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    posted a message on How do you turn off ability or make ability toggle?

    @jerberson12: Go

    In the Ability itself, i believe the Ability + field, you should see the Execute field, which is where you setup your regular 1 button-press abilities, like Psionic Storm.

    If you take a look at the Ghost/Banshee cloak, there's also the 'Cancel' field setup on the ability.

    Sorry I can't get more off the top of my head, its late and it's been... an extremely odd day.

    Best bet is to look at the Cloaking ability(ies).

    Posted in: Data
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    posted a message on Raynor's Snipe Impact Animation

    @bongalak: Go

    find and click on the RaynorSnipeBigBloodImpact actor, double click on the Events + field to open/modify it, find

    • Behavior.Snipe.On
      • Create (or whatever this part will be)

    and change it to

    • Effect.DamageEffect.Start
      • Create
    Posted in: Data
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    posted a message on Weekly Data Exercise #9 - High Templar Weapon

    @D1000: Go

    In the Search - Search Filters field of your Search Effect, you would uncheck 'enemy', I think. It's either Enemy or Ally, because I'm not sure exactly who owns the behavior in this case, the unit that is charged (enemy unit) or the source unit(high templar).

    Either way, if you want to filter out enemies/allies, you just uncheck the appropriate option in the Filter.

    I will make your WDE into a video and post it up for you, and I will fix the search for the video :)

    UPDATE: So I'm uploading the vid in a few minutes, I'm converting it right now. Unchecking Ally or Enemy wasn't doing the trick so I unchecked Player and Ally, and it works good. Player refers to one self, and Ally well... to your allies.

    I hope you don't mind, I added some Teal Zerglings to the map and made Local Player and Teal Zerglings allies so you can see in the video how it doesn't affect oneself or allies.

    Embed Removed: https://www.youtube.com/v/30-D__-C9PA?fs=1
    Posted in: Data
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    posted a message on [solved] Ability restriction

    @ZealNaga: Go

    If you want to change the owner of a unit which has a buff, find the behavior, and change the Behavior - Player + field and change it to Caster.

    If you use a Modify Unit effect, just change Unit - Transfer Unit + to Caster and also put a check next to 'Owner' in Effect - Modification Flags field.

    Posted in: Data
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    posted a message on [Solved][Effect] Search for target with behaviour?

    Yes there is.

    You will most likely have to create a new custom Validator. So do that, name it HasBehaviorX(if it's a behavior called Stunned, name it HasStunned), Validator type type Unit Compare Behavior Count.

    In your new validator, modify the Validator - Behavior field and add your behavior you want it to check
    Validator - Compare field set to Equal To(this might be the default, dunno)
    Validator - Unit + set to (none):Target
    Validator - Value set to 1

    Validator is done! Now switch to your effects tab, and find your Search Area effect. What you will want to do is in the Effect - Validator field, set that to HasStunned, your custom validator. Now the Search - Areas + field's Effect will only activate if your Validator returns true, IE it finds a target within it's radius with the Behavior 'Stunned' on it, for example.

    Posted in: Data
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    posted a message on Detection Behavior without Label

    @silvermage: Go

    The Yellow 'Detector' text shows up if you have a 1 or higher in the unit tab's Detect field(of the Behavior)...
    if it's a 0, no yellow 'Detector' text.
    if it's -1 or less, you get the yellow 'Detector' text in the UI, but it does not detect or reveal other cloaked units.

    The State Flags in the above mentioned's Behavior Tab are all disabled by default for Behavior (10), (11) and (12).

    The UI - Tooltip is only the text that would show up on the ICON itself if the Behavior wasn't hidden, it does not control the yellow 'Detector'.

    Making 'Detector' enabled in the State Flags section of the tab 'Behavior' will show the yellow 'Detector' on the unit's UI card even if it is not a detector, and it will not detect/reveal anything if it has no number higher than 0 in the Detect field in the Unit Tab.

    Posted in: Data
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    posted a message on Very happy with this

    @Reaper872: Go

    I don't play much melee either... actually I don't play any melee, haven't in... months. And I have to say that I am somewhat impressed. Some of the texture blends are really good, I especially like the one in the mid north section... from grass to rocky to flagstone textures. It caught my eye right away when I saw the thumbnail more than any other of your screens.

    Typhoon of War sounds cool, but your minimap reminds me of a weapon... a 4-point Shuriken! ;)

    I feel the texture blends in the center of the map are a little too quick, you can barely notice a blend, almost look like lines.

    Posted in: Terrain
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    posted a message on Weekly Data Exercise #9 - High Templar Weapon

    @aczchef: Go

    Good stuff!

    Posted in: Data
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    posted a message on Do you know good models... ?

    @Vexal: Go

    I understand, and I agree.

    I never use pre-made models. I make new models in the Model tab, name them what I need them to be, select the proper Art-Model and then just choose my model in my new actors.

    Much easier.

    Posted in: Data
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    posted a message on Do you know good models... ?

    @DrSuperEvil: Go

    best bet is to load up your map, press Ctrl + Shift + V (opens the Previewer), and taking a look through Assets/Effects/(Race)/XXXX

    Load each one up and you can take a look at each and every special effect, and whatnot.

    Just be sure to add both Campaign dependencies to your map, there are more effects.

    Posted in: Data
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    posted a message on actor visible for only 1 player

    @Obatztrara: Go

    ummm....

    Actor - Filter.

    Ghost Nuke Indicator has enemy checked as a Filter (this is the one enemies do not see)

    and

    Ghost Nuke Target has self,ally checked as a Filter (this is the one only enemies can see)

    So, yes. It is possible.

    Posted in: Data
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    posted a message on Custom unit attributes

    @Delvianna: Go

    You can rename all attributes through the text editor. That's all that was done. Probably changed Hero into Boss, or Psionic or Hover into Boss. You currently cannot add more attributes, just rename them.

    Posted in: Data
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    posted a message on Weekly Data Exercise #9 - High Templar Weapon

    @nevjmac: Go

    Perhaps! I'll take a look. But I won't upload a new vid, just map if it works.

    EDIT: Re-uploaded the map in this post. Tinted white, also tinted the impact effect, and changed the impact's opacity. Also realised the Search on the Damage would hit anything, so modified the Search Targets or whatever, and also allowed the weapon to target air units. Little bits of Psionic Wave artifacts, haha.

    Posted in: Data
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    posted a message on Make upgrade button disappear?

    @Bagofsheep: Go

    http://forums.sc2mapster.com/resources/tutorials/1370-data-accumulative-and-multiple-upgrade-with-queue/

    Specifically it will be the Requirements that will stop the upgrade from going past 5, and setting the button in the command card to Restricted with the Requirement that will make it disappear.

    I'm fairly certain of that, but just go over that little tutorial.

    Posted in: Data
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    posted a message on Projectile collides with cliff, alternative solution?

    @Kueken531: Go

    Maybe you've already thought of this, but I don't understand why it doesn't do what needs to be done when combining the checks.

    Have you tried using "OR" validators? And what about multiple Behaviors that do the checking, 1 for each type?

    Posted in: Data
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