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)
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.
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)
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.
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.
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I C, I C, that is too bad....
I will give it a try.
I got 2 problem with this.
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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.
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I should have known this eons ago, this is THE thread for my people, the newbies.
Thanks in advance.
Any help is appreciated.
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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.
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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.
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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.
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Second that.
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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.
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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)
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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.
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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?
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@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?
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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.
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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.
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@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.