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    posted a message on [Solved]map crashes when unit dies

    @Kueken531: Go

    What the hell man, i changed the name to BSD and it totally does what you say and it doesnt even play the birth animation anymore its just one smooth sweet animation. I get so confused with these actors man but thnx for this help, i dont really know much about actors and stuff, you sure gave me good insight.

    Thnx for your time again!

    Posted in: Data
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    posted a message on [Solved]map crashes when unit dies

    @Kueken531: Go

    okay, guess you were right about the infinite loop cause it doesnt crash anymore since i have removed the effect final. Okay so, i have set the duration to infinite(-1) and removed the effect final but now the animation wont repeat... and i dont know how to fix this cause i thought i had already fixed it.. What should i change about the actor in the screen below to make the animation repeat?

    Posted in: Data
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    posted a message on [Solved]map crashes when unit dies

    @Kueken531: Go

    In the screenshots on the last post and below you can see all the effects and stuff. nothing special i believe... just for information i also added a screen of the unit in the editor, but i guess its only the buff messing things up.

    behavior - mercspeedybuff: All units within range get the sentry - speedrangebuff which is defined below

    effect - applymercspeedybuff : reapplies the the mercspeedybuff behavior on the unit once its expired.

    actor - mercspeedybuffapplied: creates a visual for the units that have behavior sentry - speedrangebuff.

    behavior - sentry - speedrangebuff: the behavior that gets applied on units by the mercspeedybuff behavior, modifies the units speed x2 and their range+5 also does the normal ranged damage reduction like normal shield.

    The freeze just happens whenever the unit dies doesnt matter when he dies. The game just totally freezes up and i have to force shut it with task manager

    Posted in: Data
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    posted a message on [Solved]map crashes when unit dies

    @BorgDragon: Go

    Hey, i had only removed the visuals actor, this time i have removed the buff the unit has and it didnt crash.

    what this buff does is within an area applies a buff to units and creates the visuals for the guardian shield

    Posted in: Data
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    posted a message on [Solved]map crashes when unit dies

    @Kueken531: Go

    i removed the actor for the unit, so it isnt the actor, trying to find another reason

    Posted in: Data
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    posted a message on [Solved]map crashes when unit dies

    Hey guys,

    I have added a new unit to my map recently but whenever this specific unit dies, starcraft freezes up and crashes, if tried it in the editor aswell with people online, very weird so there must be something wrong with the unit death??. what could be causing this problem??? i already tried changing the model, that doesnt help, maybe its the actor that i added? it really sucks....

    Posted in: Data
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    posted a message on [Solved]Buff for increased weapon range.

    @TheAlmaity: Go

    I see, i tested it and it does add the range, i guess i was confused on what the tooltip said and i wasnt really sure on how to test it. But when i applied the buff and look at the tooltip of the weapon it says its adding + to the default weapon range.

    Thnx for your time :]

    Posted in: Data
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    posted a message on [Solved]Buff for increased weapon range.

    @dragooness: Go

    Yes, weapon range, i have seen it but it says: Maximum range for the weapons.

    If i do this, all the different units on my map will have the same range when the buff is applied, i want to add range like +2 for every unit that has the buff example:

    no buff:

    marine: 4 range marauder: 2 range

    with buff:

    marine: 6 range marauder: 4 range

    btw thnx for the example almaity but im still having the problem with different weapons having different range and i dont want them to all have the same range. if you know what i mean.

    Posted in: Data
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    posted a message on [Solved]Buff for increased weapon range.

    HEy,

    I have a unit which has a buff that applies a buff to units within his range, the units that stand near get a speed bonus, works fine. Now i was trying to add like +2 weapon range to each unit that gets the buff so i started looking trough the weaponsection of the behavior and i was a bit confused. From what i saw i understand that i would have to select each weapon in my game seperatley and add a new range for it... i could well be misunderstanding this.. but this would like cost so much work for me. Isn't there just a way to increase the weapon range for every unit that gets the buff without specifiying the specific weapon in the behavior? and is there a way to "add" range instead of setting maximum or minium for the weapon because like all the units have different range, i just want to add +2 to each unit, not set the same range for every unit that has the buff.

    any suggestions very much appreciated,

    Posted in: Data
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    posted a message on Behavior reapply visuals not working?

    @BorgDragon: Go

    Lol, well sometimes it can be a pain to find the right tutorial... :p

    anyways, since this worked pretty easy for me, is there a way to make it not play the birth animation when it repeats?

    Posted in: Data
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    posted a message on Behavior reapply visuals not working?

    @Kueken531: Go

    Man it worked on first try, thank you your king!

    Posted in: Data
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    posted a message on Behavior reapply visuals not working?

    Hey guys,

    I was working on a new unit for my map called speedy which has a buff called mercspeedybuff this buff will let any unit within range walk faster. So my idea was to have a cool visual like the guardian shield the sentry uses to see if units are in range but for that i would have to make the guardian shield animation to run permanent and after a lot of searching i found out that you need a 3d editing program to extend the animation of the guardianshield model .

    So what i did:

    - I created a behavior called mercspeedybuff for my unit speedy which will increase any units walking speed when in range.

    - I create an actor called speedybuffvisuals which will create the model guardianshield whenever the behavior mercspeedybuff is created.

    - The model animation of guardianshield lasts approx 33 secs so i set my mecrspeedybuff behavior duration to 33 seconds.

    - i make an effect called applymercspeedybuff which applies the mercspeedybuff.

    - I set to my mercspeedybuff behavior Effect final: applymercspeedybuff so that it will reapply the behavior once the duration is over.

    So i thought what i did would make the behavior run for 33 seconds, then "Effect final: applymercspeedybuff" takes place so that the behavior gets reapplied, and because the behavior gets reapplied the visual would trigger again.

    The problem is that the animation plays only the first time when the buff is on, what i would expect is that when the " Effect final: applymercspeedybuff " takes place it would also restart the animation of the guardian shield, but apparently it only rescreates the behavior on the unit and not the visiuals, while i have stated that the visiuals should play everytime the behavior is applied(created).

    conclusion: a lot of wasted time....

    I think that there are a lot of simpler ways to do this, but i wasnt feeling like searching the internet and just started trying stuff, so now i hope someone can make things work for me :]

    Posted in: Data
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    posted a message on [SOLVED]Use triggering player minerals instead of neutral

    @Rice87: Go

    I have messed around with the flags of the tower capture ability, and now it does seem to work! thnx for the insight, ill let you know what flag causes it to work.

    Fix:

    I had triggers that said you become allied with the tower when you come close, when i had removed those triggers the tower capture ability worked perfectly, thnx!

    Posted in: Data
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    posted a message on [SOLVED]Use triggering player minerals instead of neutral

    @Kueken531: Go

    Hey,

    i tried adding the interact ability, i didnt exactly knew which one to add i could only find the ones in the screen below so i tried out all of them, none of them seemed to work... Then i tried creating a new interact ability. didnt work.. tried editing some flags and stuff, still didnt work..

    update:

    It does seem to work trough the tower capture ability but only if i set flag share control, else the abilties wont show up on the commandcard... and the problem with the share control is that it still wnats to take the neutral players money

    Posted in: Data
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    posted a message on [SOLVED]Use triggering player minerals instead of neutral

    Good day,

    So i have a map that has 2 teams with 3 players per team. I now have created a tower in the middle that belongs to a neutral player, then i have said in triggers which i will display below: whenever you come in range of the tower you are friendly to that neutral player. I have set the structure to share control so whenever you come close to the structure you can use the abilities on the structure and when you move away of the 3 range you lose friendlyness which means you cant use the abil;ites...

    all works fine accept for the tower wants to take money off the neutral player for the ability instead of the player triggering the ability, is it possible to fix this in the data editor? as you can see in the screen below it says i have no cash for the ability but when u look at my minerals i have set to OVER 9000 ;]

    Posted in: Data
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