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    posted a message on Morph Models Stacking Up

    I've had a very strange problem recently. I'm trying to make a unit whose initial model is the default marauder, and a using a morph ability to make it transform into the "dominion kill team marauder." The stat changing works fine, but the model is behaving rather strange. I've set it up so that when the morph ability completes, it replaces the default marauder actor with the kill team marauder, but the game seems to get a little carried away. Basically the model seems to end up stacking on itself a few dozen times. When it moves, it looks like several units with no collusion detection standing on top of each other. it also does this if I cancel the morph ability before it completes, but it used the default marauder model instead.

    Is there a reason this is happening like this, and can I fix it, because it looks way too trippy for my liking.

    Posted in: Data
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    posted a message on [question] Bounty Aura

    I was wondering if there was a way to increase a unit's kill bounty when they enter the proximity of a specific unit. I thought the best way would be to make an aura, which I know how to do and put it onto a unit, but I haven't found a way to change the kill bounty of a unit under the effect of an aura. I've tried looking under the "modify" bit of the buff behavior but I didn't find anything.

    Is there a way I can make this work?

    Thanks

    Posted in: Data
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    posted a message on Gaining Experience Without Attacking

    @FunkyUserName: Go

    I'm a little confused as to what setting to use.

    I've tried setting the Share Experience Radius (kill) to 25, so the radius should be okay. I've set the Share Experience Fraction to 1. It still doesn't work. Does the Shared Experience Veterancy Behavior need to be on the unit that gets the KILL, so it shares the xp with nearby allies, or is it applied to the unit that is supposed to receive the shared experience?

    Could the issue also lie in the fact that the units getting the kills don't have a veterancy behavior, and thus might not technically be "earning" experience?

    Posted in: Data
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    posted a message on Gaining Experience Without Attacking

    Simple question I hope: how does one make it so that a hero unit will gain experience from any units who die in a certain radius around them, including allies, without the need to directly attack them?

    I have the "hero" unit working as far as I can tell, meaning that ventrancy behaviors are in line, but it doesn't have an attack of it's own and still needs to gain XP for the map to work (long story.)

    A quick explanation would be okay, but if there's a more in depth tutorial already written about this, I'd be grateful if someone pointed me towards that too.

    Thanks in advance.

    Posted in: Data
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    posted a message on [Unit] Resource generating control point

    @Photoloss: Go

    I've intended to make it so that enemy units within a certain proximity of the control point will begin converting it to their side, probably taking several seconds to completely do so, while friendly units near the control point block the capture. While I'm certain this is possible, I have a nagging suspicion that it is more the purview of triggers rather than the data editor. Is there any way to do what I'm trying with the data editor or is it time to learn some more complex triggers?

    Posted in: Data
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    posted a message on [Unit] Resource generating control point

    I'm creating a map that's centered around holding capture control points scattered around the map, ala Dawn of War. However, I want to make it so that these control points gain "experience" as units from all sides die around them, which causes them to generate more resources.

    The way I was thinking about doing this was to give the control point an ability that generated an amount of resources and have this ability have several levels, essentially making the control point act like a hero. I could make the control point a "hero unit," but is there a way to generate resources using the data editor or only through triggers?

    Also, how do you make a unit capture-able, but retain it's allegiance if the capturing team moves away?

    EDIT: figured out how to generate resources using effects. It's under modify player.

    Posted in: Data
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