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    posted a message on (Solved) Several simple abilities

    I couldn't fix it yet - maybe I will make the upgrade change the behavior modification of the aura to a slightly negative value so at the end it stays the same speed as before, but it's a stupid dirty solution.

    Posted in: Data
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    posted a message on (Solved) Several simple abilities

    It's an upgrade which changes the behavior "Foresight Aura" (because you have that behavior passively from the start anyway I didn't want to make a new one).

    It "adds" 0.01 to timescale (for the first buff). So it should be 1.01 timescale on that behavior. The same behavior is changed by the next timescale upgrade by also "adding" 0.02 to the value. Adding means for me + and nothing multiplicative. It's also all on one behavior so multiple behaviors cannot stack multiplicative because there is only one.

    I tried changing the last upgrade to "set" and then 1.1 for timescale. This still gives me 3.5 +0.73 movespeed. So 10% timescale always give me way more movement speed, I just don't get why.

    The first upgrade should give me only 1% timescale (so 1% movespeed) = 0.035, but it already gives me 0.07.

    Posted in: Data
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    posted a message on (Solved) Several simple abilities

    Okay since the HOTS patch I have only one new problem so far:

    The passive Timescale buffs buff her movement speed more than they should. If she goes full timescale she ends up with 1.1 timescale (10%). So her 3.5 movement speed should be 3.5 +0.35 and it was like that all the time. But it's 3.5 +0.73 now.

    WTH Blizzard?

    Posted in: Data
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    posted a message on Increasing the duration of the transfuse animation

    You can also click on the model of the transfuse actor and go to "Animation: Speed" and set that to something below 1, then the animation will be slower and thus longer.

    I would recommend to duplicate the actor and the model though.

    Posted in: Data
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    posted a message on (Solved) Several simple abilities

    Works like a charm, dude thank you.

    I might have another problem, but if so I will let you know - I might edit this post so keep an eye on the thread.

    Posted in: Data
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    posted a message on (Solved) Several simple abilities

    I found a nice animation already.

    The snipe beam - when I use a beam actor the beam will stick to her like glue but I want it to stay from where she shot. I know how to do this (Host Site Operations -> SOpAttachHarness(Stationary) and it will stay, but the question is how do I add the beam? Should I make a beam actor and set the events accordingly or add it to her weapon actor?

    Or better said, I have no idea how to do this properly, I tried so many things already...

    Posted in: Data
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    posted a message on (Solved) Several simple abilities

    No when I tick enemy it doesn't show up. That's the problem.

    But I found a solution: I let the actor search for the "apply behavior"-effect instead of the "buff"-behavior -> then set flags "Enemy Ally Neutral" and it still shows up, so it probably works (I need to wait for someone to test this with me - that's only possible at night when the guys from the USA are awake).

    One thing I would love to do, but which didn't work yet is giving my unit's attack (Nova, and she uses her normal weapon) that attack-beam from the Ghost ability "Snipe" like in games like "AoS". Or adding the Nuke Dot on the target with each attack. I think the last I can manage but the first is utterly impossible with my terrible GE skills.

    Edit: Also, is it possible to play an animation in reverse? Cause I would like some nice psionic death animation for her and I would turn around the purifier charge-up animation. Otherwise I have to keep searching for one.

    Posted in: Data
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    posted a message on (Solved) Several simple abilities

    Enemy: Present Self: Not present

    So seems like it is not possible. I can't edit the normal radar blip because we also have sensor towers in the game and they should show dots for allies too.

    Posted in: Data
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    posted a message on (Solved) Several simple abilities

    I did that test and the blips where gone, so it's not the way you said.

    Posted in: Data
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    posted a message on (Solved) Several simple abilities

    Okay now it get's somewhat hard. I want one of my many radars to be only visible to the player of the owning unit. In other words, only the person who has the radar can see the radar blips. It probably isn't possible with the hardcoded radar but here is what I did so far:

    I made a behavior that periodically casts an search effect which applies an behavior to units in 6 range radius (the radar range). That behavior does nothing, but I added an actor that shows the radar blip on affected units.

    So far this works very well, the radar blip shows up, even on cloaked or burried units. Currently noone is online who could do testing with me, but I am pretty sure that radar blip shows up for everyone, how can I make it so only the player with the radar unit can see it?

    Edit: Of course I forgot to mention: The Actor:Filter+ I know about that, but does this help me in this case? The behavior is on enemy units after all, so I have to enable "enemy" for the filter or I can't see it, since I am the enemy of my enemy. The problem is that my allies are also the enemy of my enemy, but they are not supposed to see the actor.

    Posted in: Data
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    posted a message on (Solved) Several simple abilities

    Hm, I can't fix the cooldown thing, but that's not a problem since I can make them both not cool down during lockout.

    I want to add the sensor tower radar to a unit but it won't work. If I add the Radar behavior from the sensor tower it works, but my 1:1 copy doesn't work. What the heck?

    Ugh, Sensor Tower Behavior is hacking. They use 360 degrees, but when I copy it the 360 degrees becomes 0 degrees. I have to set it to 359 or it will default back to 0.

    Now my ability that activates the radar doesn't show up in the unit ability tab... god galaxy editor really wants to kill me.

    Posted in: Data
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    posted a message on (Solved) Several simple abilities

    Okay another problem - the cooldown again.

    When I set the Apply Behavior ability cost location to "Unit" then I can use it once, but after the cooldown I can click the ability but it doesn't activate anymore. You can just click the button without any effect. That doesn't happen to the other ability.

    Posted in: Data
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    posted a message on (Solved) Several simple abilities

    I'm still tweaking things with my builder so there is a good chance some maybe terrible bugs show up.

    Or I maybe could come across the wish to make some different animations and require some assistance with all the stuff the actors can do. Until Friday I will keep tweaking things, then there is a chance the builder already gets released what basically means that I won't be working on it anymore.

    So Friday is the day.^^

    Posted in: Data
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    posted a message on (Solved) Several simple abilities

    Usually it should move. If it was hardcoded than it should work without me doing anything right? I mean the sounds belong to her portrait anyway, so I don't know why it doesn't work.

    Unit Death-> Timer Set and TimerExpired -> Destroy is exactly what I tried already, didnt work.

    Edit: If I expand the sound asset value than there are values for facial expression, aka I fixed it, thanks anyway.

    Posted in: Data
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    posted a message on (Solved) Several simple abilities

    Okay as I edited above, the cooldown thing is fixed and working like a charm (since I can choose weither the ability cools down or not - choosing is always nice).

    Death animation... I will just change it to TerranLargeBuildingDeath - it looks good and I don't have to spend hours with fixing it.

    I added a few of her "pissed" lines to the normal "what" lines, but her portrait in the UI at the bottom is not showing any facial movement (mouth etc.) - any idea why it doesn't work and how to fix it?

    Posted in: Data
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