Thank you for the reply, it works perfectly, except for one thing: when the first target is dead the animation stops, and the unit does not even turn towards the intended target. Any ideas?
I tried setting the Closing Full flag on the actor animation, but that didn't change anything (I thought it would force the animation to go on until the end).
Edit: I tried to tie the second part of the animation to the SearchEffect. And that works, except that it still doesn't play the animation towards the target, and it also plays the animation even if no target is found with the search effect.
I have a unit with two attacks (through a Create Persistent) with a period duration of 0.5 and 1.0 on a weapon with a Duration of 2.5s. It all works fine and in sync with the model animation, but the problem comes when the first attack kills the target. Then the unit changes target and stares at it for 1.5s because weapon is on cooldown.
Is it possible to have the second attack acquire a different target if the first one is dead? Or perhaps, is it possible to reset the cooldown should the first attack kill the target?
I have an ability with an associated effect with a Validator of HP > 1/4. The ability has a casting time of 2 seconds.
I would like for the ability to be cast even if the caster reaches below 1/4 HP during the casting time.
I thought I could use the Validate field of the ability and just keep Approach, Prepare checked. But this apparently doesn't do the trick? Perhaps this field is just for smart validators?
Right now the way I work around it is the following: using a Cast Finish Time of 2s instead of a Cast Start Time and give the unit a behavior which disables movement and abilities for 2s. Which obviously is dirty and unelegant. Is there a better solution?
Look, only you know what you want. All I can do is give suggestions based on what you tell me.
I didn't mean to sound disrespectful DrSuperEvil. I appreciate your suggestions, I just didn't understand some steps. Perhaps I have been unclear for what I want.
It's as simple as that: I have multiple units using the same ability: the ability has absolutely the same effect, but the cost should be different.
I can create multiple abilities, with a different cost. That's the obvious solution, but also a bit of a hassle because of all the duplication, and actor events will become messy.
Since the Train abilities can override the unit costs, I thought something similar could be possible for other kind of abilities as well.
I have a situatio in which I show the observer UI along with other things, but I don't want the hotkeys for the observer UI to collide with other hotkeys. And, of course, I don't want to tell the players to go and change their hotkeys settings.
Is there a way to:
Deciding the override priority of hotkeys (when the same key is pressed, hotkeys from command card are activated instead of observer UI) (I don't know why the default is observer UI, or if the fact that I added the panel via triggers bumped up the override priority)
Modifying the hotkeys for the observer UI
I tried with an Override option trigger, as well with looking into the Catalog but I have no more ideas. Any help appreciated.
You mean that the Switch should activate different Modify Player according to Unit Type Validator, right? But then I wouldn't have the cost of the ability displayed on the tooltip, right?
Also, I really don't think I got your first proposed solution correctly.
I am trying to hide specific subpanels from the Leaderboard (Spectator UI). Like, for example, remove the Production Tab from the submenu, or something like that. I tried using:
UI - Hide Frame for Player Group
And using LeaderPanelProductionFrameSlotTemplate for example as the Frame parameter. But the script doesn't compile and it says that it is a wrong variable.
Yes, that was my original point. You know when buttons have their associated hotkey overlayed on top of them? I hoped I could do something similar. What I am trying to do really is fixing something that doesn't work by itself.
Hookup Standard Dialog Item (Progress Bar) called "UIContainer/ConsoleUIContainer/InfoPanel/InfoPaneHero/ExperienceBar"
Hide (Last Created Dialog Item) for All Players
It didn't hide anything though.
However, I understand that a data-alone approach is not possible. I worked that around now by hiding the progress bar completely via Data, and Setting the Info Text via Triggers on level up (though it would be interesting to know if anybody knows what the Subtip is).
Thanks for the reply. This dialog editing is very much esoteric to me though. When I hookup a dialog with an action, how do I reference it? Does it get referenced by the Last created dialog? Because it seems to be outputting some errors when I use it as a parameter.
Also, I am using Create Label for Dialog, am I getting things wrong?
Lastly, wouldn't this modification to UIContainer/ConsoleUIContainer/CommandPanel/CommandButton00 be a global modification? My intent would be to modify an overlay over a very specific set of buttons.
Thanks for the reply, it looks like a very interesting approach, but I am not getting it perfectly. So, my goal is this: I have Ability X which I want to be used by Unit A and Unit B at different costs. You are suggesting that I would make Ability Y (dummy) which would Issue Order: Ability X and Modify Player: Cost as effects. But doesn't this give me the same problem? The cost spending is delegated to Modify Player, but in order to change that, I would have to have an Ability Y and Ability Z for Unit A and Unit B. And while this would allow me to keep Ability X as unique (perhaps helping maintanability), it will force me to create different abilities and effects for different units anyways, right?
Basically there is no point for me to keep the bar because you never really get XP, but you get levels, so the bar doesn't quite make sense (it's gonna be always empty, except for the last level, in which it is going to be full). That's why I wanted to get rid of it.
0
@zorbotron: Go
Yep, I tried to check the Uninterruptable flag for all the phases, but to no avail. Perhaps I am missing something, or any other suggestions?
0
Thank you for the reply, it works perfectly, except for one thing: when the first target is dead the animation stops, and the unit does not even turn towards the intended target. Any ideas?
I tried setting the
Closing Full
flag on the actor animation, but that didn't change anything (I thought it would force the animation to go on until the end).Edit: I tried to tie the second part of the animation to the
SearchEffect
. And that works, except that it still doesn't play the animation towards the target, and it also plays the animation even if no target is found with the search effect.0
@MasterWrath: Go
(Sorry for the delays in the reply, I only have enough time to work on SC2 about once a week).
Yes, exactly as the charges; and, specifically, that's the problem I am trying to fix: http://www.sc2mapster.com/forums/development/data/61783-warp-train-with-charges/ since I couldn't manage to understand what was wrong, I thought to circumvent the problem trying some alternative solution.
0
I have a unit with two attacks (through a
Create Persistent
) with a period duration of 0.5 and 1.0 on a weapon with aDuration
of 2.5s. It all works fine and in sync with the model animation, but the problem comes when the first attack kills the target. Then the unit changes target and stares at it for 1.5s because weapon is on cooldown.Is it possible to have the second attack acquire a different target if the first one is dead? Or perhaps, is it possible to reset the cooldown should the first attack kill the target?
0
Can you explain your problem further? I am not sure I understand.
0
I have an ability with an associated effect with a Validator of HP > 1/4. The ability has a casting time of 2 seconds.
I would like for the ability to be cast even if the caster reaches below 1/4 HP during the casting time.
I thought I could use the
Validate
field of the ability and just keepApproach, Prepare
checked. But this apparently doesn't do the trick? Perhaps this field is just for smart validators?Right now the way I work around it is the following: using a
Cast Finish Time
of 2s instead of aCast Start Time
and give the unit a behavior which disables movement and abilities for 2s. Which obviously is dirty and unelegant. Is there a better solution?0
Thanks a lot KingRadical! That's an helpful workaround.
I didn't mean to sound disrespectful DrSuperEvil. I appreciate your suggestions, I just didn't understand some steps. Perhaps I have been unclear for what I want.
It's as simple as that: I have multiple units using the same ability: the ability has absolutely the same effect, but the cost should be different.
I can create multiple abilities, with a different cost. That's the obvious solution, but also a bit of a hassle because of all the duplication, and actor events will become messy.
Since the Train abilities can override the unit costs, I thought something similar could be possible for other kind of abilities as well.
0
I have a situatio in which I show the observer UI along with other things, but I don't want the hotkeys for the observer UI to collide with other hotkeys. And, of course, I don't want to tell the players to go and change their hotkeys settings.
Is there a way to:
I tried with an
Override option
trigger, as well with looking into theCatalog
but I have no more ideas. Any help appreciated.0
You mean that the
Switch
should activate differentModify Player
according toUnit Type Validator
, right? But then I wouldn't have the cost of the ability displayed on the tooltip, right?Also, I really don't think I got your first proposed solution correctly.
0
I am trying to hide specific subpanels from the Leaderboard (Spectator UI). Like, for example, remove the Production Tab from the submenu, or something like that. I tried using:
UI - Hide Frame for Player Group
And using
LeaderPanelProductionFrameSlotTemplate
for example as theFrame
parameter. But the script doesn't compile and it says that it is a wrong variable.Is it possible to specifically disable subpanels?
0
@MasterWrath: Go
Yes, that was my original point. You know when buttons have their associated hotkey overlayed on top of them? I hoped I could do something similar. What I am trying to do really is fixing something that doesn't work by itself.
0
@MasterWrath: Go
I tried this:
Hookup Standard Dialog Item (Progress Bar) called "UIContainer/ConsoleUIContainer/InfoPanel/InfoPaneHero/ExperienceBar"
Hide (Last Created Dialog Item) for All Players
It didn't hide anything though.
However, I understand that a data-alone approach is not possible. I worked that around now by hiding the progress bar completely via Data, and Setting the Info Text via Triggers on level up (though it would be interesting to know if anybody knows what the Subtip is).
Thank you a lot for your suggestions!
0
@MasterWrath: Go
Thanks for the reply. This dialog editing is very much esoteric to me though. When I hookup a dialog with an action, how do I reference it? Does it get referenced by the
Last created dialog
? Because it seems to be outputting some errors when I use it as a parameter.Also, I am using
Create Label for Dialog
, am I getting things wrong?Lastly, wouldn't this modification to
UIContainer/ConsoleUIContainer/CommandPanel/CommandButton00
be a global modification? My intent would be to modify an overlay over a very specific set of buttons.0
@DrSuperEvil: Go
Thanks for the reply, it looks like a very interesting approach, but I am not getting it perfectly. So, my goal is this: I have Ability X which I want to be used by Unit A and Unit B at different costs. You are suggesting that I would make Ability Y (dummy) which would Issue Order: Ability X and Modify Player: Cost as effects. But doesn't this give me the same problem? The cost spending is delegated to Modify Player, but in order to change that, I would have to have an Ability Y and Ability Z for Unit A and Unit B. And while this would allow me to keep Ability X as unique (perhaps helping maintanability), it will force me to create different abilities and effects for different units anyways, right?
What am I getting wrong?
0
Basically there is no point for me to keep the bar because you never really get XP, but you get levels, so the bar doesn't quite make sense (it's gonna be always empty, except for the last level, in which it is going to be full). That's why I wanted to get rid of it.