I was wondering if anyone had useful insight on creating spawning times/numbers for enemies in a survival map. Any experience with this sort of development would be useful to me, as I am currently using a guess and check method. Maybe there is some sort of secret game developer formula?
It would be saved as a custom level. You can then test it out by clicking the test document button. In general, it will be very hard to mess up any game mechanics/base maps by working with the editor.
If your unit has a specific turret specified, you will need to include it in the weapon add.
For example, the infernal flamethrower from the hellion uses the hellion turret object, so if you wanted to make the hellion shoot bullets it would look something like this:
Unit - Add Marine - C-14 Gauss Rifle to (Triggering unit) using turret Hellion
Ok, just got this working. Your 3rd method is the one I used, basically to create a trigger that removes the current weapon and replaces it with the new. My trigger looks like this:
Unit - Remove Guass Rifle from (Unit 1 from player_unit_group)
Unit - Add Flamethrower to (Unit 1 from player_unit_group) using turret No Game Link
The "No Game Link" option for the Turret space is key.
I've noticed that ability types are separated into different categories such as:
Augment
Effect - Target
Effect - Instant
etc.
I was wondering if anyone knew a way to create a "super ability" that spans different categories, for example, applying a debuff to a zealot chage attack
No need to edit the effect. What you're looking for is an actor. Try creating a new model type actor that triggers a "create" action on the nitro start, and a "destroy" action on the nitro stop.
Ok, here's an example that better illustrates the effect I'm looking for:
Currently, the mothership vortex ability cannot pull units through cliffs, they will just sort of hump the cliff until the effect wears off. If I wanted to change this to enable a mothership to pull units through walls, how would this be accomplished?
If you want the unit to have natural regeneration, it's under
Unit -> Stats - Life Regeneration Rate
If you want something to apply a regeneration effect (such as a fountain of healing), it's under Behavior (buff type) -> Behavior - Modification+ -> Unit tab -> Vital Regeneration Bonus. You would then have an effect apply this behavior to any unit in range of the healer.
0
Hi everyone,
I was wondering if anyone had useful insight on creating spawning times/numbers for enemies in a survival map. Any experience with this sort of development would be useful to me, as I am currently using a guess and check method. Maybe there is some sort of secret game developer formula?
0
Also having the same problem. Seems this is now a common issue.
Bump
0
Hey guys,
I am trying to apply a buff to a unit that will reduce all of its ability cooldowns by a percentage. Anybody know an easy way to do this?
0
You need to also copy the actor for the unit.
Under the actors tab, search for Nova and duplicate it. Then, change at the top where it says "unit name - nova" to "unit name - natalia".
You might need to restart the editor as well.
I hear you on the headache comment. I think we should make a thread just for editor bitching.
0
The attributes are located in the units tab in a category called
Unit - Attributes
0
It would be saved as a custom level. You can then test it out by clicking the test document button. In general, it will be very hard to mess up any game mechanics/base maps by working with the editor.
0
If your unit has a specific turret specified, you will need to include it in the weapon add.
For example, the infernal flamethrower from the hellion uses the hellion turret object, so if you wanted to make the hellion shoot bullets it would look something like this:
Unit - Add Marine - C-14 Gauss Rifle to (Triggering unit) using turret Hellion
0
Ok, just got this working. Your 3rd method is the one I used, basically to create a trigger that removes the current weapon and replaces it with the new. My trigger looks like this:
Unit - Remove Guass Rifle from (Unit 1 from player_unit_group)
Unit - Add Flamethrower to (Unit 1 from player_unit_group) using turret No Game Link
The "No Game Link" option for the Turret space is key.
0
@QuantumMenace:
Nice catch, saved me days of frustration. This definitely needs to go in some kind of tutoral/bug report.
0
Hello,
I've noticed that ability types are separated into different categories such as:
Augment
Effect - Target
Effect - Instant
etc.
I was wondering if anyone knew a way to create a "super ability" that spans different categories, for example, applying a debuff to a zealot chage attack
0
@Gringill: Go
No need to edit the effect. What you're looking for is an actor. Try creating a new model type actor that triggers a "create" action on the nitro start, and a "destroy" action on the nitro stop.
0
@RighteousRage: Go
That could work, but it seems it would be limited to only one unit. Do you think it's possible to apply this behavior to any unit that is attacked?
0
Bump, I'm having much trouble with this too.
0
Ok, here's an example that better illustrates the effect I'm looking for:
Currently, the mothership vortex ability cannot pull units through cliffs, they will just sort of hump the cliff until the effect wears off. If I wanted to change this to enable a mothership to pull units through walls, how would this be accomplished?
0
@Gringill: Go
If you want the unit to have natural regeneration, it's under
Unit -> Stats - Life Regeneration Rate
If you want something to apply a regeneration effect (such as a fountain of healing), it's under Behavior (buff type) -> Behavior - Modification+ -> Unit tab -> Vital Regeneration Bonus. You would then have an effect apply this behavior to any unit in range of the healer.
Happy Hacking