Doesn't work, unfortunately. The stalker not only doesnt enter portal entrance after clicking once (instead you gotta click again when it's touching it) but also after teleportation it's stuck and appears to be teleporting there every 0.1 second (judging by constant creation of blink actor) and obviously doesnt carry on to target position.
I've got a trigger/region-based teleport system in my map. The issue is that i'd like units to automatically use those teleports to decrease their travel time. Teleport system can be reworked, if needed. I'll attach an explanatory photo.
Catalog - Set value of Abilities UpgradeBarracksTier1to2 Cost.Resource[Minerals] for player (1) to (String((Price Factor * (Minerals cost of Upgrade Barracks Tier 1 to 2))) with 0 decimal places)
Duplicate actor called "Placement Model" and lets call it "actor 1" (for short). Duplicate actor called "Missile Turret Protect Range" and lets call it "actor 2". In actor 1 in events add event; message type - actor creation. Add term - ModelName - here select model of your photon cannon. Add action - create and select actor - select your actor 2. Go to actor 2 and go to events. Now depends when you want to display your range to pick event, but for example if you want it to show up when u click it (default) select "selection update (local)". Add action "create" and select custom. Below, in token select weapon of your custom photon cannon. Here you can also check who you want to display range to in "visible to:" option. That's the way i do this, hope it helps. For any more weapons you want just add events to actor 1 and create more actor 2's with your new weapons. To get rid of range you already have search for actor that has actions related to your photon cannon and delete them.
[edit] I searched a little and there is actor called "PhotonCannonPlacementModel (unnamed)" which has event that creates range for photon cannon weapon. Try removing it.
If all players are in same team in lobby then you can assign variable of type integer to player from team. For example player 3 from team 1 will be your player 3 from top in the lobby. Again proven that all players are in same team. You could also give all players different team in lobby and then player 1 from team 3 will be your third player from top in lobby.
Thanks for help! I didn't fully understand what you said there, but it gave me an idea XD. Ended up doing it like this: ability now has effect that applies behavier called *reloading*, which has 5 second duration and displays it with progress bar and also disables weapon. This behavior has expire effect that previously came from ability (which has now 0 preparing time and is transient) that applies actual ammo behavior. Works as desired, so solved!
[edit] Making behavior disable weapon made it run towards enemy cos it had no weapon, instead gave behavior initial effect that adds cooldown to weapon.
a) Prepare time is set to 5 seconds (other times are default 0)
b) You meant interruptible cost stages? Tried to tick prepare flag and then in interrupt cost i set time use to 5 seconds but didn't change anything
[edit]
Sorry, my bad there. This did actually make ability cooldown for 5 seconds, but right after that time unit will stop to use ability again, overriding move order. Decreasing priority didn't help here.
c) Precast behavior would do nothing in situation a) since behavior is applied at right time. It might help in situation b) but there is one more problem - with transient flag there is no progress bar
I will give more details if that helps: it's part of *ammo and reload* system - and this particular ability is *reload* ability. Ammo is behavior that doesn't do anything. Here's how it's suppost to work: when using *reload* ability unit gets, let's say, 20 behaviors called "10mm ammo". Using weapon removes 1 of those behaviors, and there is validator that checks for number of those validators. *Reload* ability has autocast and validator that checks if there are no "10mm ammo" behaviors and then casts. This all works but as soon as ammo is empty and unit uses *reload* ability, it stops moving, it's not a problem since usually ammo runs out during battle when unit is attacking. However if now player wants to move unit, several things happen: ability gets cancelled and 5 second progress is gone, there is no cooldown on ability so unit instantly tries to use it again. And again, until it will be finally done. Result? If you give unit move order before ability progress is finished, it will start it again from 0 and unit will stay where it was and won't move. If you use *reload* ability manually, before ammo ran out, ability will be simply cancelled, but unit will move (because it won't instantly try to use it again).
If it's still unclear i can make video explanation of this issue.
I have ability of type effect-instant that has 5 seconds prepare time and then applies behavior to caster. It has 5 seconds cooldown. It is also set to show prepare time. I would like my unit to be able to progress ability while moving, because now there are 2 situations:
a)without transient flag, after giving move order ability is being cancelled and it doesn't even get cooldown
b)with transient flag, behavior is being applied instantly, not after those 5 seconds, but unit can move
Flags: Abort on aliance change, allow movement, auto cast, auto cast initially on, channeling minimum (tried to uncheck this one and nothing happened), range use caster radius, reaproachable, update charges on level charge
Any ideas?
[edit] If there is no way of doing this then at least is there a way to make ability get cooldown when it's cancelled on situation a)?
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Doesn't work, unfortunately. The stalker not only doesnt enter portal entrance after clicking once (instead you gotta click again when it's touching it) but also after teleportation it's stuck and appears to be teleporting there every 0.1 second (judging by constant creation of blink actor) and obviously doesnt carry on to target position.
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I've got a trigger/region-based teleport system in my map. The issue is that i'd like units to automatically use those teleports to decrease their travel time. Teleport system can be reworked, if needed. I'll attach an explanatory photo.
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In my map costs of upgrades increase exponentially to infinity, based on player income. No can do manually.
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That's what I did, but it really doesn't solve problem, rather goes around it.
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This post really well shows how to change cost of unit in minerals. The question i have is: how to make it change mineral cost of ability (morph ability in particular). I already tried this, but it didn't work:
Catalog - Set value of Abilities UpgradeBarracksTier1to2 Cost.Resource[Minerals] for player (1) to (String((Price Factor * (Minerals cost of Upgrade Barracks Tier 1 to 2))) with 0 decimal places)
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Duplicate actor called "Placement Model" and lets call it "actor 1" (for short). Duplicate actor called "Missile Turret Protect Range" and lets call it "actor 2". In actor 1 in events add event; message type - actor creation. Add term - ModelName - here select model of your photon cannon. Add action - create and select actor - select your actor 2. Go to actor 2 and go to events. Now depends when you want to display your range to pick event, but for example if you want it to show up when u click it (default) select "selection update (local)". Add action "create" and select custom. Below, in token select weapon of your custom photon cannon. Here you can also check who you want to display range to in "visible to:" option. That's the way i do this, hope it helps. For any more weapons you want just add events to actor 1 and create more actor 2's with your new weapons. To get rid of range you already have search for actor that has actions related to your photon cannon and delete them.
[edit] I searched a little and there is actor called "PhotonCannonPlacementModel (unnamed)" which has event that creates range for photon cannon weapon. Try removing it.
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Here, just wait for admin approval.
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If all players are in same team in lobby then you can assign variable of type integer to player from team. For example player 3 from team 1 will be your player 3 from top in the lobby. Again proven that all players are in same team. You could also give all players different team in lobby and then player 1 from team 3 will be your third player from top in lobby.
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In actor for range there is option to choose who is blocked from displaying. In actor events specify when range has to show up.
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Thanks for help! I didn't fully understand what you said there, but it gave me an idea XD. Ended up doing it like this: ability now has effect that applies behavier called *reloading*, which has 5 second duration and displays it with progress bar and also disables weapon. This behavior has expire effect that previously came from ability (which has now 0 preparing time and is transient) that applies actual ammo behavior. Works as desired, so solved!
[edit] Making behavior disable weapon made it run towards enemy cos it had no weapon, instead gave behavior initial effect that adds cooldown to weapon.
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@DrSuperEvil: Go
Thanks for answer.
a) Prepare time is set to 5 seconds (other times are default 0)
b) You meant interruptible cost stages? Tried to tick prepare flag and then in interrupt cost i set time use to 5 seconds but didn't change anything [edit] Sorry, my bad there. This did actually make ability cooldown for 5 seconds, but right after that time unit will stop to use ability again, overriding move order. Decreasing priority didn't help here.
c) Precast behavior would do nothing in situation a) since behavior is applied at right time. It might help in situation b) but there is one more problem - with transient flag there is no progress bar
I will give more details if that helps: it's part of *ammo and reload* system - and this particular ability is *reload* ability. Ammo is behavior that doesn't do anything. Here's how it's suppost to work: when using *reload* ability unit gets, let's say, 20 behaviors called "10mm ammo". Using weapon removes 1 of those behaviors, and there is validator that checks for number of those validators. *Reload* ability has autocast and validator that checks if there are no "10mm ammo" behaviors and then casts. This all works but as soon as ammo is empty and unit uses *reload* ability, it stops moving, it's not a problem since usually ammo runs out during battle when unit is attacking. However if now player wants to move unit, several things happen: ability gets cancelled and 5 second progress is gone, there is no cooldown on ability so unit instantly tries to use it again. And again, until it will be finally done. Result? If you give unit move order before ability progress is finished, it will start it again from 0 and unit will stay where it was and won't move. If you use *reload* ability manually, before ammo ran out, ability will be simply cancelled, but unit will move (because it won't instantly try to use it again).
If it's still unclear i can make video explanation of this issue.
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I have ability of type effect-instant that has 5 seconds prepare time and then applies behavior to caster. It has 5 seconds cooldown. It is also set to show prepare time. I would like my unit to be able to progress ability while moving, because now there are 2 situations:
a)without transient flag, after giving move order ability is being cancelled and it doesn't even get cooldown
b)with transient flag, behavior is being applied instantly, not after those 5 seconds, but unit can move
Flags: Abort on aliance change, allow movement, auto cast, auto cast initially on, channeling minimum (tried to uncheck this one and nothing happened), range use caster radius, reaproachable, update charges on level charge
Any ideas?
[edit] If there is no way of doing this then at least is there a way to make ability get cooldown when it's cancelled on situation a)?
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Delphinium, are you taking requests? (I'm new here)
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Go to weapon's actor, search for "attach" and change "Launch Attachment Query" to "Filter Weapon 00:Center".
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Use damage point, make it 0.1 or so so it doesnt affect gameplay too much but gives ghost time to face his target.