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    posted a message on (Solved) AoE ability is requiring single unit target - issue

    @FunkyUserName: Go

    The ability has no Target Filters set.

    Posted in: Data
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    posted a message on (Solved) AoE ability is requiring single unit target - issue

    @rutegar: Go

    Target: Impact Location is set to Target Unit/Point and Target: Launch Location is set to Source Unit just like Psi Storm. I tried setting Target: Impact Location to Target Point, but it exhibited the same incorrect behavior. Even if I change Target: Launch Location to Target Point or Target Unit/Point, the behavior doesn't change.

    Posted in: Data
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    posted a message on (Solved) AoE ability is requiring single unit target - issue

    I created a limited range AoE ability from the Nexus that is supposed to recharge the shields of your units in the target area by 50. When I select the ability, I can see the search effect highlighting units in the radius of the ability, but my cursor splat snaps to a single unit and only permit be to use the ability on a unit.

    Here's how I have it designed:

    Abilities

    Nexus - Recharge
    • Ability: Arc set to 360.0 degrees so Nexus can target all around it because the Nexus can't move.
    • (Basic) Effect: Cursor Effect set to Nexus - Recharge (Search).
    • (Basic) Effect: Effect set to Nexus - Recharge (Apply).
    • Range set to 10.

    Effects

    Nexus - Recharge (Search)
    • Searches a 360 degree area with a radius of 1 for player owned units and structures.
    • Applies the Nexus - Recharge (Apply) effect in the (Basic) Search: Areas section.
    Nexus - Recharge (Apply)
    • Applies the Nexus - Recharge behavior in the (Basic) Effect: Behavior section.

    Behaviors

    Nexus - Recharge
    • Vital Max Bonus | Shields set to 50 - this adds 50 shields to both current and max shields (e.g. 27/50 -> 77/100).
    • Duration set to 0.0625 so the max shield capacity is instantly removed, but restored shields remain.

    I've been comparing this with Psi Storm as that ability is designed to target a point on the ground. So far, I have been unable to determine why my ability 'snaps' to a unit and forces me to only target units.

    Any input is appreciated and I can answer any questions you have.

    Posted in: Data
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    posted a message on (Solved) Alter the number of starting workers?

    Where are you able to alter the number of starting workers for each players in an extension mod?

    Posted in: Data
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    posted a message on Setting energy/starting energy after an upgrade

    @DrSuperEvil: Go

    Yep, they've been enabled - see image.

    Posted in: Data
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    posted a message on Setting energy/starting energy after an upgrade

    The requirements/validators for what though? The morph ability, unit, or something else?

    I've been looking at the Command Center/Orbital Command morph ability and unit to try and find where it has a "nothing in queue" requirement (or whatever it may be called), but I'm not seeing something of that nature anywhere.

    Posted in: Data
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    posted a message on Setting energy/starting energy after an upgrade

    I decided to go with a Morph ability as I want the upgrade to be required for each Nexus rather than a single upgrade for all. The upgrade itself it working, but I'm having two minor issues:

    1. The new structure that my Nexus morphs into doesn't have an icon so the morphing icon shows a solid purple square and I can't find where this icon is set on the unit. The morph ability itself is fine in the command card - it's just the unit's icon that's missing.

    2. When I select the morph ability, I can select it even if there is a Probe queued (which I shouldn't be able to do). I've compared all the settings between my morph ability and the morph abilities of the Command Center and they seem to match up.

    Edit: I fixed number 1 after a bit of digging by duplicating one of the actors for the unit. I'm still stuck on number 2 at the moment.

    Posted in: Data
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    posted a message on Setting energy/starting energy after an upgrade

    That makes sense. How would you apply the Modify Unit effect to the unit? Do you have to create a Behavior and an Apply Behavior effect to accomplish that?

    However, thinking about how upgrades work, since the upgrade is going to be on the Nexus and I want each separate Nexus to be forced to research the upgrade, I might have to make it a Morph ability like the Command Center -> Orbital Command otherwise the effect is just applied to every new Nexus that is built.

    Posted in: Data
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    posted a message on Setting energy/starting energy after an upgrade

    I created an upgrade which is supposed to set Energy Maximum, Energy Regeneration Rate, and Energy Starting Amount for a unit after the upgrade is researched. The unit that gets this energy has 0 for all three attributes prior to the upgrade.

    When I test this in-game, the Energy Maximum and Energy Regeneration Rate are applied as expected, but the Energy Starting Amount remains at 0 even though I use the upgrade to Set it to 50.

    I have tried the following iterations with the same outcome:

    • Using Add instead of Set
    • Setting the Energy Starting Amount to 50 on the unit and removing it from the upgrade

    You can't change the order that the upgrade's effects are applied, so I don't think the order would matter. I'm not aware of another unit I can compare this against either.

    Anyone run into this issue before?

    Posted in: Data
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    posted a message on (Solved) Creating a targetable cloaking field

    I got the model and effects working perfectly now. =]

    The only thing I have left to do is the cursor splat, but I should be able to figure that out. Thanks for the help everyone!

    Posted in: Data
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    posted a message on (Solved) Creating a targetable cloaking field

    I'm finally making some good progress!

    I created a persistent effect and applied that to the ability and I can now target a point on the ground as I want. I also found that the cloak was spreading indefinitely because I had the behavior's periodic effect set to the search effect. My ability now cloaks units and remains in the specified search range.

    All I need to fix now is the fact that the timing is off so units constantly lose and gain cloak for the duration of the ability. Then I can just add some models and I think I would be good to go.

    Posted in: Data
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    posted a message on (Solved) Creating a targetable cloaking field

    After a bit of meddling, I finally figured out where the cloaking effect is actually applied. Though the rest of the ability is pretty messed up at the moment. Here's what happens so far:

    1. Cast ability for 75 energy
    2. Target unit (still can't figure out how to make this target a point on the map)
    3. Cloaking effect is applied to allied units and structures in the set radius
    4. Cloaking effect then spreads to ALL allied units and structures with seemingly limitless range
    5. Cloaking effect remains on the entire game

    Numbers 2, 4, and 5 are still issues I'm having and that's only one less issue than yesterday.

    My search effect is set to a radius of 5 so I'm not sure why it just spreads to everything. My behavior is set to have a Duration of 40 which I presume to mean 40 seconds, but it does last a lot longer than that.

    @greythepirate: Go

    I found that even though the ability is cool, just looking at the data doesn't really help me to understand how everything is related or what each setting does. I've spent hours looking at the Mothership and Oracle cloaking abilities and only making a bit of progress.

    Posted in: Data
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    posted a message on (Solved) Creating a targetable cloaking field

    @MaskedImposter: Go

    Thanks for the feedback. I did look at both the Mothership and Oracle cloak abilities for some insight, and I have been trying to mimic the settings as best as possible, but it's tough to get right without a lot of experience/practice in the editor.

    @greythepirate: Go

    I will definitely take a look at that to see how it works.

    Posted in: Data
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    posted a message on (Solved) Creating a targetable cloaking field

    I've been spending a lot of time trying to create a cloaking field ability that is cast to a point on the map (like Psi Storm), but as this is my first serious time meddling with Behaviors, Effects, and Actors, I'm a bit lost. So far I have been able to create the Button and Ability and attach it to the unit's command card. When I select the button to use the ability in-game, targeting is available, but selecting a unit (all I can currently do) doesn't do anything.

    My plan was essentially this:

    • Cast ability to a point on the map
    • -> Apply visual circle around radius of the cloaking field to indicate where it begins and ends (only friendly players can see)
    • -> Search area for friendly units
    • -> -> Apply cloaking effect to units

    I think this is the right mindset, but I'm not entirely sure what I would be missing in this setup.

    1. 1. The ability needs to be able to target a point on the ground rather than a unit like Psi Storm. I can't seem to find where this is set.
    2. 2. Once cast, it's need to apply the cloaking field for a given time (say 40 seconds) to friendly units underneath.
    3. 3. A visual circle marking the ability's border so friendly players know where the effect is applied.

    If you would like to take look at what I have so far, here's the mod file: http://www.mediafire.com/download/as7eb2ui3tjy9mm/Lazer's_Custom_Balance.SC2Mod

    Just search for Twilight Shroud and you'll see all the relevant objects.

    Any input is greatly appreciated!

    Posted in: Data
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    posted a message on (Solved) Where is the Mothership Core's Time Warp ability?

    @TyaArcade: Go

    The dependencies I'm currently using are Liberty (Mod) and Swarm (Mod). I don't see the Time Warp ability in any of those.

    I added the Swarm Multi (Mod) dependency and re-loaded my map, seems to be working now. Thanks!

    Posted in: Data
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