Thanks zeldarules28! I created several tests around libraries using just one map for now (no mods for now), and everything worked fine for that. The original compile issue I had run into will take a while to test yet, as it involves nested mods, but I have renewed hope thanks to your helpful explanations.
I am not sure if this is the issue, but once when I created a new Research ability, the button did not go away right away when I was testing it, because I had forgotten to set the "Info - Cooldown - Time Use" to 0.
I am making a game in which people can choose their individual difficulty levels. Once a player chooses a difficulty, I would like to assign a new Attack Target priority to their hero. So, if they picked Easy mode, the hero will get targeted at a lower priority. If they picked Hard mode, the hero will get targeted at a higher priority.
I can think of one way to do this, but I am not looking forward to it: create a bunch of duplicate units, with different attack target priorities, and then create the unit with the desired priority based on which difficulty the player chooses. Please tell me there is a better way to do this.
I would prefer a Data solution such as an Upgrade or Behavior, but I would be just as happy with a direct assignment using a Trigger.
Or create a Buff behaviour with a periodic Search effect that applies a Buff behaviour with an Apply Behavior effect which then creates a fog visible Model actor.
I found Buffs -> Radar -> Effect -> Effect - Periodic. So then, I should create a Search Effect. Effects -> Scanner Sweep came to mind. So, I duplicated Scanner Sweep as "Custom Search Effect", with no linked actors, models, or sounds. On the Effect tab, I set Expire Delay to 0, left Periodic Count at 0. On the Search tab, the Reveal Flags look important, but the only fog-related checkbox is "Unfog", which reveals Fog of War, so I unchecked that.
Basically I have a unit with multiple spells. Whenever that unit casts a spell, I want to apply a 5-second speed boost to that unit. I thought that Stimpack would be a good start. Ideally I would want each spell to apply a different number of stacks to the speed boost, but one stack across all spells is fine too. The idea is to encourage players to cast spells often giving them a temporary speed boost. The game I am working on is kind of like a racing game.
I am trying to find where I can set Pylons' Power Source grids to show up all the time, not just when someone is building structures. I do not want the grids to show up over black mask, but it is fine either way if they do or do not show up in fog or war.
I discovered that I was adding the Effect in the wrong spot. The Apply Behavior Effect was the level 2 Effect. When I moved it up a spot, it worked, but the other Effect did not work anymore.
I looked at Vortex, which uses several Effects and Behaviors. I see a Search Effect, which triggers the main Effect, which triggers a bunch of other Effects.
One of the Abilities I want to trigger the Stimpack Behavior is Scanner Sweep. How should I set this up? Can I link both Effects from the Ability, or should I have one Effect trigger the next, or should I create a separate parent Effect that starts off the other two?
I created a custom unit that uses the Xelnaga Tower's Tower Control ability with Radar. So, instead of gaining vision when you are near it, you gain Radar. The problem is that I also want my map to start with Black Mask, but radar blips only show up in Fog of War.
So, I would like to create an AOE Behavior/Effect for the Unit, which reveals the Black Mask around the unit but leaves the Fog of War remaining. That way, I won't need to rely on just the Minimap to see the radar blips of enemy units. I COULD probably set up a trigger for this, but that would be messier and more confusing due to the the changing unit control.
Any suggestions? I am not very good at creating Effects/Behaviors from scratch, so examples, or else detailed instructions, would be much appreciated. Thanks in advance!
Here is what I did to find it:
1) Go to Data -> Units -> Marauder.
2) Look in bottom left section -> Weapons -> Marauder - Punisher Grenades -> right-click -> View Linked Weapon.
(Now you should be at Data -> Weapons -> Marauder - Punisher Grenades.)
3) Look in bottom left section -> Effects -> Marauder - Slow AOE -> right-click -> View Linked Effect.
(Now you should be at Data -> Effects -> Marauder - Slow AOE.)
4) I do not know how to remove this effect, but until someone gives you a better answer, you could at least set the AOE radius to 0: Go to Search tab -> Radius -> set to 0.
I have a custom unit with 3 abilities, one of which is Marine - Stim Pack. I am trying to apply the Stimpack behavior to the casting unit when using any of the abilities. I added the "Marine - Stim Pack (Apply Buff)" effect to the other two abilities, but only the original ability triggers the effect/behavior. The key difference is probably that the original "Marine - Stimpack" ability is of type "Effect - Instant", while the other two abilities are of type "Effect - Target" and "Behavior". I looked over the "Marine - Stim Pack (Apply Buff)" effect and tried changing the value on the Unit tab to Caster, but still no luck.
Thanks DrSuperEvil! I was looking to set a timed speed buff, and had the same issue as zenx1 setting the movement speed from a trigger, since it sets the literal speed instead of the base speed. So then I tried setting up a behavior, but was having trouble doing it from scratch due to lack of experience... stimpack is exactly the example I needed!
Thank you TaintedWisp and DuckyTheDuck! Adding movement allowed the Burrowed Roach to move, and removing the Advanced AI allowed Computer-owned Burrowed Roaches to stay burrowed.
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@zeldarules28: Go
Thanks zeldarules28! I created several tests around libraries using just one map for now (no mods for now), and everything worked fine for that. The original compile issue I had run into will take a while to test yet, as it involves nested mods, but I have renewed hope thanks to your helpful explanations.
Thanks again!
0
Hello,
I am new to using mods and libraries. If I create a mod with a library, and then add the mod as a dependency for a map, can I...
Any guidance would be much appreciated. Thanks in advance!
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Ok, thanks... I will duplicate the units then.
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I am not sure if this is the issue, but once when I created a new Research ability, the button did not go away right away when I was testing it, because I had forgotten to set the "Info - Cooldown - Time Use" to 0.
0
Hello,
I am making a game in which people can choose their individual difficulty levels. Once a player chooses a difficulty, I would like to assign a new Attack Target priority to their hero. So, if they picked Easy mode, the hero will get targeted at a lower priority. If they picked Hard mode, the hero will get targeted at a higher priority.
I can think of one way to do this, but I am not looking forward to it: create a bunch of duplicate units, with different attack target priorities, and then create the unit with the desired priority based on which difficulty the player chooses. Please tell me there is a better way to do this.
I would prefer a Data solution such as an Upgrade or Behavior, but I would be just as happy with a direct assignment using a Trigger.
Thanks in advance!
0
@DrSuperEvil: Go
Actors -> BlipVisual -> Actor -> Fog Visibility is set to Visible by default, so I am not sure what more can be changed there.
I found Buffs -> Radar -> Effect -> Effect - Periodic. So then, I should create a Search Effect. Effects -> Scanner Sweep came to mind. So, I duplicated Scanner Sweep as "Custom Search Effect", with no linked actors, models, or sounds. On the Effect tab, I set Expire Delay to 0, left Periodic Count at 0. On the Search tab, the Reveal Flags look important, but the only fog-related checkbox is "Unfog", which reveals Fog of War, so I unchecked that.
So now, to create a Model. I found <http://www.sc2mapster.com/forums/development/data/12572-adding-a-model-onto-an-effect/#p2>, but I am still unsure how to do it. I also checked out <http://www.sc2mapster.com/wiki/galaxy/data/effects/>, but I am not sure which subtopic is for creating models. Is there a good thread, wiki, or data example I could look at to learn how to create the Model?
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Basically I have a unit with multiple spells. Whenever that unit casts a spell, I want to apply a 5-second speed boost to that unit. I thought that Stimpack would be a good start. Ideally I would want each spell to apply a different number of stacks to the speed boost, but one stack across all spells is fine too. The idea is to encourage players to cast spells often giving them a temporary speed boost. The game I am working on is kind of like a racing game.
0
Hello,
I am trying to find where I can set Pylons' Power Source grids to show up all the time, not just when someone is building structures. I do not want the grids to show up over black mask, but it is fine either way if they do or do not show up in fog or war.
Any ideas? Thanks in advance!
0
I discovered that I was adding the Effect in the wrong spot. The Apply Behavior Effect was the level 2 Effect. When I moved it up a spot, it worked, but the other Effect did not work anymore.
I looked at Vortex, which uses several Effects and Behaviors. I see a Search Effect, which triggers the main Effect, which triggers a bunch of other Effects.
One of the Abilities I want to trigger the Stimpack Behavior is Scanner Sweep. How should I set this up? Can I link both Effects from the Ability, or should I have one Effect trigger the next, or should I create a separate parent Effect that starts off the other two?
0
I created a custom unit that uses the Xelnaga Tower's Tower Control ability with Radar. So, instead of gaining vision when you are near it, you gain Radar. The problem is that I also want my map to start with Black Mask, but radar blips only show up in Fog of War.
So, I would like to create an AOE Behavior/Effect for the Unit, which reveals the Black Mask around the unit but leaves the Fog of War remaining. That way, I won't need to rely on just the Minimap to see the radar blips of enemy units. I COULD probably set up a trigger for this, but that would be messier and more confusing due to the the changing unit control.
Any suggestions? I am not very good at creating Effects/Behaviors from scratch, so examples, or else detailed instructions, would be much appreciated. Thanks in advance!
0
Thanks for the suggestion dragooness. Unfortunately, adding the Behavior to the Ability still did not make a difference. Hm...
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Here is what I did to find it: 1) Go to Data -> Units -> Marauder.
2) Look in bottom left section -> Weapons -> Marauder - Punisher Grenades -> right-click -> View Linked Weapon. (Now you should be at Data -> Weapons -> Marauder - Punisher Grenades.)
3) Look in bottom left section -> Effects -> Marauder - Slow AOE -> right-click -> View Linked Effect. (Now you should be at Data -> Effects -> Marauder - Slow AOE.)
4) I do not know how to remove this effect, but until someone gives you a better answer, you could at least set the AOE radius to 0: Go to Search tab -> Radius -> set to 0.
Hope this helps =)
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Hello,
I have a custom unit with 3 abilities, one of which is Marine - Stim Pack. I am trying to apply the Stimpack behavior to the casting unit when using any of the abilities. I added the "Marine - Stim Pack (Apply Buff)" effect to the other two abilities, but only the original ability triggers the effect/behavior. The key difference is probably that the original "Marine - Stimpack" ability is of type "Effect - Instant", while the other two abilities are of type "Effect - Target" and "Behavior". I looked over the "Marine - Stim Pack (Apply Buff)" effect and tried changing the value on the Unit tab to Caster, but still no luck.
Any suggestions? Thanks in advance!
0
Thanks DrSuperEvil! I was looking to set a timed speed buff, and had the same issue as zenx1 setting the movement speed from a trigger, since it sets the literal speed instead of the base speed. So then I tried setting up a behavior, but was having trouble doing it from scratch due to lack of experience... stimpack is exactly the example I needed!
0
Thank you TaintedWisp and DuckyTheDuck! Adding movement allowed the Burrowed Roach to move, and removing the Advanced AI allowed Computer-owned Burrowed Roaches to stay burrowed.