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    posted a message on Actors talking to eachother

    @DrSuperEvil: Go

    Cool, so, to set the supporting actor I go to Hosting - Host Supporter + on the Archon (unit actor) and add the Attack Beam in the Subject field? Do I need to do more than that in Hosting - Host Supporter +? Or do I go to Hosting - Host +?

    Thanks again Sir

    Posted in: Data
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    posted a message on Actors talking to eachother

    @DrSuperEvil: Go

    No - I have not - I've been looking for any information on how to use those fields and havn't found any :(

    Is it something like open Host Supporter+ and add the beam actor to the Subject field? How do you reference that later in the Events+ tab under say, set tint color? Put something like Supporter in the target field?

    Posted in: Data
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    posted a message on Actors talking to eachother

    @DrSuperEvil: Go

    I looked at the events+ for the colossus tree burner, I have no idea how to do any of that :(

    Perhaps I should be using something like actor references? I can't find a method to reference any other living actor in terms of a tutorial that isn't involved with triggers, but there has to be a way, since Blizzard did it with the Rainbow Archon's Portrait

    Posted in: Data
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    posted a message on Actors talking to eachother

    @DrSuperEvil: Go

    I think that in this case I'd need to use signals, besides, I think if I learned that I could do other awesome things! Is there a tutorial for that?

    Posted in: Data
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    posted a message on Actors talking to eachother

    @DrSuperEvil: Go

    I'm going to lay out exactly what is up so that I don't waste your time!

    I have an archon, and he changes color when a behavior is added. That is fine - the archon actor just has the event

    Behavior on Tint color

    However, the actors for his attack beam (lightning arcs) and his impact actor (the explosion) won't have their color changed by anything other than actor creation, or so it would seem. I think this is because these actors are not linked to the unit directly so they are not effected by the behavior.

    So my issue is linking these actors up with the actor for the unit. I've tried to add the other actors to the alias but it doesn't seem to work. Your map was very helpful in telling me what to do, it just doesn't seem to work.

    I tried putting in the ID... like when you go to modify the ID below the name of the actor - in the target field of the tint change ... doesn't work either.

    Thanks again for your help Dr

    Posted in: Data
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    posted a message on Actors talking to eachother

    Thank you for your reply!

    Okay - So I would just put in the alias for both of the actors I need to change in the target field?

    I am doing that now, and it is not working... do you just type in _Woah or do you need to do like ::Alias_Woah or something like that?

    Edit: Actually, I placed all of the actors involved into one alias, and it looks like the event is ignoring the target field? It will change the color for the unit but it will not change the color of his attacks, all being in the same alias group.

    Posted in: Data
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    posted a message on Actors talking to eachother

    Hi guys,

    I need to know how to get actors to talk to each other in the data editor.

    As in for example, in the events+ section:

    Actor 1

    Behavior.blahblah.on

    [Something happens]

    Actor 2

    [Something happens]

    Change something on this other actor

    The reason I need to know is because the actor I am using is tied to another actor, and not a unit, so things like effect and behavior changes do not work.

    I know in the actor tutorial I read there is a way to do this... but the author didn't go in depth.

    As a work around, if I knew how to reference actors in the data table entry in triggers I guess I could make it a trigger change too. I just don't know the syntax to make those references and after looking online it seems to be something no one knows..? That would be from the "Actor: Actor from Data Table (Actor) line in the trigger editor.

    Thank you

    Posted in: Data
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    posted a message on Custom building with custom ability issue

    @Kueken531: Go

    Thanks for the replies so far -

    I think the best bet is to make a dummy weapon as Kueken531 described...

    So basically, make a part of the ability that makes a unit and....? Making a weapon that attacks exactly that spawned unit is where I get confused, how do you do that ?

    That and making that spawned unit spawn at the target unit point (wouldn't that not work either since it can't 'see' that target point?)

    I guess I am asking for a more specific tutorial of how to do what you described, since it seems pretty complex (and awesome)

    Posted in: Data
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    posted a message on Custom building with custom ability issue

    @Yargabavan: Go

    I apologize, I must not have been clear.

    I have a building that casts a spell.

    The building can't cast the spell because it can't look at its target.

    It doesn't have an attack, which makes this harder than it should be... is there a way to make a turret work without an attack / is there a way to make a spell castable without looking at the target?

    Hopefully that is more to the point.... thanks already for your help!

    Posted in: Data
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    posted a message on Custom building with custom ability issue

    Hello,

    I have a problem concerning making a custom building, with a custom ability (spell) and the building 'facing' its target to use the spell.

    My first thought to do was to make a turret, but the 'thing' being targeted is an 'ability', not an 'attack' and so adding a turret as a weapon doesn't do anything.

    Secondly I was thinking to make the ability not require vision / to be looking at the target to be cast, but I can't seem to figure out how to do that (I already turned off the requires vision flags / restrictions and that didn't seem to effect the ability).

    A building similar to what I am thinking is the Hive Mind Emulator from campaign, but after carefully reviewing that structure there is no (little) difference between it and my building.

    Anyone approached a similar problem and know how to work around it? I am really resisting using triggers as that will probably lag out the map.

    Thanks kindly

    Posted in: Data
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    posted a message on Effect Teleport / Teleport Abilities

    Hi Guys,

    Before you think it, duplicating blink doesn't answer my question! :)

    I want to know if it is possible, and how, to do a two part teleport effect in an ability ie I want to cast the spell, target a point (do a search radius) which targets a group of units, and then target another point which teleports the units there.

    Alternatively, it'd be fine to just make an ability that works exactly like the Arbiter's from SC1...

    Somehow I think I am getting lost in the 'two target ability' part.

    Does anyone have a good start point for this or a run down?

    Thanks!

    Posted in: Miscellaneous Development
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    posted a message on Cone direction on effects

    Greetings,

    I am trying to create an ability which will run a search effect periodically to inflict damage. What I'd like is for the cone to be situated so it emits from behind the unit, even if the unit turns...

    So does anyone know how to tell the search effect 'where' to look? I know that typically it is the target, but that doesn't work in this application.

    Thanks!

    Posted in: Miscellaneous Development
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    posted a message on Energy used from ability

    1 - Thanks - I am so foolish to not think of feedback, that is an obvious start point 2 - Okay, I'll check that out too, I actually think I can make that kind of resource work

    I have another question - do you know of a start point for an ability that would be used (passively) upon a unit reaching 1 HP? My concept is for an immortal that will 'rebuild' itself once it reaches 1 HP - back to full health My first guess is to do this through triggers but I would prefer to use the data editor

    Thanks again

    Posted in: Miscellaneous Development
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    posted a message on Energy used from ability

    I would like to know if anyone has figured out how to either use triggers, or the data editor to get Energy used when an ability is used. My aim is to make an ability similar to a Mana Burn / I want an ability to consume all of the energy a unit has and do damage based on the energy used. Ie - unit has 1,000 energy, and does 2,000 damage, or he can use it early at 800 energy and do 1600 damage.

    Also - does anyone know how to make a custom Vital for units? I am interested in knowing how to create things like a 'rage bar' / other vital sources for abilities.

    Thanks in advance!

    Posted in: Miscellaneous Development
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