How do I make a unit spawn a Spider Mine with each attack it dose? I tried adding a "SpawnSpiderMineSet" to expire effect for a weapon that has a persistent effect and adding the weapon to a unit etc, not working.
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Jul 30, 2010Posted in: Miscellaneous Development
@Zaeden: Yes I mean how do I play a map without publishing it. And can get any of my maps published anyway (just not working).
@zeldarules28: I know I can use the test map mode but, how do I control the AI difficulty or even start a melee AI using the triggers?
Jul 3, 2010Betagame posted a message on Can’t find “Banks” folder and GreenTea ai questions?Posted in: Miscellaneous Development
I can not find a folder call “Banks” that should be somewhere here ($HOME/Documents/Blizzard/Starcraft II Beta/Banks) I think, and I am using XP and put the Beta on a “Local Disk E” not the default Local Disk C? I need to find this folder so I can put the “Mimic AI” AI data banks in there, plus when I try to use the “Mimic AI” I get error saying something like not recording etc.
Next where can I find the GreenTea ai or DarkTea ai and instructions on how to use them?
Any help with both would appreciate.
Jul 1, 2010Posted in: Miscellaneous Development
Trying to find the “Events tab”/”event list” from the "Data Type" so I can make an actor to play a spell animation? Can not find it in the "Data Type" under the “Actors tab” need help!
Jun 30, 2010Posted in: Miscellaneous Development
Just started looking at this again and if any one has any new ideas like how I could make this work with trigger etc, that would be appreciate?
Jun 13, 2010Posted in: Miscellaneous Development
Yes and it did not work. Have not looked at the build requirement for the Assimilator yet but, that should not be a problem making it buildable on a depleted geyser. And maybe I just miss something so am going to keep looking.
Jun 12, 2010Posted in: Miscellaneous Development
Not working, I went to “Empty Harvest Ammount” for the Vespene Geyser under Data Editor, Unit and change it to 2. I next went and changed “Empty Harvest Ammount” for a Protoss Assimilator to 2 and steal not working (the game will not even let me build an Assimilator, Refinery etc on a depleted geyser). Any more help would be appreciate.
Jun 11, 2010Posted in: Miscellaneous Development
I am trying to make the geyser(s) when depleted retune 2 units of gas per trip like StarCraft? Also how would I do the same for minerals so before they hit 0 they regenerate 1 mineral et cetera?
Jun 11, 2010Betagame posted a message on How can I make a unit(s)/custom unit trainable and add abilities?Posted in: Miscellaneous Development
Thanks for the help; get the ability I wanted added to the unit and get it trainable now.
Jun 3, 2010Betagame posted a message on How can I make a unit(s)/custom unit trainable and add abilities?Posted in: Miscellaneous Development
First how can I make a custom unit trainable from Command Center, the custom unit in question is based on the Siege Tank so I also would like to know how to remove any tech requirements too. Next how would I make a unit trainable from a unit like the Protoss Immortal etc?
Second how can I make a unit like the Protoss Archon trainable at a Zerg Hatchery and remove any tech requirements for the Archon and since the Archon has no cost, how would I add a cost like 50 gas etc; or how would I make a Larva morph in to a Archon?
Third how would I add an ability like the Protoss Psi Storm to a unit like a Marine (I know how to add the energy) etc?
Please note I have no experience with cardlayouts in the data editor and I know a lot of the questions are redundant.
May 13, 2010Betagame posted a message on How do you add min-max damage to a unit and a chance for units to miss when attacking?Posted in: Miscellaneous Development
Steal need help with high ground and moving miss percentage mechanics; I find the Behaviors data and do not know what to do or how to make a damage response. And hare is one attempt I made: first I added a CBehaviorBuff and copy from DamageDealtNone and based it on CBehaviorBuff and race set to Neutral.
Next I set the CBehaviorBuff_Damage Response_Chane to 0.99
Next I set the CBehaviorBuff_Damage_ModifyFraction to 1
Next I set the CBehaviorBuff_DiableValidatorArray to CasterlsStationary and CliffLevelGreater but, at this point I have know idea what to do or change.
And how do you add a Behavior(s) to a unit? I tried to add the Behavior I made to a unit in Unit data at the CUnit_BehaviorArray_Link and at the CUnit_AddedOnArray_BehaviorLink and when I test the map with the unit I changed it dose not look like any of my changes worked.
May 7, 2010Betagame posted a message on How do you add min-max damage to a unit and a chance for units to miss when attacking?Posted in: Miscellaneous Development
Thanks everyone for the help. I got the min-max damage to work but, steal having problems getting the chance to miss when attacking a unit on high ground or attacking a moving unit working.
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