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    posted a message on Need units to hold course while marching

    @Morato2: Go

    A few things you could try:

    In the weapon:
    Set Minimum scan range to same as or less than Range.

    In the units:
    Set Sight radius to same as weapon range.
    Change Default acquire level to Defensive.

    Posted in: Data
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    posted a message on TD - units blocked by other units won't fire trigger

    @TheFish7: Go

    Try using the others, "Point is Passable" and "Point Connected By Pathing".

    Also you could possible use the event "Unit becomes idle".

    Posted in: Triggers
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    posted a message on (Solved) How to make weapon that hit units in its path?

    @Sherlia: Go

    Now i can't get it to work.. But maybe look at this test map i made a while back. I tried to recreate it but there were a few thing that just didn't want to.

    Posted in: Data
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    posted a message on [Solved] Random ability - target effect

    @Sherlia: Go

    Make it give a set effect with all the apply behavior effects you want and then change Effect: Random to Enabled. Not sure i have tried it but i guess that's what it's for.

    Posted in: Data
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    posted a message on TD - units blocked by other units won't fire trigger

    I'm not sure but the "65536" seems to assume that the units will move that much to get to the target. But i don't think the pathing cost changes since there is only units blocking. Have to test it.

    Posted in: Triggers
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    posted a message on (Solved) How to make weapon that hit units in its path?

    You mean the missile is jumping forward instead of going straight? And that it's not facing the target? Also seems like it's not searching often enough.

    So you made an ammo unit to a launch missile effect. Now make an actor for it that is created when the ammo unit is created.

    Add the behavior to the ammo unit like you have and make it have a periodic persistent effect, with the search effect. Now it should search often enough to find any units it hits.

    Do you have the ground mover for the missile? Give it a new mover that never checks if it has reached the target, so that it keeps going forever.

    Posted in: Data
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    posted a message on How to Make Workers Build Custom Buildings?

    @bjpiers123: Go

    Add them in the build ability

    Posted in: Data
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    posted a message on Unit creation (grid) [Solved]

    @windowssiebenfan: Go

    Choose action pick each unit in region 1 and then "Create units at point", your point is XY coordinates. Then you find out how big the distance is between the points and the left side in region 1 and adding that to the other regions side. So point X is "x of left side of region 2" + ("position of picked unit" - "x of left side of region 1"). Point Y is the same except you use "y of bottom of region". This way is doesnt matter where your regions are.

    Posted in: Triggers
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    posted a message on Add blue flame to the SCV?

    @Kueken531: Go

    The normal texture swap method didn't work for the flames. Also in the model data two of them are emissive and one is diffuse, so which should be specular?

    Posted in: Artist Tavern
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    posted a message on (Solved)Stopping units

    @SoulFilcher: Go

    Thx SoulFilcher, stun flag worked nicely. Only problem was that the units couldn't recieve any orders, but i fixed that with a condition that waited until the unit didn't the behavior.

    Posted in: Data
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    posted a message on (Solved)Stopping units

    I want a unit to stop when when get a buff, but to keep their orders. I tried using flags such as Suppress movement or disable the move ability. I tried changing movement speed to 0.01 and time scale to 0.01 (effectively zero speed). But when the behavior is removed, they will have lost their orders from before.

    However if i set their speed to zero using triggers, they keep their orders and continue them once their speed is reset. But this is causing the "Too many threads"-problem, since i have a trigger that runs whenever a unit's movement speed changes.

    Posted in: Data
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    posted a message on [SOLVED] Putting a structure into a bunker?!

    Look at the Load ability. Does it exclude some units, like structures?

    How much cargo space can the bunker hold?

    How much cargo space does the missile turret require?

    Maybe it must be set as movable?

    Try increasing the range of the Load ability.

    Posted in: Data
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    posted a message on Fastest Possible Map, Remake or let fade away?

    @tdhsst: Go

    There is already a fastest map possible out (on EU atleast).

    Posted in: Map Suggestions/Requests
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    posted a message on Possible to enumerate area offset?

    @Sherlia: Go

    Do you want to remove the behavior then a unit is in front, or just disable it and then enable it again?

    If it's the latter then you first make a behavior (buff) with a small period that runs a persistent effect with an offset of -4 in y-direction, which gives a search effect of radius 4, with a remove behavior effect (your speed behavior).

    If it's the first then you make the behavior and persistent and search effect like above, but make the search effect add a behavior (buff) to the caster. Then make a validator that checks if a unit does NOT has that behavior and add it to your original speed behavior under "Validator Disable". So if there is no unit in front of you, then the behavior is there, reducing your speed. But if there is one then the units behavior is disabled. Have a duration of about 1-2 seconds on the new behavior you created.

    Posted in: Data
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    posted a message on Making new spells/abilities quickly

    @sethmachine: Go

    Just finish your first ability, then duplicate it and check all the effects and actors. All you have to do then is rename them (if u want) and edit the details. Because if you duplicate them like this, everything is automatically linked correctly and it shouldn't take that much time to create even 100 spells.

    Posted in: Data
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