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    posted a message on [events] Ability redirect help

    @Snappybean: Go

    bump because... just because.

    edit: I've decided to go a different route with this. However, just for my own personal edification, if anyone has any ideas I am still very interested in hearing them.

    Posted in: Data
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    posted a message on Caster stucks when double casting

    @PsychoMC: Go

    There is a vaildator that you can pass through a requirement that will ignore the button while channeling, would that help?

    Posted in: Data
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    posted a message on Duplicate Stalker - no projectile/damage

    @synik4l87: Go

    Have you tried following the vid tutorial linked in the op?

    Posted in: Data
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    posted a message on Where the heck are the terran addon morph events?

    @Snappybean: Go

    Hold everything!!! I think I may have solved the problem, but further testing is required: I believe the issue is occurring in a validator....

    edit: Nope, nvm, I am totally lost....

    Posted in: Data
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    posted a message on Where the heck are the terran addon morph events?

    I have been looking for days.... The issue is this: I have an tech lab that, for some reason, won't delete an actor at the end of it's morph event. The barracks or whatever will land, it will animate as if it's attaching, but won't change over to the appropriate unit once the animation is done. I have looked through every actor event in every unit involved, and can't find a thing that actually controls the morphing animation....

    Am I blind, or are they in some hidden controller that I don't know of? I've lost at least 3 sq in of hair over this issue (1 fistful at a time), and my hairline can't take it anymore.

    Posted in: Data
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    posted a message on [events] Ability redirect help

    I have recreated the snipe shot ability from the raynor sniper, and given it to another unit, and it works flawlessly from that unit.

    I also wanted to use it inside a bunker. I have created the redirect ability, and it also works... almost flawlessly.

    The only issue is the snipe shot animation always shoots from the facing direction of the bunker. I'm at a loss as to how to correct this. I will be attaching a map to better show the issue shortly.

    Posted in: Data
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    posted a message on Creating an upgrade and making it a requirement for other upgrades/abilities?
    Quote from acidragoon: Go

    Look in the other existing requirements for a reference on how they work.

    This is the best way to learn it.

    Posted in: Data
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    posted a message on Broken Glaive Wurm

    @Fender187: Go

    I had a similar error on a duplicated marauder. Turns out, there were 2 attacks on the marauder and for some reason, they were conflicting. By removing one of the attack actors, the error was resolved. However, I see that the mutalisk has 3 attack actors, one for each bounce. I would assume the error would be in the event initialization of those actors. That is an assumption, however, and those are prone to error.....

    Posted in: Data
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    posted a message on Need some help with Sim Ant map

    @voodude2008: Go

    No, I'm really am. I've only been messing around in it for a month or so. But I'm a pretty good programmer, so having that background has been helpful to me. Thanks though.

    Posted in: Data
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    posted a message on Need some help with Sim Ant map

    @voodude2008: Go

    Well, I see where it addresses the depletion variation count in the behavior as "behaviorlevel" , but I'm at a loss how you would convert that over to scale. I'm still pretty new to the editor (so not sure why I'm trying to help, but I am :) ). After looking into it though, in the events, under the "behavior.mineralfield.deplete", there is a term called "comparefield", which, if i am understanding this correctly, allows you to do a logical comparison between the "stats: amount" field (or whatever field you like) in the resource behavior to a static value. You could then apply your scaling event if it falls below a threshhold.... Perhaps the answer lies somewhere in there?

    Posted in: Data
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    posted a message on Need some help with Sim Ant map

    @voodude2008: Go

    No, the resource count of a particular field is handled through a behavior in the data editor, with the behavior type of resource. So, to address it in the actor for the resource you would use a behavior event. (If i understood you correctly....)

    Edit: Actually, I don't think i did, so nvm....

    Posted in: Data
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    posted a message on [Morphing] Something I find frustrating....

    ...is on the command panel, when a unit is morphing, the UI activity always says morphing. If this field is changed in the morph ability, it is changed universally for all morph abilities. It seems that particular field is linked through the core mod, and even if the core ability is duplicated, changing the field in the duplicated core ability will change it universally. I have units that I would love to have that field say "Promoting" or "Retraining" or "Refitting", but alas, I must settle for "morphing"....

    Just a gripe, really.

    If anyone knows of a way around this, I would be very happy to hear it.

    Posted in: Data
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    posted a message on Command Card Hell

    @thegameplayer: Go

    In your main game options, under gameplay, there is an option called "command hotkey text" . Enable that to have the hotkey displayed over the button graphic.

    Posted in: Data
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    posted a message on [Solved][Data] Building "turns" while morphing (updated w/example)

    @nevjmac: Go

    You, sir, are not only a gentleman and a scholar, but deserving of a nobel prize. Thank you so much. Problem resolved.

    Posted in: Data
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    posted a message on [Solved][Data] Building "turns" while morphing (updated w/example)

    @nevjmac: Go

    Thanks for your quick reply. I did duplicate the same ability and applied it. Same resulting behavior. I also tried setting the flag "stop movement", obviously without results.

    Posted in: Data
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