yeah thanks =). It looks like Defensive Matrix already comes with a Set effect. I also gave the ability a range. It seems like Defensive Matrix will successfully cast on the unit himself. But, when I click other units nothing happens.
I'm wondering if anyone knows an easy process from changing most self-instant abilities to target abilities. That way it makes the abilities more team reliant and such.
Ex. Changing Defensive Matrix (self buff) to a targeting ability that puts the shield on others. I tried changing it from Effect - Instant to Effect - Target, but I knew it wouldn't work with just a few changes.
I made a simple hero inventory ability to hold items, and then creating a Boots of Speed that simply adds 1 movement speed bonus. To do that, I created an Item Boots of Speed that adds a Buff Behavior (to add the 1 movement speed bonus).
So I tried to add it as a Carry Behavior to the item. Problem is, when I pick up 2 boots of speed, it doesn't stack. And, if I drop 1, the 1 movement speed bonus disappears even though I still have 1 boots of speed in my inventory.
The same happens when I change it to an Equip Behavior, anyone know how to fix this.
I'm creating a simple hero inventory similar to warcraft 3. So far, I've been stuck trying to get these boots to stack or maintain their behavior if I have 2 or more and drop 1.
I tried to duplicate the Raynor - Toss Grenade ability and give it to a ghost. I made it work correctly so that the ghost animates (attacks) when he casts the ability. But then, I noticed the explosion effect goes out immediately when he fires the grenade. But the grenade model is still there and does damage when it lands. I checked
Actors - Toss Grenade (Unnamed) 2, the impact effect and launch effect are set correctly to my duplicate effects, in the actor event, I changed TossGrenadeDamage and TossGrenadeLaunchMissil to their duplicates as well. The explosion model still goes off too early though. Does anyone know how to fix this?
I took the sc2 campaign module and wanted to use the instant supply depot drop.
1. So in the map initialization, I set the upgrade for that to 1:
Tech Tree - Set Story Mode Lab Tech - Calldown: Supply Depot upgrade level to 1 for player 1
2. Then I went to the SCV unit, and under abilities tab I added:
SCV - Calldown (Build) as my 6th element
3. Then I went to the Command Card 2 and changed the Build Supply Depot button's ability from SCV - Build (SCV) to SCV - Calldown (Build)
This worked fine. But, I found that calling down 10 supply depots makes any next supply depot unselectable. The food cap stays at 80 or less (8 per supply depot). My thoughts is that the supply calldown beacon gets messed up somehow. Any ideas what I didn't do or did wrong here?
0
@OneSoga: Go
Oh, i'm a little unsure whats suppose to be there. Haven't done any with validators. I'll look into that thanks!
One Target Unit was in Source, I changed that to target. Still same behavior though
0
@OneSoga: Go
yeah thanks =). It looks like Defensive Matrix already comes with a Set effect. I also gave the ability a range. It seems like Defensive Matrix will successfully cast on the unit himself. But, when I click other units nothing happens.
0
Hello,
I'm wondering if anyone knows an easy process from changing most self-instant abilities to target abilities. That way it makes the abilities more team reliant and such.
Ex. Changing Defensive Matrix (self buff) to a targeting ability that puts the shield on others. I tried changing it from Effect - Instant to Effect - Target, but I knew it wouldn't work with just a few changes.
0
Hey,
I made a simple hero inventory ability to hold items, and then creating a Boots of Speed that simply adds 1 movement speed bonus. To do that, I created an Item Boots of Speed that adds a Buff Behavior (to add the 1 movement speed bonus).
So I tried to add it as a Carry Behavior to the item. Problem is, when I pick up 2 boots of speed, it doesn't stack. And, if I drop 1, the 1 movement speed bonus disappears even though I still have 1 boots of speed in my inventory.
The same happens when I change it to an Equip Behavior, anyone know how to fix this.
I'm creating a simple hero inventory similar to warcraft 3. So far, I've been stuck trying to get these boots to stack or maintain their behavior if I have 2 or more and drop 1.
0
@Khalanil1: Go
It worked! I changed in Actors - Toss Grenade (Unamed) 2, the art section:
Art - Missil Field was set to a custom TossGrenade2Missil, but I set it to actor TossGrenadeMissil (Unamed) 2. Thanks!
I wish I could learn this stuff much quicker, hate going into road blocks that take hours/days to figure out.
0
Hello,
I tried to duplicate the Raynor - Toss Grenade ability and give it to a ghost. I made it work correctly so that the ghost animates (attacks) when he casts the ability. But then, I noticed the explosion effect goes out immediately when he fires the grenade. But the grenade model is still there and does damage when it lands. I checked
Actors - Toss Grenade (Unnamed) 2, the impact effect and launch effect are set correctly to my duplicate effects, in the actor event, I changed TossGrenadeDamage and TossGrenadeLaunchMissil to their duplicates as well. The explosion model still goes off too early though. Does anyone know how to fix this?
0
Hello,
I took the sc2 campaign module and wanted to use the instant supply depot drop.
1. So in the map initialization, I set the upgrade for that to 1: Tech Tree - Set Story Mode Lab Tech - Calldown: Supply Depot upgrade level to 1 for player 1
2. Then I went to the SCV unit, and under abilities tab I added: SCV - Calldown (Build) as my 6th element
3. Then I went to the Command Card 2 and changed the Build Supply Depot button's ability from SCV - Build (SCV) to SCV - Calldown (Build)
This worked fine. But, I found that calling down 10 supply depots makes any next supply depot unselectable. The food cap stays at 80 or less (8 per supply depot). My thoughts is that the supply calldown beacon gets messed up somehow. Any ideas what I didn't do or did wrong here?