I have a behavior with a damage response which increases the damage done "per auto attack" via a require effect - array and a stackable buff that refreshes itself. Now the problem I'm looking at is that all units of the same type (that use the same required effect array in their auto attacks) proc and refresh/stack up the behavior.
I'm looking to make the behavior's damage response to proc only from the buff's caster's required effect. Is this possible via the data editor?
I'm trying to make a unit that prioritizes particular units. It's a very long range artillery, let's say mapwide. I'd like for it to prioritize enemy spellcaster units (units with mana and/or relatively low max life). Due to other limitations I can't just use a TargetSort, so I'd like to use a Trigger for it to prioritize units in this fashion, is there a way to sort units in the map for an issue-order attack in triggers?
Perhaps you can go into a bit more depth to explain? I'd be grateful if your suggestion is an actual solution.
The problem I'm having is actually referencing the right UI elements, can you replace UI elements without referring to them? Unless you know how to reference the UI-element for the Life/Shield/Weapon Upgrade Level number and the number only.
I've got a working repair ability, but I've noticed that a few of my buildings "call for" repairs while theyre being constructed. It seems the health missing from the building being made calls for the repair, but it's only on a few buildings. How do I prevent this from happening?
Following the guide I manged to make a query in a circle around my unit, targetting units around it. However I'm unable to figure out the following, despite alot of time spent trying:
-Making the query target the "query director", eventhough I tried changing both the scope and/or query target
-Getting the query or any actor to run of the Ability.Cursor event
So for now I'm stuck, I'm hoping someone can fill in the few blanks I'm drawing.
Did you give the "deceptive" marine anything like an Interact ability or shared control via triggers? Any vague description will probably help thanks for taking the time so far
Is there a way to show the command card of enemy units?
Currently it says "Enemy Unit - You cannot control this unit". I'm simply wondering if I can display the control card as the enemy sees it. The unit is already uncommandable, so commandability is not an issue right now.
Reposting this from the Artist tavern. I'm currently trying to show an actor on a unit when the event Ability.(ability).Cursor fires, the event used for cursor-splats for aoe abilities. Whenever I try I get the message:
"Must use Implicit Scope keyword when requestor was not created by an effect"
I guess it means it can't find the caster unit like it usually does because of the nature of the cursor-ability step, but is there a way to refer to my casting unit from this position?
I have an ability that gives my units a temporary shield (alike to the Defense Matrix ability). However when my units get the shield, they start showing the protoss-shield icon in the bottom of the screen, between the life and weapon icon. Is there a way to prevent the shield icon from showing up? I rather it not show since the shield is only temporary.
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Hey,
I have a behavior with a damage response which increases the damage done "per auto attack" via a require effect - array and a stackable buff that refreshes itself. Now the problem I'm looking at is that all units of the same type (that use the same required effect array in their auto attacks) proc and refresh/stack up the behavior. I'm looking to make the behavior's damage response to proc only from the buff's caster's required effect. Is this possible via the data editor?
Thanks in advance
0
Hey,
I'm trying to make a unit that prioritizes particular units. It's a very long range artillery, let's say mapwide. I'd like for it to prioritize enemy spellcaster units (units with mana and/or relatively low max life). Due to other limitations I can't just use a TargetSort, so I'd like to use a Trigger for it to prioritize units in this fashion, is there a way to sort units in the map for an issue-order attack in triggers?
Thanks in advance
0
Perhaps you can go into a bit more depth to explain? I'd be grateful if your suggestion is an actual solution.
The problem I'm having is actually referencing the right UI elements, can you replace UI elements without referring to them? Unless you know how to reference the UI-element for the Life/Shield/Weapon Upgrade Level number and the number only.
Thanks for the response thusfar
0
Hey,
I've got a working repair ability, but I've noticed that a few of my buildings "call for" repairs while theyre being constructed. It seems the health missing from the building being made calls for the repair, but it's only on a few buildings. How do I prevent this from happening?
Thanks in advance for the help
0
Following the guide I manged to make a query in a circle around my unit, targetting units around it. However I'm unable to figure out the following, despite alot of time spent trying:
-Making the query target the "query director", eventhough I tried changing both the scope and/or query target
-Getting the query or any actor to run of the Ability.Cursor event
So for now I'm stuck, I'm hoping someone can fill in the few blanks I'm drawing.
0
A simple interact ability cast on the enemy does the trick, since I'm making the units uncommandable, thanks everyone
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Did you give the "deceptive" marine anything like an Interact ability or shared control via triggers? Any vague description will probably help thanks for taking the time so far
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Would anyone else know? Or do you have any idea what you were doing at the time that might've caused it, joey? Any clues would be helpful.
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I've yet to implement it, i'll report back when I put it in with a brief description of what I did.
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For anyone with the same issue, I've found a great guide on queries at:
http://www.sc2mapster.com/forums/resources/tutorials/60079-actors-actor-regions-queries-and-query-response-actors/
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Hey,
Is there a way to show the command card of enemy units?
Currently it says "Enemy Unit - You cannot control this unit". I'm simply wondering if I can display the control card as the enemy sees it. The unit is already uncommandable, so commandability is not an issue right now.
Thanks in advance
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Alright, I'll edit that out my post and just scrap the idea then.
Does anyone have any idea how to find the "casting" unit from a ability.cursor event in the actor?
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Hey,
Reposting this from the Artist tavern. I'm currently trying to show an actor on a unit when the event Ability.(ability).Cursor fires, the event used for cursor-splats for aoe abilities. Whenever I try I get the message:
"Must use Implicit Scope keyword when requestor was not created by an effect"
I guess it means it can't find the caster unit like it usually does because of the nature of the cursor-ability step, but is there a way to refer to my casting unit from this position?
Thanks in advance
0
Hey,
I have an ability that gives my units a temporary shield (alike to the Defense Matrix ability). However when my units get the shield, they start showing the protoss-shield icon in the bottom of the screen, between the life and weapon icon. Is there a way to prevent the shield icon from showing up? I rather it not show since the shield is only temporary.
Thanks in advance