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    posted a message on Charged ability starting with max charges

    That doesn't quite work. I've updated my first post

    Posted in: Data
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    posted a message on Charged ability starting with max charges

    I have an ability with max 5 charges, it starts with 0, and costs 0 charges to use. (im interacting with these charges through triggers)

    whenever the unit uses another abilty, it is suposed to lose a charge, and when it has 0 charges left, that ability's cooldown is refreshed and other things happen.

    My problem is that even though I set chart start to 0, its still starting with 5 charges. And my triggers modifying the charges dont work.

    Let me clarify.

    I have a unit with a bunch of abilities. One ability is an active reset all cooldowns (this works) it also gains 1 charge whenever any of the other abilities are used. When it has 5 charges, the next ability to be used doesn't trigger it's cooldown.

    Posted in: Data
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    posted a message on wc3 esque - cloak fade time

    Is it possible to do a "fade time" on cloak skills, like invisibility spells from wc3?

    Posted in: Data
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    posted a message on Warhammer 40k: There is Only War [40k moba]

    I would if i could D:

    im working on heroes atm, Im personally bad at doing terrain, so yes it needs polish. Ill get pictures and stuff of heroes as I finish them. The concepts are all on the forum.

    Posted in: Project Workplace
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    posted a message on Creating a unit and attaching beams

    ok. so i make an ability whose effect is create persistant. I create a model actor that is created when the persistant ability starts, host site ops is moveUp9 or whatever (i have the height working). how do I get the model actor to be created at the target point?

    then the period effects are a search effect, and the search effect picks one random unit in its area (centered on the ability target point) and deals damage to it. I then create an action effect, that is created when the damage effect is played I then create a beam actor, associate the beam with the damage impact how do I make the beam attatch to the search area, or the persistant model actor?

    Im kinda new at the whole actor details thing.

    Posted in: Data
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    posted a message on Warhammer 40k: There is Only War [40k moba]

    whoops! there we go. couldn't get the hyperlink to work so I just took it out. Apparently anything wants to link to a page on sc2mapster.

    Posted in: Project Workplace
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    posted a message on Creating a unit and attaching beams

    I'm not sure what the alpha colossus is >.>

    Basically the ability causes x number of bolts to strike units in the area. I'm trying to get these x bolts to originate from a unit creates by the ability instead of the caster.

    I have the ability effect create a unit, the effect that happens to the spawnd units is a persistent, who's periodic effects are an area search, which picks one random unit in the area and does a damage effect. Everything works fine except I can't get the beams to attach to the dummy unit.

    (Btw if there is a simpler way please let me know XD )

    Posted in: Data
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    posted a message on Creating a unit and attaching beams

    Hey,

    So I'm making an ability that creates a dummy unit (for display/effect purposes), and targets a random unit in the area around the created unit dealing damage. Ive set up a beam for the attack actor, but the beam attaches to the casting unit, not the created unit. How can I fix this?

    Sorry if that doesnt make any sense, ask if you need clarification

    Posted in: Data
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    posted a message on Warhammer 40k: There is Only War [40k moba]

    Hello all! I'd like to introduce a map that I'm working on with a few others over at 40kaos.forumotion.com . The map existed on wc3 and it stopped being updated. My team and I recently got active again and we're working on updating it for SC2. Its going to be a warhammer 40k MOBA, with a twist. Its not layed out like a standard moba. Its more reminiscent of star battle with the map layout. There are no official lanes, instead there are 10 points throughout the map that can be captured to give bonuses to the team.

    The terrain, bases, capture points, creeps, and hero respawn are all finished and ready to go, so the next step is coding the heroes themselves. And I've hit a wall. I have so little experience with the data editor, and I'm finding it difficult to get very much done very fast.

    I would be looking for a person (or people) who would want to help make an awesome warhammer 40k map, and has familiarity with the data editor to make heroes.

    Otherwise, if people comment here, I may just be asking for help

    Posted in: Project Workplace
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