Is Warpable not working, is this some sort of bug?
I've tried adding Immortals to Warp Gates. But they're appearing instantly without requiring pylon power.
It's the same thing that happens when the unit you're trying to add doesn't have the Warpable ability.
Yet I'm certain it has it.....
[b]After testing the Theory it's some sort of bug by using a duplicated unit with the same abilites[/b]
Yes it is a f*ing bug.
It appears that abilities that have been removed in one set of dependancies that are higher will still register as still being present in the editor. Making it Impossible to use those abilities.
I've been re-adding the Dark Pylon, into the game.
I've got everything with the Actor and Unit model working.
Except for the Construction/Warping in animation.....The Birth Animation works fine, but I can't seem to find a way to link in-progress construction animation in.
I've looked at other protoss Structures and haven't been able to find anything.
PS: I eventually found out, But it was very difficult to find out. But it explains why in so many mods the building animation for some buildings do not exist.
Attack is an ability just like any other, many abilities have costs....Why not modify the attack ability for each unit and give them an individual cost (Such as a charge)? that part should be easy,
You can have items that restore charges...they exist in the campaign (The hybrid mission), you can copy them for the attack ability you've given your unit.
Dropping the charges for someone else to pick up...I don't know.
I'm no expert but you want an behaviour that triggers an effect that issues an order of an ability that does not need to have an effect but has a negative mineral cost.
I've been tryung ti do this, I want to create a spelcaster that doesn't regenerate energy, but must drain energy from other units to gain energy, like the obsidian destroyer in Warcraft 3, I want to replicate the absorb mana ability they had.....But I can't seem to get it right, it removes HP equivilent to the energy left in the unit, when I use leech energy.
How can I drain energy without damaging the unit in question?
You're enquirey is similar to mine a few days ago, But my intention was an engineering bay. When I attempt it, i'll have to make sure the rockets are in the right place however (since an engineering bay has the booster at a different angle).
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Is Warpable not working, is this some sort of bug?
I've tried adding Immortals to Warp Gates. But they're appearing instantly without requiring pylon power. It's the same thing that happens when the unit you're trying to add doesn't have the Warpable ability.
Yet I'm certain it has it.....
[b]After testing the Theory it's some sort of bug by using a duplicated unit with the same abilites[/b]
Yes it is a f*ing bug.
It appears that abilities that have been removed in one set of dependancies that are higher will still register as still being present in the editor. Making it Impossible to use those abilities.
Anybody know how to counter this bug?
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If it all possible, a permanently cloaked Stalker Icon (in Colour please). Similar to how the existing permanently cloaked icons are.
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I've been re-adding the Dark Pylon, into the game.
I've got everything with the Actor and Unit model working.
Except for the Construction/Warping in animation.....The Birth Animation works fine, but I can't seem to find a way to link in-progress construction animation in.
I've looked at other protoss Structures and haven't been able to find anything.
PS: I eventually found out, But it was very difficult to find out. But it explains why in so many mods the building animation for some buildings do not exist.
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@DrSuperEvil: Go
I put Modify unit effect on a periodic behavior and it didn't seem to work.
But Time start/use worked perfectly.
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I would appreciate some help on this, I want to change MULE into a charged ability with a global cooldown for each player (that much is easy).
But I want to make the charges periodically replenish themselves after a cooldown to a max of 4.
Any guidance would be appreciated.
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Attack is an ability just like any other, many abilities have costs....Why not modify the attack ability for each unit and give them an individual cost (Such as a charge)? that part should be easy,
You can have items that restore charges...they exist in the campaign (The hybrid mission), you can copy them for the attack ability you've given your unit.
Dropping the charges for someone else to pick up...I don't know.
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It worked...Now i have to worry about sfx for the ability but i'll worry about that later.
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@Mattlington: Go
and how do I do that, exactly?
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@DrSuperEvil: Go
I've also tried a create healer effect, but it doesn't work with negative values.
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I'm no expert but you want an behaviour that triggers an effect that issues an order of an ability that does not need to have an effect but has a negative mineral cost.
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I've been tryung ti do this, I want to create a spelcaster that doesn't regenerate energy, but must drain energy from other units to gain energy, like the obsidian destroyer in Warcraft 3, I want to replicate the absorb mana ability they had.....But I can't seem to get it right, it removes HP equivilent to the energy left in the unit, when I use leech energy.
How can I drain energy without damaging the unit in question?
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Why the robotics support bay, engineering bay or armory? They're already in the game! And they look exactly the same!
Firebat I can understand you want a more classic looking one
PS the engineering bay could use some tweaking to get it to rotate and fly, but it should be possible.
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NM please delete this
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@TheAlmaity: Go
I was wondering about a Coloured Nano-Repair icon? The original B&W one is in the beta
Possibly with a blue effect to match how the coloured heal icon has a green effect.
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@newbiecakes: Go
You're enquirey is similar to mine a few days ago, But my intention was an engineering bay. When I attempt it, i'll have to make sure the rockets are in the right place however (since an engineering bay has the booster at a different angle).