• 0

    posted a message on [Solved] Modify Actor based on Buff Stack Count

    Go to the Events section of the actor which you want to modify. Here, you can set up a 'Set Tint Color', 'Set Scale', 'Set Opacity', or even 'Create' / 'Destroy' action based on a 'Effect.(effectWhichAddsBehavior).Start' event (Alternatively, use anything which will happen every time the behavior stacks). After the event is set up, add a Term, which is like a Condition for the event, and set it to 'ValidateUnit'. Here, attach it to a 'Unit Compare Behavior Count' Validator where you can set the behavior to be checked and the number of stacks required for a change to occur.

    If you want there to be multiple stages, ex. Scale increase at [5] stacks, Tint at [7], you can do this by creating multiple 'Unit Compare Behavior Count' validators, each with a different Stack requirement.

    Posted in: Data
  • 0

    posted a message on Selective Collision Behavior? [SOLVED]

    I 'could' give them the colossus-styled collision, which would let them interact with each-other while still passing through other units, but i still don't know how i could enable / disable that as needed. I've got to cover two states of collision here; [1] Colossus-style, [2] Regular ground unit. The problem is that i can't figure out how to have a unit switch between the two smoothly...

    Posted in: Data
  • 0

    posted a message on Selective Collision Behavior? [SOLVED]

    For my map, i am making a unit which is meant to be capable of passing through other units while it is moving, while regaining collision if it is stationary.

    The way I'm handling this is with a Buff behavior which modifies the State Flag 'Suppress Collision', which reduces the unit's collision radius to 0.

    This works, more or less. When it's moving, it'll gain the buff and pass through other units, then it'll become solid while it's stationary. Unfortunately, doing it this way makes it so groups of this unit, of which you will be able to get many in the map, are able to pass through each-other, as they have no collision radius. I'd like to set it up differently, so despite not colliding with units of other types, they still can't stack up.

    I'm at a bit of a loss as to 'how', though. Any help here would be appreciated.

    [If there's another thread with the answer that i just wasn't able to find, link it to me?]

    Posted in: Data
  • 0

    posted a message on Splat Rotation, Caster to Location of Cursor

    I have an ability that sets off a "Wall" of Effects. In this case, it's a bunch of Create Unit effects with periodic offsets, making it spread Horizontally [+/- X axis].

    This "Wall" is set up to Spread perpendicular to the caster, using a "Site Operation (Forward Vector)" Actor, almost identical to the Hellion's Attack Site Op.

    The ability works. The wall of Units is created, they work as intended. Unfortunately, it's impossible to tell the Wall's shape before casting; a circular AoE cursor can not properly reflect the real AoE of this ability. To fix this, i've adjusted the Scale of my Cursor Splat actor [Similar to "Psi Storm Cursor Splat"] to stretch it along the X-axis, making it a horizontal line.

    Unfortunately, i can't get the thing to face the right direction. I tried using another Forward Vector Site Op, but the effect was... odd, to say the least, and definitely didn't Work [Show the AoE properly]. I need the Splat to face away from the Caster, towards the location of the Cursor, rotating with movement of the Cursor. Alternatively, i need to make a separate Cursor Splat appear for each offset of the Persistent - Create Unit effect.

    Anyone know how to do this? Or, failing that, whether or not it's possible?

    • Edit, spelling.
    Posted in: Data
  • 0

    posted a message on Kill_All_Units trigger, leaves 1 unit alive?

    @willuwontu: Go

    That's exactly what i have, didn't know how to put it in that format here.

    edit: whups, that's actually a lie. Didn't see that you had "Any Player" in there- It needs to be based on any player that is leaving the game via Defeat, or has a special building they control get killed. If it was "any player", it'd kill everything, everywhere.

    Posted in: Triggers
  • 0

    posted a message on Kill_All_Units trigger, leaves 1 unit alive?

    I'm using a trigger that looks something like this...

    Pick each player in (Active Players) and do (Actions)

    Actions: Unit Group - Pick each unit in (Any units in (Entire map) owned by player (Picked player) matching {exclusions}, with at most (Any Amount) and do (Actions)

    Unit - Kill (Picked unit), Wait 0.025 Game Time seconds

    It almost works, as it kills .almost. everything in the map~ It leaves one unit alive for some unknown reason. I've tried variations which work on a per-player basis, but those leave one unit alive for each player as well.

    I'm not sure what's goin' on, and would heavily appreciate some support

    Posted in: Triggers
  • 0

    posted a message on [Ability] Viper - Yoink - "Gorefiend's Grasp"

    Ah, partial Necro here, sorry for that; Unavailable recently, checked the thread ASAP.

    But yes, that's exactly what i'm looking for; Though preferably with a cap of 6-7 targets being pulled, for balance reasons.

    Posted in: Data
  • 0

    posted a message on Any way to recreate Gloves of haste?

    @paku901: Go

    Well, whoever 'shoots first' has more to do with the Damage Point (Lower = less delay before firing, after initiation and being in range), Minimum Scan Range (Range at which an attack may be initiated), Backswing (Delay that occurs after switching targets) and Random Delay (Usually very short) fields in the Weapon's info section, rather than simply being based off of Attack Speed (Period duration).

    While i don't personally know how to change Weapon statistics via behaviors (Maybe someone else on here does?), and i doubt you want to make a copy of each weapon in your map that has modified stats for the Gloves of Haste item (You could have the weapons switch out when the item is equipped), you could consider messing around with the Time Scale (Across-the-board speed boost) field and see if combinations of that, plus changes to Regeneration, Move-Speed, Etc. rates would get you want you want.

    Posted in: Data
  • 0

    posted a message on [Ability] Viper - Yoink - "Gorefiend's Grasp"

    Request:

    Details on how to create a spell that pulls (Abduct) nearby enemy units to a target unit, preferably as the impact result of a projectile, and being cast-able on friendly units (To only pull hostile units).

    Example map is optional, but +rep to the first person who does. Been stuck on this for ages.

    Explanation:

    Alright folks, here's the deal. I want to make an ability similar to the World of Warcraft ability "Death-Grip" (Which is essentially Abduct), with it's added modifier "Gorefiend's Grasp", which causes the ability to no longer drag the target towards the spell's Caster, but instead drags nearby additional targets to the primary target (Clumping them up for maximum AoE effectiveness).

    I attempted to make an ability like this by modifying the Abduct ability to fire a Projectile with an Impact effect applying a Behavior that does a Search effect when it times out; This Search effect was set up to fire from the Caster towards Targets within the r.6 area with a maximum of 9 targets, using the "Yoink Start Switch" effect that the standard abduct ability uses. My approach did not work, for unknown reasons. A plethora of confusing and frustrating results [Everything from an AoE Yoink to an instant removal of searched units from existence] have driven me here.

    Much love to anyone who can help me out with this, i'm sure it's just something i'm overlooking but it's been the bane of my existence for the past week or so and i've finally given up on doing this alone. Googling around didn't yield much help, either.

    Posted in: Data
  • 0

    posted a message on Shield Dome - Help needed!

    I'd like to create a structure that acts as a protective shield for surrounding units, like a shield dome [Think guardian shield for visual]. The idea would be that until it's shields are broken [Shields < 1] it will take damage instead of any unit beneath it. I have some vague ideas as to how i should set this up [It would involve search effects, buffs and validators] but nothing concrete, and i'm sure there are better ways to do it than what i'm thinking of.

    How would one go about setting this up?

    Bonus points if you can make it so the attacks 'hit' the shield instead of their actual target, with a slight ripple effect around their impact location.

    Posted in: Data
  • 0

    posted a message on Effect on Kill - Misc [Solved]

    Hm, changing my Fatal Damage Response to a proper Death Response seems to have fixed the issue; Honestly i had no idea that there was such a thing as a proper "Death Response", i might have to go back through my map now and change some things. I'm still not sure why the change fixed my problem, however.

    The on-kill effect is being done by a weapon that uses a Set of two Effects, the Apply Behavior effect for my buff and then "Probe - Particle Beam (Damage)", in that order. I checked the stats for the Weapon to make sure the Damage Point was low enough, that the Backswing was appropriately low and that the random delays weren't too high, etc. etc.

    I'm going to keep looking through the Data Editor to see if i can figure out what caused the problem, if i manage to find it (And it turns out to be something people might want to know about if they read this thread) then I'll make sure to reply again with whatever it was; Thanks for the help!

    Posted in: Data
  • 0

    posted a message on Effect on Kill - Misc [Solved]

    I have a unit that is meant to spawn other units when it gets the final hit on an enemy; I intended to accomplish this by making it apply a Buff with a Damage Response to Fatal damage, but in practice it seems this does not always work- I tested my map and sometimes, maybe 1/4 of the time, nothing happened :S

    I'm wondering how to make this work, or if there's a better way to do On-Kill effects. Any help would be appreciated

    Posted in: Data
  • 0

    posted a message on An issue with Fatal Damage Response...

    I rechecked everything and sure enough, i had the locations set properly :S

    After awhile i decided to just scrap the five or so hours of progress i made on the map and go back to a backup, then re-do what i lost. I did (As far as i can tell), exactly the same thing, only this time it worked o.O

    I'll see about closing this thread or something as it's not really useful to anyone, ty for your help

    Posted in: Data
  • 0

    posted a message on An issue with Fatal Damage Response...

    I have two units with fatal damage responses in my map: One of them leaves behind a corpse unit that morphs into a copy of itself, the other leaves behind a psi-storm. The effects fire fine and whatnot, but their location is strange; The handled effect is created at the unit that killed the responder, rather than at the location where the responder died.

    I've tried messing around with a bunch of stuff under Damage Response, including all combinations of the "Location" fields, but nothing seems to be working. Help would be greatly appreciated here, as it's somewhat disruptive to game balance when ranged units in your enemy's army are being psi-stormed as soon as they kill your units, or your army of melee units is re-spawning inside theirs :S

    • The handled effects are a Create Persistent and Create Unit respectively
    Posted in: Data
  • 0

    posted a message on HotS "Torrasque" -Styled Ressurection Ability

    Alright- I like joey101d's idea and it sort of works, but i'm faced with an extremely confusing problem now; After the Corpse unit finishes morphing into a live InfestedCivilian, it... disappears. The unit is still there, I've noticed, but it becomes invisible, un-selectable. I don't know what exactly is causing the issue, either.

    So far:

    InfestedCivilian has two Behaviors, one is a Buff that gives it a Damage Response to fatal damage and handles a Create Unit effect that creates the corpse unit and the other is a Buff with a 60 second duration that disables the Damage Response behavior. The Corpse unit is a modified InfestedTerranEgg (Used by Infestors, morphs to infested marines). I changed the Actor of the corpse unit to have the model Colonist Corpse.

    When a revive-ready InfestedCivilian dies, it spawns the Corpse fine and the Corpse behaves like it's supposed to. When the corpse finishes morphing, it vanishes and the unit is rendered invisible and un-selectable.

    I don't know what i'm doing wrong, just that it must have something to do with actors :S Advice would be heavily appreciated, though i'll continue to work on this myself and will post a response with the solution to this problem if i manage to find it :)

    *EDIT*

    Alright, it seems the solution to my problem was to give up on Morph abilities and go with Necromoni's idea for the second part of it- Now i have a couple other issues, but they're pretty simple and i can probably solve them on my own. Thanks for your help guys, fast and reliable as always. :D

    Posted in: Data
  • To post a comment, please or register a new account.