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    posted a message on Help with Ability (Morph Placement)
    Quote from BorgDragon: Go

    Someone correct me if I am wrong, but isn't anything with a solid footprint/no movement, unmovable/not teleport capable??

    You see burrowed Zerg and Sieged Siege Tanks unburrow/unsiege before moving into the center of the Mothership Vortex.

    I C, I C, that is too bad....

    Quote from BorgDragon: Go

    Now, if your buildings are always stationary and do not have a mobile mode like Spore/Spine Crawlers do, your "Teleport" ability instead could Create a new duplicate Structure at the Target Point, while simultaneously "destroying" the current building. Just make it so it doesn't look like the building is destroyed/explodes, throw in a fancy effect, and that should work??

    I will give it a try.

    I got 2 problem with this.

    • How about the "pre-build" model that indicate building placement and limitation (such as not on ramp, not near mineral field)
    • How to keep the same building status, such as ability cooldown, loaded unit, hp? (if i do the destroy and remake route)
    Posted in: Data
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    posted a message on Help with Ability (Morph Placement)

    Hi,

    I wanted to be able to Teleport stationary building around the map.

    How would one make the Ability (Morph Placement) use Effect (Teleport).

    Coz with just Morph Placement, the building can't move itself to the target location.

    Posted in: Data
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    posted a message on Newbie Wednesday- Ask Questions!

    I should have known this eons ago, this is THE thread for my people, the newbies.

    • How would one make a building use Effect>Teleport with the building site requisite(what I mean is the shadowy building you place with your worker before the actual building)? - It would be exactly like the process of how you would build the building, except you are only Teleporting it.
    • How would one create a moveable/attackable unit that is "constructed" by worker (scv, drone, probe)? - I wanted to "construct" a capital ship, that is built by worker, and originally landed, then it would take-off and so on and so forth. I am not sure about the animation/actor for the actual building process (I have 0 knowledge of creating/altering actors), was thinking of using the protoss warping building actor.
    • How would one make Time Start in Ability (Augment) works or a work-around for it? (because it is not working)
    • Help with Orbital Strike - How to make it such that Orbital Strike effect used by Ability (Train) have Require Target Vision? (without replacing it completely with Ability (Effect - Target) such as Calldown - Mules)

    Thanks in advance.

    Any help is appreciated.

    Posted in: General Chat
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    posted a message on (Solved?) Quick Question regarding Augment Ability

    I just created an autocastable Effect-Instant ability instead.

    Just apply the same Validators (with some slight adjustment) in the Autocast Validator of the Ability (Effect-Instant).

    This way, it is kinda like Ability-Augments, but with working Time Start.

    Posted in: Data
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    posted a message on Help with Auto-Cast

    Here is the problem.

    I have 2 auto-cast ability, I need it such that when I turn Ability A auto-cast on, it automatically turn off Ability B's auto-cast, and vise versa.

    Ideas?

    Any help is appreciated.

    Posted in: Data
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    posted a message on [Effect] Apply Stimpack Behavior on Caster

    For Ability (Behavior), you can add more than 1 Behavior to be applied, why not simply just add Behavior > Marine - Stim Pack on the list?

    Not really sure about the Effect - Target.

    Posted in: Data
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    posted a message on Marauder Punisher Grenades - area effect?
    Quote from Kueken531: Go

    So in short, for most custom maps only use Liberty and Campaign and skip Multi as well as Story.

    Second that.

    Posted in: Data
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    posted a message on Marauder Punisher Grenades - area effect?

    Why don't you just remove the whole Marauder - Slow AOE all together?

    Go to Effect, just delete Marauder - Slow AOE?

    If you want to save it for later, go to Effect > Marauder - Punisher Grenades (Set), under Effects you will spot Marauder - Slow AOE as part of the Set Effect, just remove it from the Set.

    Posted in: Data
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    posted a message on Different Unit Name

    Hihi, me again.

    Is there a way for the same Unit Type to have different names?

    For example, if I were to produce 2 Marine in a standard game, one would be James, the other one would be Tom. (much like Warcraft 3 heroes)

    Posted in: Data
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    posted a message on (Solved?) Regarding Cast Time vs Ability(Behavior)

    I got a work-around, have another Ability (Behavior) to apply a Dummy Behavior with 0.001 duration, then make a validator Remove for the original Behavior A, such that 2 Behavior can't not co-exist together.

    Posted in: Data
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    posted a message on (Solved?) Regarding Cast Time vs Ability(Behavior)

    I ran into a little problem. (seems to happen on daily basis.....)

    I wanted to create a Ability(Behavior) to enable a behavior.

    But I also wanted Cast Time, which it not in the Ability (Behavior).

    So I switched to Ability (Effect-Instant), using a Effect (Apply Behavior).

    I was able to get the Cast Time, but unable to get the Ability > Commands > Cancel Button to work.

    It simply does not show up, much like Ability (Behavior) without the Toggle option on.

    Now I am stuck at using Ability (Behavior), but without Cast Time.

    Or using Ability (Effect-Instant), but without a way to turn it off.

    Ideas?

    Posted in: Data
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    posted a message on (Solved?) Quick Question regarding Augment Ability

    @Kueken531: Go

    Then how would one go about making the effect of Time Start on Augment Ability?

    I assume the work-around would be trigger, can someone give me an example map?

    Posted in: Data
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    posted a message on (Solved?) Quick Question regarding Augment Ability

    Why doesn't Cost > Time Start work with Augment type Ability such as Charge?

    Assuming Time Start is the time (in second) required before such ability become available to use.

    Posted in: Data
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    posted a message on (Solved) Help with Warpig (Merc Marine) Combat Shield

    All the time I was looking at the wrong place.

    It was not in the Actor.

    It was the Validator - No Marine Shield, which leads to Requirement - Use Shield Wall, which leads to Upgrade - Marine - Combat Shield.

    The Upgrade was perfect except one, it must include Warpig in the Affected Unit Array for the Validator to recognize the Upgrade affects Warpig.

    Posted in: Data
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    posted a message on (Solved) Help with Warpig (Merc Marine) Combat Shield

    @SoulFilcher: Go

    I understand there is a Story Mode Tech - (Marine) Combat Shield

    My duplicated Marine - Combat Shield contains the exact stuff inside.

    The effect of the Upgrade are all good, just the Shield does not appear on Warpig Actor after upgrade.

    It does not matter which one I use, the Animation Clear for "Cover" just does not seem to work for Warpig, works fine with Marine.

    Only by removing the Animation Cover itself, will Warpig show his shield.

    Posted in: Data
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