7. if u do that they all will do the same damage (even if they display a different weapon)....
12.no, actors just handle events , 3d models are "models", this looks like as the same problem as 7.
I went ahead and uploaded the current copy of my map and a list of.. well EVERYTHING. I've been keeping a word document to keep notes, and that's everything that was on it except for a description of the towers (which is on one of the pictures) and the list of all the waves (which is in the triggers)
Feel free to look around in it. I figure that would be a lot better than me describing things >.< If you figure anything out, I'll really appreciate it (and, if i can, return the favor!)
Okay so, starting fresh as if this were post 1 (i wont make another thread), here's questions:
A. Events -> Map Initialization
Actions -> Tech Tree - Set Marauder - Concussive Shells upgrade to 1 for player 1
This will give marauders the slowing ability at all times right? Right now i'm having a problem with upgrading Bunker Tower, so havent seen the marauders yet
B. Does morphing count as construction? I have triggers set so that "Any unit construction is complete / unit type of triggering progress unit = Bunker tower lvl (1, 2, or 3, depending on which trigger) / Create 4 (marines, ghosts, or marauders) as cargo in triggering progress unit". This only works for the 1st tower. If morphing does indeed count as construction, then whats the problem?
C. when a unit dies at the end of the path and lives are 50 (out of 50), lives dont subtract until a SECOND unit dies. (i.e. it's counting as if having 51 lives, though the variable displays 50). Why?
A. u can remove the requeriment...
B. you are creating units in the bunker to make it shoot? its easyer to add a weapon for it like any other tower (add ability attack too)
C.
UI - Set boss bar 1 current value to Player Lives (Do refresh the boss bar)
Variable - Modify Player Lives: - 1
u must decrease the variable lives and THEN refresh, not before.
Variable - Modify Player Lives: - 1
UI - Set boss bar 1 current value to Player Lives (Do refresh the boss bar)
Really quick as i'm half asleep on B, no morphing does not count as construction, I know this because if you make your own morphing ability set it up to whatever diffrent unit type you want, and even if the scale is higher you would probley notice quick easily the model of the unit your morphing does not change. You have to add events into that units actor entry to set it up to acutally 'morph' into the other model (see the bangling egg actor for example) all morphing does is transfer the information to update what the model looks like, like any animation it has to be 'scriptied' with the events section of the actor entry.
As for E I know there was a chain lightinlgy like weapon/spell around, don't know if its in our tutoiral listings but I know theres a lot of good weapons examples in there that may be worth a look, if your having trouble finding tutorials on the tutorial forum, click the sticky Tutorial Listing thread and click the link in that thread for the wiki list. I know most of us update it for our tutorials and others. If I rember the link or find it latter when i'm more awake about that chain lighting spell/weapon i'll be sure to post a link for you here.
A. u can remove the requeriment...
B. you are creating units in the
bunker to make it shoot? its easyer to add a weapon for it like any
other tower (add ability attack too)
C. UI - Set boss bar 1 current
value to Player Lives (Do refresh the boss bar) Variable - Modify Player
Lives: - 1 u must decrease the variable lives and THEN refresh, not
before. Variable - Modify Player Lives: - 1 UI - Set boss bar 1 current
value to Player Lives (Do refresh the boss bar)
A. EDIT: turns out the requirement was already off. I doublechecked this, but it's fine now
B. Okay so i just removed the triggers for spawning units inside the bunker and added 4xGhost, Marine, or Marauder weapons to the tower (depending on which tower). Ghosts, Marines, and Marauders don't use turrets so i left mine on (None) like that. I also changed Attack-Redirect to Attack and same for stop. The issue now is that when the bunker attacks, it says "Can not turn toward target" so it doesnt attack
C. ah cool, thank ya much! That is now fixed. I've had a little experience with game design, but not too too much. The little bit that i had was with 3ds max, not programming.. I appreciate everything ^^
Really quick as i'm half asleep on B, no morphing does not count as
construction, I know this because if you make your own morphing ability
set it up to whatever diffrent unit type you want, and even if the scale
is higher you would probley notice quick easily the model of the unit
your morphing does not change. You have to add events into that units
actor entry to set it up to acutally 'morph' into the other model (see
the bangling egg actor for example) all morphing does is transfer the
information to update what the model looks like, like any animation it
has to be 'scriptied' with the events section of the actor entry.
As for E I know there was a chain lightinlgy like weapon/spell around,
don't know if its in our tutoiral listings but I know theres a lot of
good weapons examples in there that may be worth a look, if your having
trouble finding tutorials on the tutorial forum, click the sticky
Tutorial Listing thread and click the link in that thread for the wiki
list. I know most of us update it for our tutorials and others. If I
rember the link or find it latter when i'm more awake about that chain
lighting spell/weapon i'll be sure to post a link for you here.
okay so how do i set it up so that when Bunker 1 upgrades into Bunker 2, 4 marines will replace the 4 ghosts inside?
F. I had originally set the footprints to 1x1, but i widened the rows/columns and changed all the footprints back to their normal sizes, but now when youre making a tower, the only green square that shows up is the bottom left one. How do i get it to show all the green squares again? I know the footprint has indeed changed because the square shows where it would be if they all showed
A - fixed
B - still an issue
C - fixed
D - fixed
E - still an issue
F - still an issue
To fix the, can't fire the target in that direction issue goto the weapons, damage effect I belive it is, and change the arc from 0 or whatever number it is to 360. The arc detiermes the direction a unit or a turrent must be facing in order for it to fire. Most unit arcs are 0 and most turrets are 90. Changing this to 360 allows the weapon to fire in all directions.
To fix the, can't fire the target in that direction issue goto the
weapons, damage effect I belive it is, and change the arc from 0 or
whatever number it is to 360. The arc detiermes the direction a unit or
a turrent must be facing in order for it to fire. Most unit arcs are 0
and most turrets are 90. Changing this to 360 allows the weapon to fire
in all directions.
Ah thank you :) I also really appreciate the explanation. So, i was told that i could put 4 marine weapons to get the effect i want rather than having to put a marine weapon that fires 4x as fast or load the bunker with 4 marines. So for all 3 bunker towers in Combat - Weapons + i put 4 of the corresponding unit's weapons. However when i playtested it, there was only one. Do i have to make 3 COPIES (and the original makes 4 total) of the weapons for there to be 4 seperate weapons?
yes unfournlty you will have to do this for it be considered unquie. I had the same issue with my hero in Ion Cannon Wars who could carry two weapons. If the same exact weapon is added to a unit and it already exists its ignored. As you said easiest way is to copy them and just change there ID's really everything else can be left the same, and even the weapon icon won't change much but you will see it acutally fires more then just 1 weapon, since theres now four UNQUIE weapons on it. (Even though the weapons states, firing, damage, effects, etc. may all be exactly the same) its odd but it works very well for the bit of extra work.
I'm confused then :( i did this, but it's still only firing one weapon. When the unit is selected it shows all 4 weapon icons, so I don't know why it's counting them all as the same weapon to FIRE, but different "weapons" as far as the editor i concerned. When (in data) i'm lookin at Bunker Tower, under Weapons it shows all 4..
As far as the ID, when you double click the weapon, the pop-up window that has Name, ID, weapon type, based on, race, and field values.. the ID's are Ghost (on the original), Ghost2, Ghost22, and Ghost222. If this is the ID youre talking about, it's still not working. If it isn't, where is the ID youre talking about?
EDIT: i just uploaded the new version of the map (2.3), if looking at that will help answer any of my questions. Ack!!! i just realized i forgot to add your name to the "Special Thanks" on the loading screen, Quickshot14 :( I'll put that on the version on my comp so it'll be there on the next version i upload
G. How do you upload a custom loading screen? Something so simple never works for me :( I have a JPG on my desktop and know you go to maps > loading screen > browse, but i can't browse files on my desktop and dont know where the mapmaker is browsing, so i cant just dumb my jpg on its list
H. Patrolling: By default, when a unit patrols, it can have up to 7 "waypoints" (like 1->2->3->4->5->6->7). How do i limit this to 1? Also, the length of a single patrol from one waypoint to another can be any distance. How do i limit that length?
I. How do i allow a unit to attack while it's moving?
For custom loading screens and other images or files you need to use the import tool with the map (check tools menu) from there you can import your image and then select it from the browse button as your described. There is a import tutorial in the tutorial forums. As for the weapons if you have done all that and your evening seeing four diffrent weapons, then it is fireing all four diffrent weapons. It may not look it, but it is, the reason it animates only one, is becuase of the events on the actor more then likely.
This is where things can get complicated, the events field on the actors can be a bit tough to understand and work with at first and to be honest were only really starting to get a full grasp on it, myself included. But again just like the morph issue, the reason your only seeing one animation of a weapon firing is because the actor is only setup for that. Again it gets complicated, since its an athestic issue I wouldn' worry about it, but if your really concered there are a few tutorials out there dealing with messing with the event feild for actors. But nothing defintive, I will hopefully have one up, but it may not be for a while.
I appricate the nod for the help, I definlty do try my best and well if we dont share this information then all of us get stuck. To anwser a few questions off the top of my head, you can scale a unit two diffrent ways, from the acutal model or the actor. The actor is best, and its under Art - Random Scale Range & Art - Scale. If you want to make it larger or smaller and make sure it shows that way, make all these values the same. (so for example the unit starts at 1.0 scale and you want it a bit bigger, make all values 1.2 in thoese fields and it will scale it for you.)
To make a unit invicible is quite simple, bring up the unit in the unit data editor and scroll down to Unit - Flags bring that field up and if you look (may have to scroll down a bit) there is an invicible checkbox, simply check that and its now invunrable/invicible. As for allowing a unit to attack while moving I do not know off the top of my head how, I belive this may be covered in a weapons tutorial here on sc2mapster, if not i'd look at the phenoix's weapon as that can fire while the unit is moving.
Hope that helps out a bit and explains things a bit more for you. I dont have all the awnsers and sometimes even my own are incomplete but hopefully its a starting point.
For custom loading screens and other images or files you need to use the
import tool with the map (check tools menu) from there you can import
your image and then select it from the browse button as your described.
There is a import tutorial in the tutorial forums. As for the weapons if
you have done all that and your evening seeing four diffrent weapons,
then it is fireing all four diffrent weapons. It may not look it, but it
is, the reason it animates only one, is becuase of the events on the
actor more then likely.
This is where things can get complicated, the events field on the actors
can be a bit tough to understand and work with at first and to be honest
were only really starting to get a full grasp on it, myself included.
But again just like the morph issue, the reason your only seeing one
animation of a weapon firing is because the actor is only setup for
that. Again it gets complicated, since its an athestic issue I wouldn'
worry about it, but if your really concered there are a few tutorials
out there dealing with messing with the event feild for actors. But
nothing defintive, I will hopefully have one up, but it may not be for a
while.
I appricate the nod for the help, I definlty do try my best and well if
we dont share this information then all of us get stuck. To anwser a few
questions off the top of my head, you can scale a unit two diffrent
ways, from the acutal model or the actor. The actor is best, and its
under Art - Random Scale Range & Art - Scale. If you want to make it
larger or smaller and make sure it shows that way, make all these values
the same. (so for example the unit starts at 1.0 scale and you want it a
bit bigger, make all values 1.2 in thoese fields and it will scale it
for you.)
To make a unit invicible is quite simple, bring up the unit in the unit
data editor and scroll down to Unit - Flags bring that field up and if
you look (may have to scroll down a bit) there is an invicible checkbox,
simply check that and its now invunrable/invicible. As for allowing a
unit to attack while moving I do not know off the top of my head how, I
belive this may be covered in a weapons tutorial here on sc2mapster, if
not i'd look at the phenoix's weapon as that can fire while the unit is
moving.
Hope that helps out a bit and explains things a bit more for you. I dont
have all the awnsers and sometimes even my own are incomplete but
hopefully its a starting point.
for the nod of appreciation, i just want you to know i appreciate it rather than being an ass who just asks for help xD
I fixed the unit scaling and invincible unit issues
as for the bunker only firing one weapon i'm pretty sure it really is only doing one weapon at a time. I uploaded a version of the map a few hours ago if you wanna open it up and look for yourself maybe i'm wrong..
loading screen, i went to import the file and it didnt work. it said it couldnt load it or somethin and just displayed that 16x16 square with blue and red.. I tried uploading it as a jpg, tga, and dds and none worked
i was unaware that phoenixes fired while moving! Where would that be? The weapon itself, the ability attack, or what?
again, thank you immensely for all the help/explanations :)
i was unaware that phoenixes fired while moving! Where would that be? The weapon itself, the ability attack, or what?
It's in the phoenix's weapon.
There are two things you have to change to make a weapon able to fire while moving. I don't have the editor open so I can't be sure about the names.
1: There should be something like "Allowed movement" that you've set to "none" or "all" or "moving". Not sure ^.^
2: There is a menu with some values flagged like "Only attack while moving" and "Cannot initiate attack" or something like this. Disable (uncheck) them both.
I can only say that it's delightful having battlecruisers slowly move across the battlefield while spraying the enemies with deadly plasma fire :]
in the weapons section of the Data Editor, on a weapon there is "Weapon - Allowed Movement" with options (moving) (none) or (slowing). It was set on None, so i changed it to Moving.
There is also "Weapon - Options" with (Can Initiate Attack), (Continuous Scan), (Disabled), (Display Cooldown), (Hidden), (Linked Cooldown), (Melee), (Only Fire At Attack Target), and (Only Fire While Attacking). Can Initiate Attack, Linked Cooldown, Only fire at attack target, and only fire while attacking are checked and the rest are unchecked. This is the section youre talking about right? (2) If so, what do i need to check? You said those 2, but it seems like some of those would mess things up unchecked. I just want to double check since i dont understand it xD (I've dabbed in 3d modeling but never programming). If that's not the section youre talking about, what is?
Also, thanks for the help :D
P.S. I'm a zerg guy xD Translation, battlecruisers are fine, just keep dem der Thors away from me! ^^
EDIT: s3rius helped me solve the loading screen issue, so G is now removed from the (still an issue) list
B - still an issue
E - still an issue
F - still an issue
H - still an issue
I - still an issue
Alright guys, I'm ALMOST DONE. All that's left is:
Features:
1. allow mobile towers to attack while moving (just need s3rius to respond to the post above this)
2. limit Patrolling to 1 waypoint (and where the unit is when ordered to patrol)
3. make a chain weapon (Archon weapon that links to a 2nd enemy)
4. show the chain tower's range (already know how to do this, just need to make the weapon first)
Bugs:
5. tower range indicators are not disappearing when a lvl 2 or lvl 3 tower is deselected (currently waiting for a reply from Beider)
6. the cannon barrel on Tank Tower lvl 2 and lvl 3 still doesnt turn to fire
7. bunker towers (all 3) are still only firing 1 weapon
8. bunker tower lvl 3 weapon (marauder wep) is acting funny. Doing WAY too much damage and slowing too much. Also, only firing one weapon as mentioned above
Since i've already done a list of numbers and letters and it'd just be really confusing now, i'm going to start a new thread with the list above entitled "BTD help thread". Yall don't have to of course, but i'd REALLY appreciate it if yall help me finish these last few things :) If not though, i'm thankful for all yall have done already
There is also "Weapon - Options" with (Can Initiate Attack), (Continuous Scan), (Disabled), (Display Cooldown), (Hidden), (Linked Cooldown), (Melee), (Only Fire At Attack Target), and (Only Fire While Attacking). Can Initiate Attack, Linked Cooldown, Only fire at attack target, and only fire while attacking are checked and the rest are unchecked. This is the section youre talking about right? (2) If so, what do i need to check? You said those 2, but it seems like some of those would mess things up unchecked. I just want to double check since i dont understand it xD (I've dabbed in 3d modeling but never programming). If that's not the section youre talking about, what is?
Yea, Only Fire At Attack Target and Only Fire While Attacking should be unchecked. The rest can be left as it is I think. Remember to change the allowed movement though.
I don't know about your other issues that are still open. There was some topic with the chainlink weapon.. If you search for "Chain Lightning" you'll find some posts here in this forum. That might help you.
I did take a quick look at the map and I see what your problem with the bunker is. You have all the weapons setup right but your missing/forgot to remove/add some things. First all the load bunker, and its cargo abilitys all of thoese should be removed. Yes the attack too (abbility is called attack redirect) with all thoese removed just add the standard attack ability, set it up on the command card and you should be good to go!
I did take a quick look at the map and I see what your problem with the
bunker is. You have all the weapons setup right but your missing/forgot
to remove/add some things. First all the load bunker, and its cargo
abilitys all of thoese should be removed. Yes the attack too (abbility
is called attack redirect) with all thoese removed just add the standard
attack ability, set it up on the command card and you should be good to
go!
I went ahead and uploaded the current copy of my map and a list of.. well EVERYTHING. I've been keeping a word document to keep notes, and that's everything that was on it except for a description of the towers (which is on one of the pictures) and the list of all the waves (which is in the triggers)
Feel free to look around in it. I figure that would be a lot better than me describing things >.< If you figure anything out, I'll really appreciate it (and, if i can, return the favor!)
Okay so, starting fresh as if this were post 1 (i wont make another thread), here's questions:
A. Events -> Map Initialization
Actions -> Tech Tree - Set Marauder - Concussive Shells upgrade to 1 for player 1
This will give marauders the slowing ability at all times right? Right now i'm having a problem with upgrading Bunker Tower, so havent seen the marauders yet
B. Does morphing count as construction? I have triggers set so that "Any unit construction is complete / unit type of triggering progress unit = Bunker tower lvl (1, 2, or 3, depending on which trigger) / Create 4 (marines, ghosts, or marauders) as cargo in triggering progress unit". This only works for the 1st tower. If morphing does indeed count as construction, then whats the problem?
C. when a unit dies at the end of the path and lives are 50 (out of 50), lives dont subtract until a SECOND unit dies. (i.e. it's counting as if having 51 lives, though the variable displays 50). Why?
D. http://forums.sc2mapster.com/development/tutorials/997-trigger-dynamic-tower-sell/ Post #9
E. Does anyone know a good tutorial for making a chain weapon? (probably with an archon weapon)
@ctccromer: Go
Really quick as i'm half asleep on B, no morphing does not count as construction, I know this because if you make your own morphing ability set it up to whatever diffrent unit type you want, and even if the scale is higher you would probley notice quick easily the model of the unit your morphing does not change. You have to add events into that units actor entry to set it up to acutally 'morph' into the other model (see the bangling egg actor for example) all morphing does is transfer the information to update what the model looks like, like any animation it has to be 'scriptied' with the events section of the actor entry.
As for E I know there was a chain lightinlgy like weapon/spell around, don't know if its in our tutoiral listings but I know theres a lot of good weapons examples in there that may be worth a look, if your having trouble finding tutorials on the tutorial forum, click the sticky Tutorial Listing thread and click the link in that thread for the wiki list. I know most of us update it for our tutorials and others. If I rember the link or find it latter when i'm more awake about that chain lighting spell/weapon i'll be sure to post a link for you here.
A. EDIT: turns out the requirement was already off. I doublechecked this, but it's fine now
B. Okay so i just removed the triggers for spawning units inside the bunker and added 4xGhost, Marine, or Marauder weapons to the tower (depending on which tower). Ghosts, Marines, and Marauders don't use turrets so i left mine on (None) like that. I also changed Attack-Redirect to Attack and same for stop. The issue now is that when the bunker attacks, it says "Can not turn toward target" so it doesnt attack
C. ah cool, thank ya much! That is now fixed. I've had a little experience with game design, but not too too much. The little bit that i had was with 3ds max, not programming.. I appreciate everything ^^
okay so how do i set it up so that when Bunker 1 upgrades into Bunker 2, 4 marines will replace the 4 ghosts inside?
I'll check the wiki
F. I had originally set the footprints to 1x1, but i widened the rows/columns and changed all the footprints back to their normal sizes, but now when youre making a tower, the only green square that shows up is the bottom left one. How do i get it to show all the green squares again? I know the footprint has indeed changed because the square shows where it would be if they all showed
A - fixed
B - still an issue
C - fixed
D - fixed
E - still an issue
F - still an issue
@ctccromer: Go
To fix the, can't fire the target in that direction issue goto the weapons, damage effect I belive it is, and change the arc from 0 or whatever number it is to 360. The arc detiermes the direction a unit or a turrent must be facing in order for it to fire. Most unit arcs are 0 and most turrets are 90. Changing this to 360 allows the weapon to fire in all directions.
Ah thank you :) I also really appreciate the explanation. So, i was told that i could put 4 marine weapons to get the effect i want rather than having to put a marine weapon that fires 4x as fast or load the bunker with 4 marines. So for all 3 bunker towers in Combat - Weapons + i put 4 of the corresponding unit's weapons. However when i playtested it, there was only one. Do i have to make 3 COPIES (and the original makes 4 total) of the weapons for there to be 4 seperate weapons?
@ctccromer: Go
yes unfournlty you will have to do this for it be considered unquie. I had the same issue with my hero in Ion Cannon Wars who could carry two weapons. If the same exact weapon is added to a unit and it already exists its ignored. As you said easiest way is to copy them and just change there ID's really everything else can be left the same, and even the weapon icon won't change much but you will see it acutally fires more then just 1 weapon, since theres now four UNQUIE weapons on it. (Even though the weapons states, firing, damage, effects, etc. may all be exactly the same) its odd but it works very well for the bit of extra work.
I'm confused then :( i did this, but it's still only firing one weapon. When the unit is selected it shows all 4 weapon icons, so I don't know why it's counting them all as the same weapon to FIRE, but different "weapons" as far as the editor i concerned. When (in data) i'm lookin at Bunker Tower, under Weapons it shows all 4..
As far as the ID, when you double click the weapon, the pop-up window that has Name, ID, weapon type, based on, race, and field values.. the ID's are Ghost (on the original), Ghost2, Ghost22, and Ghost222. If this is the ID youre talking about, it's still not working. If it isn't, where is the ID youre talking about?
EDIT: i just uploaded the new version of the map (2.3), if looking at that will help answer any of my questions. Ack!!! i just realized i forgot to add your name to the "Special Thanks" on the loading screen, Quickshot14 :( I'll put that on the version on my comp so it'll be there on the next version i upload
G. How do you upload a custom loading screen? Something so simple never works for me :( I have a JPG on my desktop and know you go to maps > loading screen > browse, but i can't browse files on my desktop and dont know where the mapmaker is browsing, so i cant just dumb my jpg on its list
H. Patrolling: By default, when a unit patrols, it can have up to 7 "waypoints" (like 1->2->3->4->5->6->7). How do i limit this to 1? Also, the length of a single patrol from one waypoint to another can be any distance. How do i limit that length?
I. How do i allow a unit to attack while it's moving?
J. How do i scale a unit down?
K. How do i make a unit invincible?
B
E
F
G
H (all still issues)
I
J
K
@ctccromer: Go
For custom loading screens and other images or files you need to use the import tool with the map (check tools menu) from there you can import your image and then select it from the browse button as your described. There is a import tutorial in the tutorial forums. As for the weapons if you have done all that and your evening seeing four diffrent weapons, then it is fireing all four diffrent weapons. It may not look it, but it is, the reason it animates only one, is becuase of the events on the actor more then likely.
This is where things can get complicated, the events field on the actors can be a bit tough to understand and work with at first and to be honest were only really starting to get a full grasp on it, myself included. But again just like the morph issue, the reason your only seeing one animation of a weapon firing is because the actor is only setup for that. Again it gets complicated, since its an athestic issue I wouldn' worry about it, but if your really concered there are a few tutorials out there dealing with messing with the event feild for actors. But nothing defintive, I will hopefully have one up, but it may not be for a while.
I appricate the nod for the help, I definlty do try my best and well if we dont share this information then all of us get stuck. To anwser a few questions off the top of my head, you can scale a unit two diffrent ways, from the acutal model or the actor. The actor is best, and its under Art - Random Scale Range & Art - Scale. If you want to make it larger or smaller and make sure it shows that way, make all these values the same. (so for example the unit starts at 1.0 scale and you want it a bit bigger, make all values 1.2 in thoese fields and it will scale it for you.)
To make a unit invicible is quite simple, bring up the unit in the unit data editor and scroll down to Unit - Flags bring that field up and if you look (may have to scroll down a bit) there is an invicible checkbox, simply check that and its now invunrable/invicible. As for allowing a unit to attack while moving I do not know off the top of my head how, I belive this may be covered in a weapons tutorial here on sc2mapster, if not i'd look at the phenoix's weapon as that can fire while the unit is moving.
Hope that helps out a bit and explains things a bit more for you. I dont have all the awnsers and sometimes even my own are incomplete but hopefully its a starting point.
for the nod of appreciation, i just want you to know i appreciate it rather than being an ass who just asks for help xD
I fixed the unit scaling and invincible unit issues
as for the bunker only firing one weapon i'm pretty sure it really is only doing one weapon at a time. I uploaded a version of the map a few hours ago if you wanna open it up and look for yourself maybe i'm wrong..
loading screen, i went to import the file and it didnt work. it said it couldnt load it or somethin and just displayed that 16x16 square with blue and red.. I tried uploading it as a jpg, tga, and dds and none worked
i was unaware that phoenixes fired while moving! Where would that be? The weapon itself, the ability attack, or what?
again, thank you immensely for all the help/explanations :)
It's in the phoenix's weapon.
There are two things you have to change to make a weapon able to fire while moving. I don't have the editor open so I can't be sure about the names.
1: There should be something like "Allowed movement" that you've set to "none" or "all" or "moving". Not sure ^.^
2: There is a menu with some values flagged like "Only attack while moving" and "Cannot initiate attack" or something like this. Disable (uncheck) them both.
I can only say that it's delightful having battlecruisers slowly move across the battlefield while spraying the enemies with deadly plasma fire :]
in the weapons section of the Data Editor, on a weapon there is "Weapon - Allowed Movement" with options (moving) (none) or (slowing). It was set on None, so i changed it to Moving.
There is also "Weapon - Options" with (Can Initiate Attack), (Continuous Scan), (Disabled), (Display Cooldown), (Hidden), (Linked Cooldown), (Melee), (Only Fire At Attack Target), and (Only Fire While Attacking). Can Initiate Attack, Linked Cooldown, Only fire at attack target, and only fire while attacking are checked and the rest are unchecked. This is the section youre talking about right? (2) If so, what do i need to check? You said those 2, but it seems like some of those would mess things up unchecked. I just want to double check since i dont understand it xD (I've dabbed in 3d modeling but never programming). If that's not the section youre talking about, what is?
Also, thanks for the help :D
P.S. I'm a zerg guy xD Translation, battlecruisers are fine, just keep dem der Thors away from me! ^^
EDIT: s3rius helped me solve the loading screen issue, so G is now removed from the (still an issue) list
B - still an issue
E - still an issue
F - still an issue
H - still an issue
I - still an issue
Alright guys, I'm ALMOST DONE. All that's left is:
Features:
1. allow mobile towers to attack while moving (just need s3rius to respond to the post above this)
2. limit Patrolling to 1 waypoint (and where the unit is when ordered to patrol)
3. make a chain weapon (Archon weapon that links to a 2nd enemy)
4. show the chain tower's range (already know how to do this, just need to make the weapon first)
Bugs:
5. tower range indicators are not disappearing when a lvl 2 or lvl 3 tower is deselected (currently waiting for a reply from Beider)
6. the cannon barrel on Tank Tower lvl 2 and lvl 3 still doesnt turn to fire
7. bunker towers (all 3) are still only firing 1 weapon
8. bunker tower lvl 3 weapon (marauder wep) is acting funny. Doing WAY too much damage and slowing too much. Also, only firing one weapon as
mentioned above
Since i've already done a list of numbers and letters and it'd just be really confusing now, i'm going to start a new thread with the list above entitled "BTD help thread". Yall don't have to of course, but i'd REALLY appreciate it if yall help me finish these last few things :) If not though, i'm thankful for all yall have done already
Yea, Only Fire At Attack Target and Only Fire While Attacking should be unchecked. The rest can be left as it is I think. Remember to change the allowed movement though.
I don't know about your other issues that are still open. There was some topic with the chainlink weapon.. If you search for "Chain Lightning" you'll find some posts here in this forum. That might help you.
I did take a quick look at the map and I see what your problem with the bunker is. You have all the weapons setup right but your missing/forgot to remove/add some things. First all the load bunker, and its cargo abilitys all of thoese should be removed. Yes the attack too (abbility is called attack redirect) with all thoese removed just add the standard attack ability, set it up on the command card and you should be good to go!
I did change attack redirect (and stop redirect) to the right ones. I just removed load/unload for the current version (not uploaded yet). Noone's answering my damn questions so i havent been able to fix anything else.. http://forums.sc2mapster.com/development/map-development/3552-btd-help-thread/