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    posted a message on how to reset death model?

    Under some circumstances, a unit doesn't play its death model - it makes a little red explosion instead. Usually when transforming or playing an animation. Is there a way to override this so a unit always plays its death model?

    Posted in: Data
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    posted a message on Power Transmission [ Transfer Energy ]

    Just look at the Viper spell - it pretty much does exactly this. Just change the life value to energy.

    Posted in: Data
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    posted a message on How to tell harvesting worker to retarget

    So I made the refinery able to be placed on minerals. If you right click it with an SCV selected in an attempt to mine over the refinery, it rightfully gives an error. 

    HOWEVER! If the SCVs retargets to the refinery'd mineral patch through "bouncing around" and competing for an open mineral, then he runs over to start doing the harvest animation... but doesn't actually harvest. He'll then return to the mineral and "fake harvest" and waste his time until manually told to stop.

    Scratching my head on this one because you can't put validators on a harvest ability. Is there some way to register when a mineral field is mined upon by an SCV, then do an Issue Order to go mine somewhere else? Hmm

    Posted in: Data
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    posted a message on Bug: Mineral Auto-refinery footprint?

    Discovered a work around. Have the minerals do a custom morph spell of another version of minerals, this one with it's Plane Array set to Air.

    Posted in: Data
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    posted a message on Bug: Mineral Auto-refinery footprint?

    Thanks SuperEvil, with your experience in making resource collection mechanics I thought you might have some insight. 

    Did you mean make the placement and pathing footprints of the Autorefinery the same as the mineral footprint (Footprint Mineral Fields Rounded)? Unfortunately, that still gives me the same error (8 grids squares get blocked off instead of 2).

    UPDATE: I noticed that when the mineral field depletes to zero, the footprint then corrects itself and is the 2x1 shape it should be. This gave me the idea to morph the mineral field into a zero footprint version of itself when a refinery is built over it. This partly corrected the issue, and now the footprint is a little smaller. Looks like this (2x6, instead of 2x1):

    - x x -
    - x x -
    - x x - 

    Still struggling :/


    Posted in: Data
  • 0

    posted a message on Bug: Mineral Auto-refinery footprint?

    I copied across the auto-refinery to be built on mineral patches and extract minerals. Easy enough. 

    HOWEVER - Even though I resized the auto-refinery footprint to match the mineral size (1x2 grid square) it ends up all wonky in-game. Instead of taking up 1x2 grid squares, it ends up taking up EIGHT grid squares. The structure, once built, makes it impossible to build on many adjacent squares that the model doesn't even appear in.

    It should look like this from top down (1x2 grid squares, right over the mineral patch):
    - - - -
    - x x -
    - - - - 


    Instead it looks like this: (2x3 grid squares with a couple additional grids taken up on the L and R):
    - x x -
    x x x x
    - x x - 

    It appears to me at this point that there is some bug regarding having a custom building with the "Resource" behavior built on top of any other structure, if it's smaller than 3x3 grid squares. Of course, minerals are 2x1 grid squares, so it is inherently broken. Anyone else seen anything like this or have a workaround?

    Posted in: Data
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    posted a message on What causes the siege tank to rotate into a 3/4 view when transforming to siege mode?

    What is a 3/4 view?

     

    I'm assuming you mean how it faces a new angle when it morphs? It does this because the siege-mode tank unit has a locked "facing" angle, and it must quickly turn to that angle to match the new units it's morphing into.

     

    Sort of like how a floating barracks can fly all over and face every which way, but when you land it (morph it) it spins to correctly face the angle that the landed barracks always faces.

    Posted in: Data
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    posted a message on Having units move when a certain point is reached via Triggers

     Click on the "(" next to Ability Command.

     

    From that menu, choose "Order Targeting Point"

     

    Now find "move"

     

    Abilities are categorized in this way in the trigger editor because some abilities require a target unit (like Yamato Gun for instance) and some require a target point (like blink) and some abilities require no target at all (Lower supply depot). 

    Good luck!

    Posted in: Triggers
  • 0

    posted a message on Make a spell that can target the ground AND units?

    Check out the Kerrigan hero spell that's the leap attack from the hots campaign. I believe it does what you're looking for and could be a guide template

    Posted in: Data
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    posted a message on [Announcement!] MAPORINO 2018 !

    This is really cool can't believe I'm just now seeing this! Would enter but I'm stealing every moment possible to work on my campaign. How many entries are there?

    Posted in: General Chat
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    posted a message on Shifting Gears

    Cool good luck! What sort of projects you working on? 

    Posted in: Off-Topic
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    posted a message on Is there a way to change the sound effect when you click on a dialog button?

    if you find that little UI click noise and rename a file to that exactly then import it into your map it should overwrite

    Posted in: Audio Development
  • 0.946107784431138

    posted a message on Help with AI rebuild

    No prob. Here is how it looks if this helps. Every 30 or 60 seconds or so on a periodic timer I have this run. Basically it checks to see if there is a building in a small rectangular region (where it should be) and if destroyed, grabs a worker and tells it to build. That's the blue rectangle.

    The following part creates a tech reactor as an add-on if the building needs one.

    Posted in: Triggers
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    posted a message on Help with AI rebuild

    In reply to Forge_User_78431582:

     Yes I had the exact same problem. Did not find a solution within that AI editor. Ended up making an independent trigger that looks to see if a certain building is dead the instructs an SCV to go build one if it doesn't find, say, a barracks in the place it's supposed to be. A little bit of a roundabout but only takes about 15 min to make a whole base autonomous if you make an action definition. 
    Posted in: Triggers
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    posted a message on Ai unit chasing 'hero unit'?

    I would do a periodic event trigger (every ~2 sec)

    Issue Order trigger

    Pick each unit in unit group (enemy suiciders) --> Attack toward position of random unit in unit group ("Heroic" units for player 1)

    Posted in: Triggers
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