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    posted a message on [Data] where is the factory is building vehicle image?

    When I build a Siege Tank, I see an SCV next to the progress bar instead of a Siege Tank, but I get a Siege Tank and everything else is normal. :D Which tab/section is the image (of siege tank) that we see in the factory during the build time located in the Data editor?

    Posted in: Miscellaneous Development
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    posted a message on How do you set AI difficulty level?

    @WraithChaser: Go thanks, I havent seen that but in triggers in the player section there's a set player difficulty setting, Ill give both of these a try, thanks again

    Posted in: Miscellaneous Development
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    posted a message on How do you set AI difficulty level?

    should be simple, how do you set a maps AI difficulty level? (without going with a custom ai)

    (some are trigger happy with lock)

    Posted in: Miscellaneous Development
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    posted a message on [Data] Change unit's color - making Dark Archon

    Speaking of tints and colors, does anyone know how to remove the Yellow glow from the Devourer Tissue Sample, when seen on the map in the editor theres no glow, but when seen in-game then theres a yellow glow I would like to get rid of. Any Ideas?

    Posted in: Tutorials
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    posted a message on [Trigger] Can we make harder AI maps yet?

    Has there been any development on using a harder AI setting (without having to customize it)?

    (Im halfway through making a coop game vs the computer and the computer AI is horrible and inept.)

    Posted in: Miscellaneous Development
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    posted a message on [Resolved] Changing the +100 mineral popups for items

    "PickupMinerals100Text" this did the trick thanks a lot

    (name Wendigo: I think its a north american mythological creature and I think HP Lovecraft used it)

    Posted in: Miscellaneous Development
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    posted a message on [Resolved] Changing the +100 mineral popups for items

    I changed the value of mineral items and mineral palets from 100 to 10, but as as much as I look I cant find where to change the console-ish on-map display of +100 minerals that pops over the item when its taken. Does anyone know where to change this?

    Posted in: Miscellaneous Development
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    posted a message on Removing yellow glow from Devourer tissue sample?

    Hello,

    the Devourer Tissue sample item in the map editor looks like an organ, but in the game it has a yellow glow. How can this glow be modified or removed?

    Posted in: Miscellaneous Development
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    posted a message on Splash Damage as Ability?

    I fixed the stimpack issue

    I have;

    an ability "Full Auto Burst" that appears to be linked to a button "Full Auto Burst" and an Effect "FullAutoBurst(Marine - Full Auto Burst(Damage))" which in CEffectDamage under the Searh tab in AreaArray has; Index 0, Arc 360, Bonus 0, Fraction 0.3, Maximum Count 7, Radius 1.8, Radius Bonus 0, Validator(none).

    Any clue what is missing?

    I notice that stimpack has an actor and a Behavior which appear to be linked to the ability, I have created a Full Auto Behavior but dont know how to link it to an ability, and dont know if this is required or not.

    Posted in: Miscellaneous Development
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    posted a message on Splash Damage as Ability?

    Thanks S3rius,

    I gave it a shot (no pun intended)

    What I would like is a "Full Auto Burst" ability for the Marine that appears as a btn-techupgrade-terran-fullborecanisterammo.dds button, that cost 5 energy(Im giving energy to Marines) and lasts 10 sec ( tiny red stimpack icon next to the marine image) with the splash being something like radius 1.7 and 0.3 of regular damage.

    Im tripping in a maze of links between ability, effect, behavior, etc. I didnt get the effect (yet) but for some reason I no longer see stimpack for marines even when its reseached. I'll recopy the stimpack from another map to hopefully fix it.

    Edit: This is strange I created a blank map with dependancies set to Wing of Liberty Campaign and researching Stim Pack on that basic map does not allow the ability to be seen for the marine?? Does anyone have a clue? Edit2: Maybe its got something to do with the campaign tech selection, I'll try with regular melee if I can.

    Posted in: Miscellaneous Development
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    posted a message on Splash Damage as Ability?

    I now know how to add splash damage to a weapon (effect->effect(damage)->Search->360..etc)

    is there an easy way to make it an instant ability for which you click on a button and it lasts a few seconds, like the Stimpack?

    Posted in: Miscellaneous Development
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    posted a message on To all mappers: Please use "Melee" loading screen

    " I've seen people utilize the "tips" section in the help "

    How do you enter in the editor information that will appear in the TIPS section of help? (I see where to enter title, desc, but not where to enter the tips that appears in help)

    While Im at it, it would be good to know where to link/enter a tutorial so that it appears in the help section beneath the tips menu item.

    thanks

    Posted in: Miscellaneous Development
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    posted a message on Xelnaga Tower Capture without leaving a unit there?

    Hi everybody,

    I would like the Xelnaga tower to be captured when a unit comes close, but for the capture to be permanent even if the triggering unit leaves the tower proximity, until someone else goes to capture it. (so you dont have to leave a unit there)

    I've looked at the Tower Capture ability in the Data Editor, but I cant find which parameter to make it active even if the unit that actiates it is no longer in the initial (2.5?) range.

    Can this be modified in the Tower Capture ability itself (if so where) or is a Trigger required(if so which trigger do you suggest testing)?

    Posted in: Miscellaneous Development
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    posted a message on Contaminate buildings with Virophage

    @Dhaminater: Go How do you get the building to be infested? I place terran buildings that are labeled as infested on the virophage creep and they still appear as normal?

    Posted in: Miscellaneous Development
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    posted a message on How to set difficulty level of AI?

    Is there a way to set or force a difficulty level(ability) for computer players for a melee map? I think you can select a level when actually playing vs AI, but when i test i get in the game without selecting a difficulty (and the ai is inept)

    Posted in: Miscellaneous Development
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