so... Tomorrow should be the next one up.
Like I said, I'm just finishing up some last touches, and adding sounds. 10 spells, a transformation, full casting animations for regular and transformation. And all.
well I don't know what to tell you. I got it working and forcing a specific animation. I would post a fresh map for you tomorrow but I'll be going out to hang with some friends tomorrow night. I'll try and remember for Wednesday morning... I'm off Wednesday and Thursday this week, so for sure I'll do it then.
to remove the requirement for the Marauder's slow, find the effect "Marauder - Punisher Grenades (Apply Slow Behavior)" and then in the field Effect - Validators, double click to open the window, select the Value "Marauder - Punisher Grenades Researched" and then press the little red X to the right of it.
There you go!
EDIT:: Punisher Grenades is the name of the Marauder Weapon, Concussive Shells is the name of the actual upgrade, and Slow is the buff it applies, basically.
I just tested it with Fidget 02 on zealots and all they ever do is take a step back and lift their blade... You sure you are using the Fidget, Variation 02? And not Fidget, Variation 01??
Previewer says Fidget 02.
I tested it out by setting the UI - Fidget + of the Zealot Unit to 98% chance Animation, 1% Idle, 1% Turn and I placed 6 zealots on my map and they continuously Fidget 02.
EDIT: Also tested instead of Fidget, that they would do Stand Dance 02 and it works fine. They do the one dance only when the "Fidget" is supposed to happen.
I don't think there's any problem with your main building become a capital ship... Terran can build Planetary Fortresses. Protoss get to build a single mothership... You could combine and balance both those ideas for your Capital Ship... Only able to have 1, you lose the ability to make units from it, only available late game. Have it maybe slightly more powerful(damage wise) than a Mothership(not by much, less/no abilities??)... you DID just giveup your ability to build extra Workers in the event you get steamrolled.
It's not specifically a building... but more of a unit with a Footprint... doesn't a Siege Tank in siege mode have a footprint... hence why I could not use the weapon while in Siege Mode?? And why you couldn't use your weapon on a building??
0
As far as I know, it still works the same way... at least it does for me... I have no problems.
in the Actor tab, find the actor, select it, you will see a field "token" near the top with some white space(or a unit name). Right click the white space/name, modify token, then select your "new unit" and that's how you link an actor to something.
It's how I've done it and am still able to do it.
You would then modify the Events+ field properly.
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@Selfcreation: Go
Modification +, Behavior tab, add the behaviors you want to ignore in the Behaviors Disabled field.
If you are meticulous and exact, you could set each slow effect/disable effect into categories. Permanent/Restorable/Temporary. You would just have to give each behavior a flag(or multiple) in the Behavior - Categories field, then disable the Category in the Mod +, Behavior, Behavior Categories Disabled section.
0
@AluCardvanHellsing: Go
Ahh, you are right. I had checked it out earlier but never thought of modifying the effects themselves. However, you still cannot directly modify a Cast Time through an upgrade.
0
Not through data, at least not directly anyways. I don't know about triggers.
But I've done something similar in my map... you can download it at this link.
If you look through the map, look for the abilities Summon Voidwalker (Regular) and Summon Voidwalker (Quickened) and also take a look at the requirements Voidwalker - Quick Void and Voidwalker - Regular Void. Depending on a buff on the Warlock, it shows either the "quick" version of the Summon or the regular 10 second summon and uses the appropriate ability aswell.
Basically, duplicate the spell, and place both spells on the same command card slot, then just add the requirements to the abilities and then when you have your upgrade completed, it will auto swap out the spell for a shorter/longer cast version of it.
0
OK. Here it is!
WoW Warlock!
List of Spells::
100% pain in the ass :P
Overall I'm happy with it, could use a bit of tweaking but very minor stuff. Couldn't find an appropriate "stunned" model so I didn't add one to the Demon Charge stun.
0
@wingednosering: Go
I like that idea! That sounds really cool... =D.
Hmm, I'm almost done this WDE... the length was so long that it was cut into 2 files... and I'm trying to chain them back together but I don't know how... I don't feel like posting 2 videos on Youtube.
0
The world won't end in 2012 because Chuck Norris just bought a new laptop with a 3 year warranty. We're safe!!
0
@nevjmac: Go
I fully agree with what you are saying. People want more WDE's but don't want to work on any of them... I'm certain I've done every WDE except for 1 because of time constraints. I've even done the ones I really wasn't interested in because it's still fun to learn something new.
You're making the WDE for me?? awwww, hehehe, thanks!
I just woke up so I am going to run to Subway and get some grub because I'm starved and haven't had any Subway in days... I usually eat subway for lunch every shift... but not this week :(
After I'm done eating, I'm finishing and posting up the video for my Warlock. I really hope someone else has done some work... ah well, what can you do?
Nevjmac... enjoy your holiday to the fullest! You don't need to post a WDE this week if you don't have the time or couldn't be bothered! Enjoy the view and have some fun!
0
@Keyeszx: Go
I'm done basically, just going over the minor details, adding graphics to the spells. All ... Nevjmac did say this was going to be a 2 Week Data Exercise, so... Tomorrow should be the next one up.
Like I said, I'm just finishing up some last touches, and adding sounds. 10 spells, a transformation, full casting animations for regular and transformation. And all.
0
@aczchef: Go
Don't forget to thank Kueken. :P
0
@aczchef: Go
well I don't know what to tell you. I got it working and forcing a specific animation. I would post a fresh map for you tomorrow but I'll be going out to hang with some friends tomorrow night. I'll try and remember for Wednesday morning... I'm off Wednesday and Thursday this week, so for sure I'll do it then.
0
@torquate: Go
to remove the requirement for the Marauder's slow, find the effect "Marauder - Punisher Grenades (Apply Slow Behavior)" and then in the field Effect - Validators, double click to open the window, select the Value "Marauder - Punisher Grenades Researched" and then press the little red X to the right of it.
There you go!
EDIT:: Punisher Grenades is the name of the Marauder Weapon, Concussive Shells is the name of the actual upgrade, and Slow is the buff it applies, basically.
0
@aczchef: Go
I just tested it with Fidget 02 on zealots and all they ever do is take a step back and lift their blade... You sure you are using the Fidget, Variation 02? And not Fidget, Variation 01??
Previewer says Fidget 02.
I tested it out by setting the UI - Fidget + of the Zealot Unit to 98% chance Animation, 1% Idle, 1% Turn and I placed 6 zealots on my map and they continuously Fidget 02.
EDIT: Also tested instead of Fidget, that they would do Stand Dance 02 and it works fine. They do the one dance only when the "Fidget" is supposed to happen.
0
I don't think there's any problem with your main building become a capital ship... Terran can build Planetary Fortresses. Protoss get to build a single mothership... You could combine and balance both those ideas for your Capital Ship... Only able to have 1, you lose the ability to make units from it, only available late game. Have it maybe slightly more powerful(damage wise) than a Mothership(not by much, less/no abilities??)... you DID just giveup your ability to build extra Workers in the event you get steamrolled.
0
@OneTwoSC: Go
... OMG!!
It's not specifically a building... but more of a unit with a Footprint... doesn't a Siege Tank in siege mode have a footprint... hence why I could not use the weapon while in Siege Mode?? And why you couldn't use your weapon on a building??
Well I'll be damned...