Hmm, i am not at home now to look how i did it exactly,
but i think i had simple Behaviour (Buff) with the Modification (Chance = 0.3, Modifie Damage =-100 ). The Behaviour itself works fine, reducing the triggering damage by 100 Points (i could hae used damage faction = 0 too)
But there is no visible indicator, WHEN it triggers. What i want is to play an animation of the evading unit whenever it evades. (or a Text Tag saying "evade" ). and for that i need the Event for an trigger. "unit has Behaviour" does not work, because it always does have the behaviour...
I even tried it with 2 triggers, the first one
Event : "when unit takes damage"
Condition : has "evade"
Action : Save triggering damage in Global Array Variable [Damage], and Save triggering unit
run "check Evade" (an action definition that does check
if [Damage] +0,5 > actuall HP of [Unit] and [Damage] -0,5 < actuall HP of [Unit]
then Play Animation
Hi
I made an Evasion Behaviour (Buff), with a Chance of 30 % to trigger.
What i want is that the Unit plays an animation when this happens. Is there any way to do this within Trigger Editor? (or data editor, allthough i need the Trigger anyway :D )
I tried now for 3 hours, but couldn´t find that out :
Is there ANY way to increase the play-lenght of an actor /model? My problem is the following, i have a GuardianShield like ability, but with no timelimit. It has an validator, that turns the shield off under certain circumstances.
The BIG problem is this: the animation last exactly for 30 seconds.... I tried it with the "previewer" (adding animation bocks and so on, tired to export the model but could not import it again... ).
Long story short, i have no clue how to do that... heeeeelp :D
Edit: ok for now i found a workarround with dummy-behaviours
The Random Damage in the Data Editor makes it so, that all units of that kind do x-y damage, i think he wants them to have random, but fixed damagepoints.( one unit 12, the other 14, the other 12 again and so on...)
You could create lets say 10 behaviours, with +1 to +10 damage, and at creation of a unit, add a random one of it to that unit (random Intager from 1-10, if 1 = Behaviour +1 and so on. ..).
Hmm you could do a trigger, that changes the amount of Minerals (or Vespine) of Player 1 everytime Player 2 buys something to the value of Player2 Minerals (or with a periodic event, every 0.1 sec...), and a second trigger with Change ress P2 to ress P1
Hi,
i have the following Problem. What i want is this : A Unit can cast a spell, that creates a Tower. This Tower should only be able to fire at things within 120° infront of him. So far so good, not a big Problem with Turrets.
BUT, what i want is some kind of visibly effekt, where the tower can attack. (some kind of line at -60° and +60° of the facing of the tower). I tried to attach actors, but nothing seems to work....
Any suggestions? :D
I want to change the range of the Ghosts Snipershot (for all Levels of the skill) with the ChangeFieldValueSet Function. I do know how to do it for Damage or AttributeBonus (with Arrays and so on...= , but i can´t get Range to work. I can do it for weapons, but not for abilites....
My problem is probably this : In RawData the field is calles cAbilEffect_Range and not, as i would expect, cAbil_Range. And it seems that is the reason the catalog c_gameCatalogAbil is not working. i tried with custom script (c_gameCatalogAbilEffect ) but its a syntax error, and calling the fieldpath effect.Range doesn´t help either :D
As seen in the News on this page, it is possible to create Livebars with dialogs. (ORGP Stacraft or Power of Chaos)
Thats awsome, but i have no idea how to do that.
Until now i used Bossbars, but they are very big, and if you need 4 of them your screen is full...
Ok, i tried for 2 hours to figure out how to make a backstab trigger. I made it back then in WC3, but i canßt get it to work in SC2.
My main problem is that i can´t find the old 360 degree function (Abs( ... mod 360), and that SC2 uses a facing system from 0 to 180 and then from -180 back to 0....
Long story short : i am stuck :D
Edit: Ok, after some more hours i found a way, that works.
0
Thx for the help, got it to work nicely :D
0
I think my problem was that i can´t add a damage effect to a passivly damage response behaviour, but i am not sure. I´ll try it when work is over ;)
0
Hmm, i am not at home now to look how i did it exactly, but i think i had simple Behaviour (Buff) with the Modification (Chance = 0.3, Modifie Damage =-100 ). The Behaviour itself works fine, reducing the triggering damage by 100 Points (i could hae used damage faction = 0 too)
But there is no visible indicator, WHEN it triggers. What i want is to play an animation of the evading unit whenever it evades. (or a Text Tag saying "evade" ). and for that i need the Event for an trigger. "unit has Behaviour" does not work, because it always does have the behaviour... I even tried it with 2 triggers, the first one
Event : "when unit takes damage" Condition : has "evade" Action : Save triggering damage in Global Array Variable [Damage], and Save triggering unit run "check Evade" (an action definition that does check if [Damage] +0,5 > actuall HP of [Unit] and [Damage] -0,5 < actuall HP of [Unit] then Play Animation
But that doesn work either :D
0
Hi I made an Evasion Behaviour (Buff), with a Chance of 30 % to trigger. What i want is that the Unit plays an animation when this happens. Is there any way to do this within Trigger Editor? (or data editor, allthough i need the Trigger anyway :D )
0
Hi
I tried now for 3 hours, but couldn´t find that out : Is there ANY way to increase the play-lenght of an actor /model? My problem is the following, i have a GuardianShield like ability, but with no timelimit. It has an validator, that turns the shield off under certain circumstances.
The BIG problem is this: the animation last exactly for 30 seconds.... I tried it with the "previewer" (adding animation bocks and so on, tired to export the model but could not import it again... ). Long story short, i have no clue how to do that... heeeeelp :D
Edit: ok for now i found a workarround with dummy-behaviours
0
Hmm with trigger its easy, just give the "charm" spell an 0 damage effect , and
Event :whenever "unit takes non fatal damage from "Charm" ability ... Action: well you know how to go on
0
The Random Damage in the Data Editor makes it so, that all units of that kind do x-y damage, i think he wants them to have random, but fixed damagepoints.( one unit 12, the other 14, the other 12 again and so on...)
You could create lets say 10 behaviours, with +1 to +10 damage, and at creation of a unit, add a random one of it to that unit (random Intager from 1-10, if 1 = Behaviour +1 and so on. ..).
0
Hmm you could do a trigger, that changes the amount of Minerals (or Vespine) of Player 1 everytime Player 2 buys something to the value of Player2 Minerals (or with a periodic event, every 0.1 sec...), and a second trigger with Change ress P2 to ress P1
0
Another Question : Is it possible to change the fonz size of an error message? Could find anything like that, but would be very helpful ...
0
Hi, i have the following Problem. What i want is this : A Unit can cast a spell, that creates a Tower. This Tower should only be able to fire at things within 120° infront of him. So far so good, not a big Problem with Turrets.
BUT, what i want is some kind of visibly effekt, where the tower can attack. (some kind of line at -60° and +60° of the facing of the tower). I tried to attach actors, but nothing seems to work.... Any suggestions? :D
0
Thx, that helped !!!
For a strange reason i get a Debug Trigger Error , but the trigger works as intendet.
0
I want to change the range of the Ghosts Snipershot (for all Levels of the skill) with the ChangeFieldValueSet Function. I do know how to do it for Damage or AttributeBonus (with Arrays and so on...= , but i can´t get Range to work. I can do it for weapons, but not for abilites....
My problem is probably this : In RawData the field is calles cAbilEffect_Range and not, as i would expect, cAbil_Range. And it seems that is the reason the catalog c_gameCatalogAbil is not working. i tried with custom script (c_gameCatalogAbilEffect ) but its a syntax error, and calling the fieldpath effect.Range doesn´t help either :D
Big thanks if anybody knows the answer...
0
Hi
As seen in the News on this page, it is possible to create Livebars with dialogs. (ORGP Stacraft or Power of Chaos) Thats awsome, but i have no idea how to do that. Until now i used Bossbars, but they are very big, and if you need 4 of them your screen is full...
So can anybody tell me how to do that?
0
Ok, i tried for 2 hours to figure out how to make a backstab trigger. I made it back then in WC3, but i canßt get it to work in SC2. My main problem is that i can´t find the old 360 degree function (Abs( ... mod 360), and that SC2 uses a facing system from 0 to 180 and then from -180 back to 0.... Long story short : i am stuck :D
Edit: Ok, after some more hours i found a way, that works.
0
nobody any idea? :(