I'm trying to find the most simple and least possibly-buggy solution that I could propose be used to patch the live game to make it such that SCVs that have been instructed to harvest from a Refinery do not count as Idle Workers.
Workers that are waiting their turn to mine at a mineral field don't count as Idle, so it's very strange that workers waiting for a refinery do.
I tried (and failed, probably due to my inexperience at the editor) to make SCVs channel an ability while waiting but this didn't work because the moment their current command is not a "harvest" command they cease mineral walking and this forces them apart from each other instead of staying stacked on the refinery
It may not be possible, but if it is I need to get my hands on a least impactful and bug-free solution because messing with workers in any future patch will be dangerous as hell
Does anyone understand how the adept phase shift works enough to explain how to make an ability that "finishes" the Phase Shift's timer early?
I have poured an ungodly amount of hours into trying to make this work but I'm really struggling due to there being two units which have to somehow remain able to reference each other. My most promising approach I gave the shade a behaviour by default with a validator that would trigger a "final effect: teleport set" if removed if the unit had a "complete me now" behaviour on it, and then tried giving it a Complete Shade ability that applied a behaviour "complete me now" behaviour to the unit but it didn't work
It seems like whenever I solve one problem another one comes up: I can get the ability working but then I can no longer cancel the shade manually. I can get the ability working and the cancel working but then the normal timer expiry teleport stops working. I'm really at my wits end here
I was wondering if any of you wizards at the editor knew what was going on here. The floating pillar has two shadows: the one underneath it and the one being cast to the right. I have figured out how to remove the shadow being cast to the right (Event on Actor: SetCastShadows 0). I want to remove the shadow underneath though. Do any of you know if that's possible? You can see I've removed the shadows casted to the right on the flying ramp, but the underneath one still remains
**EDIT NOTE: This only pertains to the SIEGED siege tank. Not the tank mode.
In short, I'm trying to set it up so that siege tanks will track a target inside their range but when they shoot the turret tracking will pause for a brief second and hold in the position it was in when it fired. (For either a set period in time like a second, or potentially a variable amount of time if that's just as easy).
In long, the siege tank is modified to use an (invisible) projectile attack that targets the location point of unit (it doesn't track the unit, just shoots at where the unit was). The idea is to make it so that you can micro against the tank when you're far enough away from it (changing direction at the time the tank shoots will end up causing the shot to miss a juicy shot on the army). However, I've found that it feels weird because the turret tracking is perfect, never missing a beat and always looking directly at a unit. It makes it hard to keep track of which tanks have shot and which ones haven't and makes micro against multiple ones hard. I would like (if it's possible) the tank turret to briefly have to stay looking towards the point at which it has shot but I'm not sure how I would go about doing that, if it's even possible in the data editor, or if I'd have to use a trigger. Any help is appreciated.
TLDR; How do I freeze turret position for a second after the turret shoots?
0
I have made progress but I'm currently struggling to find how to validate an SCV's already-current order is aimed at a refinery rather than minerals.
0
I'm trying to find the most simple and least possibly-buggy solution that I could propose be used to patch the live game to make it such that SCVs that have been instructed to harvest from a Refinery do not count as Idle Workers.
Workers that are waiting their turn to mine at a mineral field don't count as Idle, so it's very strange that workers waiting for a refinery do.
I tried (and failed, probably due to my inexperience at the editor) to make SCVs channel an ability while waiting but this didn't work because the moment their current command is not a "harvest" command they cease mineral walking and this forces them apart from each other instead of staying stacked on the refinery
It may not be possible, but if it is I need to get my hands on a least impactful and bug-free solution because messing with workers in any future patch will be dangerous as hell
0
Does anyone understand how the adept phase shift works enough to explain how to make an ability that "finishes" the Phase Shift's timer early?
I have poured an ungodly amount of hours into trying to make this work but I'm really struggling due to there being two units which have to somehow remain able to reference each other. My most promising approach I gave the shade a behaviour by default with a validator that would trigger a "final effect: teleport set" if removed if the unit had a "complete me now" behaviour on it, and then tried giving it a Complete Shade ability that applied a behaviour "complete me now" behaviour to the unit but it didn't work
It seems like whenever I solve one problem another one comes up: I can get the ability working but then I can no longer cancel the shade manually. I can get the ability working and the cancel working but then the normal timer expiry teleport stops working. I'm really at my wits end here
0
I was wondering if any of you wizards at the editor knew what was going on here. The floating pillar has two shadows: the one underneath it and the one being cast to the right. I have figured out how to remove the shadow being cast to the right (Event on Actor: SetCastShadows 0). I want to remove the shadow underneath though. Do any of you know if that's possible? You can see I've removed the shadows casted to the right on the flying ramp, but the underneath one still remains
0
**EDIT NOTE: This only pertains to the SIEGED siege tank. Not the tank mode.
In short, I'm trying to set it up so that siege tanks will track a target inside their range but when they shoot the turret tracking will pause for a brief second and hold in the position it was in when it fired. (For either a set period in time like a second, or potentially a variable amount of time if that's just as easy).
In long, the siege tank is modified to use an (invisible) projectile attack that targets the location point of unit (it doesn't track the unit, just shoots at where the unit was). The idea is to make it so that you can micro against the tank when you're far enough away from it (changing direction at the time the tank shoots will end up causing the shot to miss a juicy shot on the army). However, I've found that it feels weird because the turret tracking is perfect, never missing a beat and always looking directly at a unit. It makes it hard to keep track of which tanks have shot and which ones haven't and makes micro against multiple ones hard. I would like (if it's possible) the tank turret to briefly have to stay looking towards the point at which it has shot but I'm not sure how I would go about doing that, if it's even possible in the data editor, or if I'd have to use a trigger. Any help is appreciated.
TLDR; How do I freeze turret position for a second after the turret shoots?