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    posted a message on Reliable way to clear a Bank?

    Any help with deleting all of a bank's sections, overwriting a section's keys or removing a specific section by name works just fine, but doing it by index (with Bank Section Name which takes an integer) is very hit and miss and even seems to behave randomly.

    - Removing bank sections by name sucks because I'm creating loads of sections dynamically

    - Removing bank sections by index with a loop and Bank Section Name is broken

    - Delete Saved Campaign Banks is a Blizzard-only action

    - Remove Bank prevents the bank from being used at all during that game

    Posted in: Triggers
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    posted a message on un used upgrades?

    @spy46: Go

    There's a lot and most are pretty terrible (old Battlecruiser "laser torpedoes" ability on the Science Vessel, lol) the only good one I can think of is for the Diamondback called Burst Capacitors, it would have made them do extra damage for a short while after firing 3 shots in a row or something close to that that needed micro to use. Most of the data for it is intact but I didn't try implementing it.

    Posted in: Data
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    posted a message on Custom Menu - button order

    Is there any way to change the order of a Custom Menu's buttons? I'm talking about the native trigger one which has buttons for Load/Options/etc, not one made out of dialog items. I checked the mpqs but I can't find a SC2Layout file for it.

    Posted in: UI Development
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    posted a message on First Sc2 Terrain

    Looks cool for an RPG or something.

    Posted in: Terrain
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    posted a message on Attack wave keeps overlords in front

    @JademusSreg: Go

    This is practically guaranteed to be overriden by the attack wave AI if you mean issuing the mutalisks a move order targeting the overlords, but I could try it as a last resort. What is the buddy system?

    @CrazyTwigman: Go

    An attack wave will always gather all wave units at the same point before sending them though, so it won't make a difference.

    Posted in: Triggers
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    posted a message on Attack wave keeps overlords in front

    @SnyderGuy: Go

    They really should be slow, besides with units like mutalisks in the wave that means they would need a ludicrous speed of 3.75 at least.

    Posted in: Triggers
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    posted a message on Attack wave keeps overlords in front

    How do you do it? As it is even with the smallest speed difference the overlord will lag behind and the wave units are free to run into mines etc.

    Posted in: Triggers
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    posted a message on Help with an 'Execute Random Action' action definition

    I think it would save a lot of time to have a special action definition like If/Then/Else or Repeat Forever where you can input multiple actions except it will pick and run only one of them.

    I've never really written custom scripts before but I started typing one up anyway, it needs you to use macros like #SUBFUNCS, problem is I can't find:

    a) a way to run a specific subfunction, #SUBFUNCS runs all of them

    b) a #NUM_SUBFUNCS kind of macro to get the number of actions that have been entered

    Posted in: Triggers
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    posted a message on Infestor Tactical AI

    The computer-controlled infestor can use Fungal Growth and pretty well, even when you completely change that ability's effects, but I can't find any tactical AI data for this behavior anywhere to edit or duplicate, any help?

    Posted in: Data
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    posted a message on (Solved) Blink change the direction of caster?

    You know Zeratul's blink works like you want, I think simply because it has Ability: Arc = 0, Stalker blink has 360 so he can blink backwards, but Zeratul will instantly turn to the right direction before blinking.

    Posted in: Data
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    posted a message on Billboard beam.

    @DrSuperEvil: Go

    Yep, m3 plugins too.

    Posted in: Data
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    posted a message on Billboard beam.

    @DrSuperEvil: Go

    So is it impossible or possible with a special model that includes that bone?

    Posted in: Data
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    posted a message on Attack Target Priorities

    One thing that might work is giving every unit in the game a buff behavior with the "Generate Threat" flag checked (Behavior Modification -> Behavior tab), everything should have the maximum possible priority then.

    Posted in: Data
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    posted a message on Billboard beam.

    Just tried to make a beam that uses a billboard with the Cannot Be Obstructed flag like the Nuke Target actor, but it doesn't seem to work, anyone try this before? Might be a longshot but I reckon some beams would look a lot better if they were always drawn on top and didn't poke through walls etc.

    Posted in: Data
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    posted a message on Map corruption of some sort

    I have a mod file that works just fine, but in one map there is strange behavior, some (not all) weapons display twice and persistent effects act too many times and glitch out (motionless missiles would appear at the unit's feet like with a broken Action actor), this only happens for that one map which has no custom data defined that could possibly create these bugs.

    Dependencies aren't an issue either, I have the same setup in other maps and it works fine there.

    Anyone encounter this before? How do you "purge" a map that has this issue?

    Posted in: Miscellaneous Development
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