• 0

    posted a message on Changing Missiles Colors(Solved)

    I'm looking to make an effect for firebats that allows them to receive blue flames like hellions. Is there a way to simply tint the attack animation? If so where? I've looked in models where the attack animations are located but do not see any tint RGB area. (which would be amazingly effective to have)

    I'm also wondering how to activate a tint when a unit such as the siege tank morphs, but just for the morphing effect and not the final unit, I've tried to do this before and it simply didn't work.

    All help is appreciated! pls/thx

    Posted in: Data
  • 0

    posted a message on (Solved) Multi-Staged Slow skill/spell

    I've lengthened the spell to see if this is true and to see the values I'm getting since it's 4 behaviors stacked...

    2.17 = 96.4% (80%+60%+40%+20%) [80%]

    1.82 = 80.8% (60%+40%+20%) [60%]

    1.17 = 52% (40%+20%) [40%]

    0.45 = 20% (20%) [20%]

    I'm not good with certain things in math... and this is one of them >< So... How can I get these to more accurate numbers without changing how they work?

    Again, I will attempt to figure this out while I wait for any replies. [edit] okay I figured the math out... 50% 66% 75% 80% Makes it so all are 20% I think I'm completely done with this. Thank you! This is being used for the project in my signature, if you are interested ;)

    Posted in: Data
  • 0

    posted a message on (Solved) Multi-Staged Slow skill/spell

    @CSMakoInfused: Go Thanks, this is helpful. I may not be able to figure all of this out without a little more detail... I'll give some in a sec.

    @Nardival: Go I'm going to go ahead and look at what you said to do in the editor. My goal is to apply this movement behavior to Fungal Growth to make it act like an AoE purge/slow effect and doing as little from scratch as possible is in my best interests as a novice modder. If you either of you can think of the most effective way to edit that specifically it would be a plus <3

    In the meantime I will tinker with the editor to see if I can figure this out with what has been said, I'm new to behaviors and have just figured out how to use fungal to slow instead of root. ><

    [edit] - Okay I figured it out with your help! I made each last .8 seconds and it works great, though I'm not sure if it is combining those %'s on the fractions: .2 .4 .6 .8 any idea if it does?

    Posted in: Data
  • 0

    posted a message on (Solved) Multi-Staged Slow skill/spell

    Let's say I wanted to make a spell either single target or AoE that would cause a slow effect that had multiple stages to it. The idea of this is based on the Warcraft 3 & DotA spell Purge: http://www.playdota.com/forums/lofi/t-406048.html

    For an explanation of what I'm looking to do I'll use an example from the text of the above link (so you don't have to go the link).

    "How does Purge's slow work?

    Against non-Hero units:

    0s: MS slowed by 100%

    0.8s: MS slowed by 80%

    1.6s: MS slowed by 60%

    2.4s: MS slowed by 40%

    3.2s: MS slowed by 20%

    4.0s: The purge ends"

    Help pls?

    Posted in: Data
  • 0

    posted a message on Shields that only work vs Air?

    I'm looking to make a passive ability for carriers where they take 2 less damage from all air targets, but only until their shields are gone. Or make it so any damage under X is reduced by 2. Preferably the 2nd idea, but either is good.

    I have no idea where to start >< pls help if you can.

    This other one is more important, but both are great :D http://www.sc2mapster.com/forums/development/data/29696-fungal-growth-made-to-purge-duration-based-slow/#p6

    Posted in: Data
  • 0

    posted a message on Fungal Growth made to Purge(duration based slow)?
    Quote from Sherlia: Go

    @zjat: Go

    Not evrybody have played that game, explain insted what it do and mabye you get more help.

    My bad...Figured most modders were cross platform. I mean the Slow of purge. I want to redesign Fungal to reduce movement speed to say 5% and then have the unit recover over the course of the duration of fungal.

    My current thoughts on timing: Time 0: 95%; Time 1: 80%; Time 2: 65%; Time 3: 50%; (Each interval representing a game second 0-1, 1-2, 2-3, 3-4)

    As for debuffs and summon damage, I'm not concerned on that part. Sorry for not being more specific.

    Posted in: Data
  • 0

    posted a message on Fungal Growth made to Purge(duration based slow)?

    @Ahli634: Go

    Where is the suppress flag? I don't see it. Nvm found it... Sneaky thing...

    [e] Okay I now have a 75% slow, with 1% acceleration which works for now but... How could I make fungal into a "purge" type spell from Wc3?

    Posted in: Data
  • 0

    posted a message on Fungal Growth made to Purge(duration based slow)?

    Title basically explains it.

    I want to remake FG to slow 75% instead of Root. I can't figure out which effect or behavior does this. I would like to know how to change Accel and movement speeds. But I also need to know which object the root is found on (and page). Pls Help, thx. -Zjat

    [edit] - Okay I now have a 75% slow, with 1% acceleration... How could I make fungal into a "purge" type spell from Wc3?

    Posted in: Data
  • 0

    posted a message on High Yield Editing
    Quote from DrSuperEvil: Go

    You need to edit the Stats - Harvest Amount and Stats - Empty Harvest Amount field of the Resource type behaviours.

    Actually - Empty Harvest amount seems to no work because something else triggers when it is empty. The other thing was just not working cause my uploaded map was freaking out and kept reverting itself to default (like 5 times)

    Posted in: Data
  • 0

    posted a message on High Yield Editing

    So I'm working on a concept that could be really interesting for melee gameplay. [Remaking High Yields] Gold Minerals grant 6 instead of 7, but come in 7x patches instead of 6x patches Rich Geysers grant 5 instead of 4, but have 1500 gas instead of 2500 - but give 2 gas when depleted

    Gold Minerals and HY Gas would not be paired, but placed in weak 3rd/4th areas on the map, preferably out of the way/riskier.

    The problem I'm having so far is that the edited behaviors where the minerals/gas mined is shown, doesn't seem to actually affect harvesting. As well, I have a feeling that the depleted gas returns are going to also be an issue...

    Help pls?

    Posted in: Data
  • 0

    posted a message on Actors, animations, and Campaign Dependencies

    @DrSuperEvil: Go

    Okay, I figured something out about dependencies. I figure since you are a mod you can make good use of this info:

    Dependencies are applied from top to bottom, with the latter overwriting the former. Liberty (Campaign) Liberty (Mod) LibertyMulti (Mod)

    In this example the Campaign information is least important, and anything used by Liberty (Mod) will overwrite it The same goes for LibertyMulti (mod) This is where they edit stats for Patches afaik

    However, if the dependency is within a mod, the whole mod will be carried over. (Because that is what is occurring to me) Because you want your changes to be on bottom, it is reading EVERYTHING in the mod file that is different. Liberty (Mod) LibertyMulti (Mod) Zjat's Mod Take this example^ Now my mod is more important than the base mod, or the multiplayer mod, and therefore since it contains unit data from Campaign(mod) the campaign units (might) be affected. The only real thing I can see without testing is that the creep tumor is visible. (no clue how to fix that without making it cloak)

    Not sure if this is 99% correct, but it is something more than anyone has ever said before!

    Posted in: Data
  • 0

    posted a message on Actors, animations, and Campaign Dependencies

    @DrSuperEvil: Go

    Does order matter at all on the dependencies list?

    Posted in: Data
  • 0

    posted a message on Actors, animations, and Campaign Dependencies

    Okay, that sounds easier to grasp, I should be able to figure all those out now.

    What about campaign dependency? I just want the firebat (effects, art , sounds etc) but I don't want wraiths, and random other (unpredictable) changes to the map/mod. Is there a way to use the dependency while keeping multiplayer unts/stats unchanged?

    Posted in: Data
  • 0

    posted a message on Actors, animations, and Campaign Dependencies
    Quote from DrSuperEvil: Go

    1) Just use the effect when morph begins to apply a buff that makes it unselectable

    2) Animation wise use Model actors, you can do some funky stuff even with inanimate models.

    3) There already are blue flame models used when the nexus is damaged. Wlse just try texture swapping the flames with the Texture Select By Id actor event.

    4) Model swap actor event.

    1 I want it to act like tank or viking morph, if it is unselectable this changes gameplay. 2 I have no idea what you are saying, I'm very new to the actor tab. 3 I'll attempt this and see if I can figure that out. 4 Uhhh...

    Posted in: Data
  • 0

    posted a message on Sliding!

    @ZealNaga: Go I would definitely say use a trigger or something if the previous can't be used by itself. (I'm not good with triggers and barely useful with data) But setting a waypoint from front of the unit (where ever it is facing) will keep it moving until it hits something. Using some trigger that only triggers if the unit has no actions given might work, can't say how though.

    Posted in: Data
  • To post a comment, please or register a new account.