Suppose you can use the morph ability to change it to another unit. Then you can modify all kinds of things, not just size and push.
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Aug 31, 2019Forge_User_26540774 posted a message on Push Priority - Is there a way to make it upgradeablePosted in: Data
Aug 30, 2019Forge_User_26540774 posted a message on [Solved] Waygate system - Right click unit B with unit A, causing unit B to cast ability on unit APosted in: Data
Easiest way I see it is to make it a transport unit that can load units within 1 range.
You can get the loaded units from trigger and then you can teleport them.
That way you can also cancel the teleport when you right-clicked on it from far away.
Mar 19, 2015Posted in: Miscellaneous Development
From what I know, the increased loading time does not come from triggers nor file size. You map is four times larger than a map of mine and that just takes seconds to load. It comes from mostly actors and map size. If map size is bigger, the loading time will be longer, even if the map is empty. Also, you have a LOT of actors.
What can you do? You have some unused edges on the map, so you could probably shrink it a bit. About actors i'm not sure. Up to you to see if you can reduce the number and use original effects and actors. For most of them you have only made small changes.
Mar 16, 2015Posted in: Map Feedback
Ok hei there everyone. I actually made this map in august but figured I can put it up here since I hv leaned so much from sc2mapster. Maybe it will get some more ppl to try it out. Most ppl I've played with doesn't rly get it (lol), but some I've played with understood and we had a great time.
Ok, so this game resembles something I played 15 years ago, which was a cat & mouse game where you had to collect cheese. Well, this time you are a fragile feederling hunting for carrots! You start in a closed area with a lot of blocks and you must destroy them to create paths to get to the carrots. The cats walk randomly and they can only walk inside these paths, so you must think about how you set them up. The map and events are random, so every game will be different. The map size and difficulty also depends on how many players there are.
There are 20 levels, each getting harder. If everyone dies, you revert back one level.
In the beginning there weren't any abilities you could use, but after suggestions I have added four abilities. You get energy for them by collecting carrots, or charges from special events.
Force Field blocks the path for cats.
Mines can kill cats.
Teleport can.. teleport.
Freezing freezes cats.. uses charges.
Mar 4, 2015Posted in: Map Feedback
Damn Kerrigan is hot, lol. Anyway I assume it is not finsihed yet. No pathing blocks in place so I could walk up and down the mountains and when I got to the top/edge, the camera flew away. Also the lava was a nice and warm, but didn't hurt me. As for the aiming, I would suggest having the camera a bit to the side as it is in "Dead Space", as I couldn't see what I was aiming at.
As for the "lag", I was nonexistent when looking down into the ground, but lagged when looking in certain direction. This is because even when you are only looking at a mountain wall, for instance, you are still "seeing" everything behind it, i.e. the whole map. I remember someone making an fps had this problem, and it was solved by modifying the camera "field of view" or something, so that you could only see a certain distance. That way everything beyond that distance wouldn't "update", causing the lag.
Mar 3, 2015Posted in: Terrain
Hi, I would need some advice on this strange problem. In the editor there are a number of terrain objects and doodads that can change the height of a unit walking onto them. What is bothering me is the terrain object "UmojanLabPlatformCellMassive Height 1", which has a circular model. The thing is, at first, when a unit walked out of the circle, up to a certain point, the unit's height did not change. I.e. it didn't fall down from the circle. But now suddenly it falls down. And I don't know what changed this. Something in the model, but I didn't change the model. Any ideas?
Aug 29, 2013Posted in: Triggers
I have seen someone else had this happening but haven't been able to find a solution.
My trigger creates a unit as cargo in a structure with a transport ability. It then unloads the unit. This unit has a wander behavior with a leash of 5 range. Instead of wandering around that area like the other units do, the unloaded cargo units starts wandering up to the top-right corner. This only happens because they have the wander behavior. What's going on?
Aug 29, 2013Posted in: Data
I'm not sure how it can work if you have it on autocast. But when a unit is loaded you can issue an order to the structure to kill the unit and also train a new unit (Ability: Load Cargo Effect). That way a new unit will train for every unit loaded and there is no need for any confusing requirements. You also won't need any triggers. If you use one trigger you might as well all of them.
Aug 28, 2013Forge_User_26540774 posted a message on Is there a way to make r.click attack allies too if clicked?Posted in: Data
Well, it seemed easy enough to change the smart filters in the attack ability, but this doesn't work. Even if you change the smart priority to higher than the move ability it still didn't work. But there was another way: Make an ability that issues an attack order.
1: Create an effect of type Issue Order (Call it Attack Ally or something) and set
Ability : Attack.
Player+ : Target
Unit+ : Caster
Target+ : Target Unit
2. Create an ability of type Effect - Target and set
Smart Priority : 100
Target Filters+ : Enable Allies and Enemies
Effect+ : Attack Ally
Flags+ : Check Smart Command (so it uses it when right-clicking)
3. Give the units the ability
Or you can be lazy and use a trigger that orders the unit to attack anything that is being right-clicked, lol
Aug 25, 2013Posted in: Triggers
Yes, it does work. I was getting error messages but it was for something else. Anyway, I use "Unit takes damage" as the event instead, since the options are not gray there. Works the same also. Thanks
Aug 25, 2013Posted in: Triggers
I have an event to "Unit is attacked" and it looks like this: Unit - Any Unit is attacked with Any Weapon.
For the condition I need it to be player 14 so I pick "Owner of triggering unit ==14". However "triggering unit" is grayed out.
For the actions I need "Damaging unit", but this one is also grayed out. "Attacking unit" is also gray, and the event says I should be able to use these. What's going on??
Mar 4, 2013Posted in: General Chat
Until recently you were able to open the editor, test the map, minimize sc2, make some changes in editor and test the map again. When the game was running, the loading time was always much much less than if it wasn't running when you tested the map. But now I get error "You may not load this map with Starcraft II starter edition" bla bla bla and i have to quit the game and open it again if i wanna test it and keep reopening it every time i wanna test. I hope this is just some temporary bug.
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