So I have an ability shared by multiple different units . They all use the same button. Problem is they don't all activate at once when pressed.
Perfect example is the stimpack When using marines and marauders, regardless who stims, both marauder and marines will stim when selected together. How can I make my ability similar to that?
The sentinel zealot reconstruction behavior is not activating when the enemy attacks it. It stays at 1hp and becomes immortal. But when I use my units to attack it, it will die and reconstruct.
The same applies to the torrasque ultralisk. But the thing is when I burrow the torrasque, the enemy can trigger torrasque reborn ability. Really strange issue. All effects abilities and behavior are on default setting, this used to work fine.
Help please.
EDIT: I feel like it has something to do with the search filters since torrasque reborn works while burrowed and I'm able to trigger it using my own units attcking it. But I don't know where the search effect is for the 2 behaviors.
SOLVED: So I changed the effect revive dead issue order "effect player" from target to player. It was defaulted to target and it used to work. Now it's on caster it works fine.
Are there any triggers or data that allows spectators to join games in melee custom games?
Normally when you create a custom game and open it to public, you can't add anymore spectators. Just want to know how I can alter my mod in a way so that it can still allow spectators?
I went to ability, rally, ability info/ability command, rally 1. 2 validator boxes: use and set. For both I used Has vision. I also tried target has vision. To no avail, rally still can be set all over the map.
So normally when I copy units,abilities or upgrades etc from other mods or maps, I'd copy all the necessary data one by one. Is there a faster or more efficient way going about this? Like a feature in editor I don't know about which copies everything related to the unit all at once?
My question is if there is a passive behavior, for example the Guardian Shell upgrade in the LOTV campaign, how do you make it target the player only and not the allies?
Right now it gives allies the guardian shell upgrade in melee games, How can I make it so that it only targets me(Protoss) and not other allies or races?
Interceptors for the carriers dont fire after using the "release interceptors" abiility. If not released, carrier attacks normally and the interceptors fire, but after releasing them, they just move around but does not fire.
This issue is rather odd. Using the LOTV campaign dependency.
How is it possible to trigger the zombies like in zombiecastrophe attack based on player locations. For example, in my mod I triggered the zombies so that they only attack the starting locations of the players, but when the players expand the zombies doesn't attack the expos and still only focus on starting(original) locations.
I can't seem to find the correct triggers to make them attack anywhere a user/player is in.
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So I have an ability shared by multiple different units . They all use the same button. Problem is they don't all activate at once when pressed. Perfect example is the stimpack When using marines and marauders, regardless who stims, both marauder and marines will stim when selected together. How can I make my ability similar to that?
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The sentinel zealot reconstruction behavior is not activating when the enemy attacks it. It stays at 1hp and becomes immortal. But when I use my units to attack it, it will die and reconstruct.
The same applies to the torrasque ultralisk. But the thing is when I burrow the torrasque, the enemy can trigger torrasque reborn ability. Really strange issue. All effects abilities and behavior are on default setting, this used to work fine.
Help please.
EDIT: I feel like it has something to do with the search filters since torrasque reborn works while burrowed and I'm able to trigger it using my own units attcking it. But I don't know where the search effect is for the 2 behaviors.
SOLVED: So I changed the effect revive dead issue order "effect player" from target to player. It was defaulted to target and it used to work. Now it's on caster it works fine.
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So yeah any one else can give some intake to solve this issue?
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Are there any triggers or data that allows spectators to join games in melee custom games?
Normally when you create a custom game and open it to public, you can't add anymore spectators. Just want to know how I can alter my mod in a way so that it can still allow spectators?
Thanks.
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@DrSuperEvil: Go
Yeah, I tried it with the box checked and unchecked.
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@DrSuperEvil: Go
I went to ability, rally, ability info/ability command, rally 1. 2 validator boxes: use and set. For both I used Has vision. I also tried target has vision. To no avail, rally still can be set all over the map.
Edit: that filter is N/A
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how do I make it so that the set rally ability can only be set at areas the player currently has vision?
I've added the "has vision" validator and yet still doesn't work.
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So normally when I copy units,abilities or upgrades etc from other mods or maps, I'd copy all the necessary data one by one. Is there a faster or more efficient way going about this? Like a feature in editor I don't know about which copies everything related to the unit all at once?
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@DrSuperEvil: Go
Yea I tried that, but this upgrade isn't an ability, it's a passive behavior upgrade, don't know where I can adjust the target filters.
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My question is if there is a passive behavior, for example the Guardian Shell upgrade in the LOTV campaign, how do you make it target the player only and not the allies?
Right now it gives allies the guardian shell upgrade in melee games, How can I make it so that it only targets me(Protoss) and not other allies or races?
Thanks.
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@DrSuperEvil: Go
Yes the interceptors have the attack ability.
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@JEGCPR: Go
Yes it is the interceptor beam equipped.
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Interceptors for the carriers dont fire after using the "release interceptors" abiility. If not released, carrier attacks normally and the interceptors fire, but after releasing them, they just move around but does not fire.
This issue is rather odd. Using the LOTV campaign dependency.
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Is there a way to make the MEDIC (not medivac) heal an additional target simultaneously instead of just 1 at a time?
Thanks in advance!
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How is it possible to trigger the zombies like in zombiecastrophe attack based on player locations. For example, in my mod I triggered the zombies so that they only attack the starting locations of the players, but when the players expand the zombies doesn't attack the expos and still only focus on starting(original) locations.
I can't seem to find the correct triggers to make them attack anywhere a user/player is in.