An ability I made is still auto casting even when autocasting is toggled off, when I toggle smart command off in the flags it stops auto casting all together and I have tried to change everything I can think of.
I am trying to make an ability which uses the tentacle animation from either the spine crawler weapon or neural parasite ability, but I have had no success trying to utilize those animations which is frustrating at best and I cant seem to reverse engineer the weapon or the ability to figure out how they work, so I am really hoping for some help, what I am hoping for is to produce a tentacle from a changeling which will stretch out to a target ally unit and pull that unit back to the changeling, if anyone can help it would be greatly appreciated.
If you have 2 behaviors 1 which grants a unit 500 shields and another which increases max shields by 50% how do you get them to stack so the unit get 750 shields?
Thanks for replying, for maximum shields its gonna be a static amount being 1/2-1/7 of the casters maximum shield. After that how would I get the targets current shields to be appropriate to the casters current shields at the time of the ability being toggled?
Search Area,
Switch Depending on number of units found
if 1 modify target shield to be 50% of casters current shield
Modify Casters maximum shield to be 50% of casters maximum
modify casters shield to be 50% of casters current shield
toggleable on and off
if 2 modify target shield to be 33% of casters current shield
Modify Casters maximum shield to be 33% of casters maximum
modify casters shield to be 33% of casters current
toggleable on and off
if 3 modify target shield to be 25% of casters current shield
Modify Casters maximum shield to be 25% of casters maximum
modify casters shield to be 25% of casters current
toggleable on and off
if 4 modify target shield to be 20% of casters current shield
Modify Casters maximum shield to be 20% of casters maximum
modify casters shield to be 20% of casters current
toggleable on and off
if 5 modify target shield to be 16% of casters current shield
Modify Casters maximum shield to be 16% of casters maximum
modify casters shield to be 16% of casters current
toggleable on and off
if 6 modify target shield to be 14% of casters current shield
Modify Casters maximum shield to be 14% of casters maximum
modify casters shield to be 14% of casters current
toggleable on and off
if 7 modify target shield to be 12.5% of casters current shield
Modify Casters maximum shield to be 12.5% of casters maximum
modify casters shield to be 12.5% of casters current
toggleable on and off
When toggled off any units who where effected by this ability will lose there shields both current and maximum.
the casters maximum shield will then be set to 100% again and its current shields will be set based on the cumulative amounts of the
total shields of any units who where effected by the ability.
this ability cannot target units with existing shields
The area of this ability does not matter and I think the search should only be able to find up to 7 targets any more and the shields gained would probably be insignificant.
I need some feed back and map testing done on my newly published map, its a battle arena type map. You start off by choosing your gladiator, only difference between them is appearance and then you can customize your gladiator with your starting resources, you can choose from, weapons, abilities, upgrades and units. You can team up against other teams or free for all, let me know if you have any questions and what you think.
Hello all who are reading this, here is my question. how would i create a trigger that would damage all units on the map based on the triggering units current energy?(the triggering unit being the caster)
Hello, my question is how do i change the siege tanks turn rate, if i try and change its unit turn rate it only make him have to stop before turning. i am trying to smooth out his turning instead of the sharp turning it does now, i am wondering if it has something to do with its model?
Hello all who are reading this. My question is how do i make a speedometre for a specific unit, for example i have tried seting up a varible to track the unit property movement speed current but that only seems to display the units max speed and not its current, so basicly i want for a unit that is not moving to display 0 and when the unit does move the speedometre will update, however i would like it to be accurate down to a decimal point if possible, any ideas i have had are really inefficient so if anyone could help me out with this i would appreciate it.
Hello all who are reading this. I recently published a work in progress project i have been working on for a few months now and i would appreciate feedback, so if you have time please give my map a try and let me know what you liked, what you didn't like and any suggestions you may have for it. The map is not finished but its playable right now. So please have fun and i look forward to your feedback.
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An ability I made is still auto casting even when autocasting is toggled off, when I toggle smart command off in the flags it stops auto casting all together and I have tried to change everything I can think of.
0
I am trying to make an ability which uses the tentacle animation from either the spine crawler weapon or neural parasite ability, but I have had no success trying to utilize those animations which is frustrating at best and I cant seem to reverse engineer the weapon or the ability to figure out how they work, so I am really hoping for some help, what I am hoping for is to produce a tentacle from a changeling which will stretch out to a target ally unit and pull that unit back to the changeling, if anyone can help it would be greatly appreciated.
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If you have 2 behaviors 1 which grants a unit 500 shields and another which increases max shields by 50% how do you get them to stack so the unit get 750 shields?
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Thanks for replying, for maximum shields its gonna be a static amount being 1/2-1/7 of the casters maximum shield. After that how would I get the targets current shields to be appropriate to the casters current shields at the time of the ability being toggled?
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Shield Disperse
Search Area, Switch Depending on number of units found if 1 modify target shield to be 50% of casters current shield Modify Casters maximum shield to be 50% of casters maximum modify casters shield to be 50% of casters current shield toggleable on and off
if 2 modify target shield to be 33% of casters current shield Modify Casters maximum shield to be 33% of casters maximum modify casters shield to be 33% of casters current toggleable on and off
if 3 modify target shield to be 25% of casters current shield Modify Casters maximum shield to be 25% of casters maximum modify casters shield to be 25% of casters current toggleable on and off
if 4 modify target shield to be 20% of casters current shield Modify Casters maximum shield to be 20% of casters maximum modify casters shield to be 20% of casters current toggleable on and off
if 5 modify target shield to be 16% of casters current shield Modify Casters maximum shield to be 16% of casters maximum modify casters shield to be 16% of casters current toggleable on and off
if 6 modify target shield to be 14% of casters current shield Modify Casters maximum shield to be 14% of casters maximum modify casters shield to be 14% of casters current toggleable on and off
if 7 modify target shield to be 12.5% of casters current shield Modify Casters maximum shield to be 12.5% of casters maximum modify casters shield to be 12.5% of casters current toggleable on and off
When toggled off any units who where effected by this ability will lose there shields both current and maximum. the casters maximum shield will then be set to 100% again and its current shields will be set based on the cumulative amounts of the total shields of any units who where effected by the ability.
this ability cannot target units with existing shields
The area of this ability does not matter and I think the search should only be able to find up to 7 targets any more and the shields gained would probably be insignificant.
0
I need some feed back and map testing done on my newly published map, its a battle arena type map. You start off by choosing your gladiator, only difference between them is appearance and then you can customize your gladiator with your starting resources, you can choose from, weapons, abilities, upgrades and units. You can team up against other teams or free for all, let me know if you have any questions and what you think.
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Thank you greatly appreciated
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Hello all who are reading this, here is my question. how would i create a trigger that would damage all units on the map based on the triggering units current energy?(the triggering unit being the caster)
Here was my attempt:http://i.imgur.com/bTUFBjW.png
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Would that effect a units turn rate?
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Hello, my question is how do i change the siege tanks turn rate, if i try and change its unit turn rate it only make him have to stop before turning. i am trying to smooth out his turning instead of the sharp turning it does now, i am wondering if it has something to do with its model?
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Hello all who are reading this. My question is how do i make a speedometre for a specific unit, for example i have tried seting up a varible to track the unit property movement speed current but that only seems to display the units max speed and not its current, so basicly i want for a unit that is not moving to display 0 and when the unit does move the speedometre will update, however i would like it to be accurate down to a decimal point if possible, any ideas i have had are really inefficient so if anyone could help me out with this i would appreciate it.
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I dont know any custom channels, how can i find them out?
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Where can i find people to test out my map?
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Hello all who are reading this. I recently published a work in progress project i have been working on for a few months now and i would appreciate feedback, so if you have time please give my map a try and let me know what you liked, what you didn't like and any suggestions you may have for it. The map is not finished but its playable right now. So please have fun and i look forward to your feedback.
PS: Name of map is "Pseudo's Race Track"
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Thanks, appreciate it.