As a subsequent question to my one with the automated refinery, I now need a way to remove a behavior on it when it begins upgrading. I'm wondering how I could do this (either with a validator or in the ability itself). What I have currently done is create a remove behavior effect that removes the behavior, but I have no idea on how to make the effect activate once the ability is used. Any suggestions?
So I made a builder that builds just like and scv (which is great) but I also need it to not move while constructing. Not sure how to do this, so any answers would be appreciated. (Also if someone knew how to make a building decrease its build time while the builder is building it and a unit with repair is nearby, that would be sweet. But thats another topic for another thread ;) ).
So I've been working on a mod as of late, and currently have ran into two problems with protoss structures. Here they are:
1. I've made a duplicate of a photon cannon that does not require a power field to be activated, but the actor makes it appear as though it is unpowered. Why is that?
2. I've made a structure that uses the force field model as a structure, but it becomes unselectable once it is created. Any explanation as to why this is?
Hey everyone,
So I imagine someone before me has already asked this, but I was wondering how to make the automated refinery harvest vespene without needing a geyser that gives it a starting resource (I've made it so that you can place the automated refinery anywhere, but it never harvests any gas or show the timer). (Really what I'm looking for is a way to make the automated refinery in Squad TD).
I tried this and it works, but the problem is that the actor disappears while it upgrades. I prefer this over the building disappearing (XD), but I'd like to have a model there at all times.
Lately I have been having problems with a building upgrade I made (specifically the actors). What I've done so far is duplicate a supply depot (with its actor) to be a simple wall. I then created a morph ability that allows the duped supply depot to be upgraded to a better (and different looking) wall. The problem here is the events in the actor. If I merely leave the ability out of the actor, everything works fine but I am left with two models for the wall instead of one. My solution was this in the Event tab of the wall actor:
To me this would seem to be the right anwser, but the problem is that when I do this, there is no model there and the unit is unselectable. The unit is still there, as no other units are allowed to pass through it.
Hey everyone,
So recently I duplicated the Leviathan in order to increase the damage it does. I was successful at increasing the damage it does to a unit, but the thing is the tentacle does not visually show itself attacking. I did change the beam and missile to the original names in the Action Actor, but that still did not work. Is there anything I can do to fix this?
Normally with an action actor, you'll get a duplicate name under the Art Tab, with the beam reading as Custom: "NameofBeam." What you'll want to do is change the beam's name to what it was under the actor you duplicated it from. You may also want to change the Actor Missile to the original one of what you are using.
Alright. I managed to get it to work like it should. What I did was make a dummy damage effect, but it would only activate if the unit was an enemy unit (validator Target is Enemy). I duped the show text from one of the automated extractors and added the effect event at the end.
Okay. So far I've gotten the "Miss!" text to appear above the unit who attacks the unit with evade when it is activated. Now the only problem is that the text tag doesn't go away. Other than that it is working.
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As a subsequent question to my one with the automated refinery, I now need a way to remove a behavior on it when it begins upgrading. I'm wondering how I could do this (either with a validator or in the ability itself). What I have currently done is create a remove behavior effect that removes the behavior, but I have no idea on how to make the effect activate once the ability is used. Any suggestions?
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So I made a builder that builds just like and scv (which is great) but I also need it to not move while constructing. Not sure how to do this, so any answers would be appreciated. (Also if someone knew how to make a building decrease its build time while the builder is building it and a unit with repair is nearby, that would be sweet. But thats another topic for another thread ;) ).
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@SoulFilcher: Go
Thanks for the help on #1. Everything is now working fine for that unit. For #2, how do I attach an invisible sphere to the actor?
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So I've been working on a mod as of late, and currently have ran into two problems with protoss structures. Here they are: 1. I've made a duplicate of a photon cannon that does not require a power field to be activated, but the actor makes it appear as though it is unpowered. Why is that?
2. I've made a structure that uses the force field model as a structure, but it becomes unselectable once it is created. Any explanation as to why this is?
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I tried what you said IcyJay and it worked fine. Thanks for the help!
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I attempted this and it did not work.
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Hey everyone, So I imagine someone before me has already asked this, but I was wondering how to make the automated refinery harvest vespene without needing a geyser that gives it a starting resource (I've made it so that you can place the automated refinery anywhere, but it never harvests any gas or show the timer). (Really what I'm looking for is a way to make the automated refinery in Squad TD).
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I tried this and it works, but the problem is that the actor disappears while it upgrades. I prefer this over the building disappearing (XD), but I'd like to have a model there at all times.
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I tried this and ended up with the starting actor being the remaining actor. Could you possibly show me a working example?
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Lately I have been having problems with a building upgrade I made (specifically the actors). What I've done so far is duplicate a supply depot (with its actor) to be a simple wall. I then created a morph ability that allows the duped supply depot to be upgraded to a better (and different looking) wall. The problem here is the events in the actor. If I merely leave the ability out of the actor, everything works fine but I am left with two models for the wall instead of one. My solution was this in the Event tab of the wall actor:
AbilMorph.UpgradetoReinforcedBarricade.Start Destroy AbilMorph.UpgradetoReinforcedBarricade.Start Create ReinforcedBarricade
To me this would seem to be the right anwser, but the problem is that when I do this, there is no model there and the unit is unselectable. The unit is still there, as no other units are allowed to pass through it.
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Hey everyone, So recently I duplicated the Leviathan in order to increase the damage it does. I was successful at increasing the damage it does to a unit, but the thing is the tentacle does not visually show itself attacking. I did change the beam and missile to the original names in the Action Actor, but that still did not work. Is there anything I can do to fix this?
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Normally with an action actor, you'll get a duplicate name under the Art Tab, with the beam reading as Custom: "NameofBeam." What you'll want to do is change the beam's name to what it was under the actor you duplicated it from. You may also want to change the Actor Missile to the original one of what you are using.
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Alright. I managed to get it to work like it should. What I did was make a dummy damage effect, but it would only activate if the unit was an enemy unit (validator Target is Enemy). I duped the show text from one of the automated extractors and added the effect event at the end.
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Okay. So far I've gotten the "Miss!" text to appear above the unit who attacks the unit with evade when it is activated. Now the only problem is that the text tag doesn't go away. Other than that it is working.
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I made the buff like that myself, but how should I setup the dummy effect?