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    posted a message on How to drain life

    If you set Vitals Fraction - Max Life to 0.05 a 0 armor, no regen, no shields unit should die in 20 ticks regardless of HP. Make sure that damage effect doesn't cause splash damage (for splash, use a Search effect to apply individual damage effects)

    If that doesn't work the mechanic might be bugged. Another guess is that it takes the vitals of another source, so you might have to set the source of the damage effect to the intended target (and use a KillsToCaster effect if need be, or a validator+instakill effect)

    For shields it really depends on what you want to do. If you want to treat them like regular HP an easy setup would be to apply a set of multiple effects:

    • x% max shield drain, with a validator "current shields=/=0, or >whatever you expect units to regen between hits"
    • x% max life drain, with a validator "current shields: =0 if units can't regen shields in combat ; <something small if they can regen much less than x% max shields in a reasonabe amount of time ; <x% if they have super-regen" OR a "shield factor" of 0

    You will want to apply the life drain first, otherwise the shield drain can reduce the shields to 0 and the life drain kicks in on the same tick.

    This setup isn't perfect, the hit that breaks the shields will always be a bit weird. You can carry over the shield drain as life damage, set shields to 0 and negate the rest of that hit, or set shields to 0 and apply a (possibly weakened) health damage tick. You can't properly record the "shield overkill" and transfer it into a %life damage equal to the %shields of said overkill.

    Posted in: Data
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    posted a message on Nomad - build and haul - mostly visual problems

    It faces straight down, with the top of the model facing "north" (2D up/up on minimap). No matter how I change the values the missile always faces that way.

    Did you get it to work on my demo map or are you just recounting past experiences? I think the near-perfectly vertical trajectory messes things up, and I probably have to change a flag on the copied autoturret mover to stop it from overriding all rotations.

    Posted in: Data
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    posted a message on Auto cast ability priority

    Can you please specify "prioritise"? A simple way would be to add validators for the Raven's energy level, but that obviously prevents the Raven from ever casting a spell if it can cast a higher priority one, which isn't very smart.

    Another way would be to adjust the autocast ranges equal to your priority so the Raven autocasts HSM before it even considers casting the other spells. Obviously that's even worse than the previous setup, and probably fails if the enemies are already within range.

    For anything more intelligent you have to first lay out the conditions under which each spell should be cast, then add validators to represent these conditions (I think you could, for example, run a scan for enemy missiles around the Raven, and only autocast PDD if more than x missiles are detected)

    Posted in: Data
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    posted a message on Warp in burrowed units?

    The Super Warpgate warp-in is considered a "construction" and not a "train" ability.

    The UnitBirth actor event only seems to apply when the "construction" of the unit is complete.

    Adding this to the Zergling actor (or your burrowed unit actor, the Zergling shares 1 actor for both forms) will fix it:

    • UnitConstruction.>BurrowedUnitName<.Start
    • Create
    Posted in: Data
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    posted a message on Nomad - build and haul - mostly visual problems

    On "...SOpUp"? What should I set it to then? Setting it to (1,1,1) doesn't produce any visible effect either, and that actor has no other fields to specify directions.

    Posted in: Data
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    posted a message on resource swap

    What's the base ability type you used? Effect-Instant should work, as should Specialise and Behavior. Maybe add a dummy effect (empty set etc) and see if that helps. Effect-Target abilities require you to specify and come in range of a valid target before executing and deducting costs, so you should stay away from those.

    Make sure your buttons are set up correctly, mine always bug out when specifying the commands (though that results in the button not appearing at all)

    Posted in: Data
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    posted a message on Make upgrade change weapon on unit

    For something as "simple" as this it's best to make an otherwise empty demo map and just attach that to your post.

    I suggest you look at the bunker with campaign/story dependencies enabled, the Shrike Turret upgrade does just that, minus disabling an old weapon.

    Posted in: Data
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    posted a message on Short List of Qs

    1. Probably knockback effects. If it's only 1 unit that can "fling" itself you can use a missile, but if you want a caster to knock around anything else that's far too much work unless there's an "extract model from actor" action.

    2. You can set an "end phase" time on the ability. If that doesn't work you can always apply a short-lasting debuff that suppresses movement, abilities and whatever else you want.

    4. Used to be unknown/impossible. For the morph to work both units must have equal (max) stats afaik, and you might have to use a "tech alias" as well. (look at the siege tank)

    Posted in: Data
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    posted a message on (Solved) How to remove resource icon/text?

    Go to the data tab "species" (or "races"?), open the files for all races you want to affect (Protoss, Terran and Zerg if you let the players choose their race)

    There's a field called "show resources+" or so, which lists the 4 useable resources. No idea how to get rid of the supply icon though.

    Posted in: Data
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    posted a message on Nomad - build and haul - mostly visual problems

    Ok, the attachment setup works. Can someone please still tell me why it doesn't work "the simple way"? I added the "...SOpUpTest" mover (copy of create autoturret with only speed and max speed changed), and made different site ops, "...SOpRotate" (based on SOp180) and "...SOpUp" (based on the default SOpUp). Applying either to the missile actor (under Host-SiteOps+) does nothing. To test you'll have to set the model of the missile actor to something visible.

    "...SOpUp" works with the attachment.

    Posted in: Data
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    posted a message on How to drain life

    "Effect - Damage" "Vitals Fraction (max/current)"

    Depending on the desired effect you will need validators and/or multiple effects for it to work properly against units with shields. (it will still damage them, but probably not by the intended amount)

    Posted in: Data
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    posted a message on Nomad - build and haul - mostly visual problems

    @DrSuperEvil: Go

    Doesn't work. I used "SOpUpDefault" and the default "release autoturret" mover with speed+max speed set to 2 for visibility. (Did it work for you?)

    The mover itself has such an option, and while it turns the model upright the missile still exhibits glitchy X-Y rotation.

    It seems as though all these problems stem from the fact that the "straight down" missile movement doesn't intersect with the impact location of a 0 range ability. The "guided" missile randomly changes its facing and the vertical throw one never hits.

    Is there a way of increasing the valid "impact" distance of the missile (i.e. consider it to have "arrived" if within a radius X sphere around the actual target)?

    Posted in: Data
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    posted a message on Nomad - build and haul - mostly visual problems

    @zorbotron: Go

    Set that mover's missile speed and max speed to 2, then you'll see my problem. The turret faces the ground instead of descending upright. Still thanks for the reply, now I atleast know why I thought that mover worked. The 90° rotated turret still looks similar to the upright appearance if it's facing north :)

    Posted in: Data
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    posted a message on Nomad - build and haul - mostly visual problems

    Finished the test map. All files created by me start with "TestNomad", those and anything I have edited have the suffix "+" for easy searching. The individual elements are explained in their respective "editor - comment" fields.

    Current problems: Missile mover just won't work properly. A "guided" missile will rotate glitchily during descent (probably due to 0 range on the ability, which I wish to keep). A "throw" missile doesn't arrive properly, getting stuck right next to the impact location until some timeout occurs. My attempt at using 2 phases creates a visible "forward lurch" during transition, thankfully it doesn't face down or rotate. All 3 movers are included, currently the 2-phase one is selected.

    PS: If anyone wants to use this, feel free to do so, just give credit (or at least don't claim it as your own invention)

    Posted in: Data
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    posted a message on Nomad - build and haul - mostly visual problems

    Optical illusion, i.e. my eye/brain is too slow to figure out whether the turret model actually faced the right way or not. I should probably use a slower missile speed for testing :)

    The tank one actually has an impact. If you somehow manage to stack units (pre-nerf vortex). The "large target" set doesn't even try to apply splash. Might also be for visuals, as the "directed" attack actor uses AttachHarness while the "normal" one uses AttachCenter impact SiteOp.

    That still only allows 1 debuff for all build actions, so it can't do unique construction visuals, plus I don't see any advantage in doing it that way.

    Anyway, I should probably do more extensive reading/testing regarding the missile and discuss the other questions elsewhere. Should I make a demo map once I'm finished?

    And of course thanks for the help ;D

    Posted in: Data
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