• 0

    posted a message on How to hotkey hero unit to other then F3

     I know this thread is old, but did anything come out of it? I have the same problem with hotkeys

    Posted in: Triggers
  • 0

    posted a message on How to allow different buildings to create addons?

    Hi,

     

    I'm trying to give specifically the science facility the ability to built a tech reactor. I've added a new "Tech Reactor (Science Facility)" unit, and when the ability is given to the barracks, it has no problem creating that science attachment. However the science facility can neither create it's own nor the barracks attachment, and the attachment doesn't attach to the science facility. I'm missing something important here, but I don't know where to find it.

     

    Can anyone help? Thx in advance.

    Posted in: Data
  • 0

    posted a message on Void Ray duplicate charging animation

    Hello,

     

    I duplicated the unit with it's actors, behaviors, effects, etc. But the new unit's animation for when the Void Ray activates his Prismatic Alignment doesn't work. Can I recreate it from scratch? I don't care much about the attachments, a thicker beam would suffice. Alternatively or additionally a bigger impact effect.

     

    Can anyone help? Thx.

    Posted in: Data
  • 0

    posted a message on How to make an ability that orders the caster to go to a specific location?

    Well I'm kind of a noobie, but since nobody else answered yet...

     

    You need Targeted Ability -> Effect Issue Order: Move (which is an array, which includes patrol and hold position, you have to get the right index (I don't know how much experience you have with the editor)). This in a set with apply Buff Behavior (on the caster) which increases his movement speed. The buff should, if I remember correctly, have a flag to make the unit uncommandable.

     

    You can look at the Adept phase shift as an example. It creates a unit and applies the issue order to it.

     

    To cancel the ability all you would need is Instant Ability -> Remove Behavior effect.

    Posted in: Data
  • 0

    posted a message on Stop AI from reconquering an area

    In reply to karlprojektorinski:

    Doesn't work. Well I gave the units & structure to a different player finally, one without AI...

    Posted in: AI Development
  • 0

    posted a message on Stop AI from reconquering an area

    Hello,

     

    I'm not sure if this is the right forum section. It's on a campaign map.

     

    So I am tweaking the official Blizzard campaign, and in the 2nd mission (raynor02) there are a few units just above the players base. I added a barracks, gave the computer a difficulty setting (with CampaignInitAI() and AISetDifficulty()), and then I noticed that after destroying this outpost and retreating, the computer starts sending single Marines there and occasionally an SCV to rebuild the barracks at the exact same location, until everything is back to how it was when game started. How can I stop him from doing that?

    Posted in: AI Development
  • 0

    posted a message on UI accentuate alerts

    Not possible? Maybe with Triggers?

    Posted in: UI Development
  • 0

    posted a message on UI accentuate alerts

    Hi,

     

    I'm wondering if this is possible, and if it is, I wonder how it's done. xD

     

    I want to make a mod, which better highlights or accentuates the alerts players receive. Like "upgrade finished" or "your army is under attack", stuff like that. Currently it's a red text on the side of the screen. I would like a background to show up as well (like the ones around the worker/all-army/warpgate buttons), so they are more... hm what's the word, eye-catching? Not a native English speaker here, sorry about that. xD

     

    Ideally even toggleable with a button or hotkey.

     

    Is it possible? Thx in advance.

    Posted in: UI Development
  • 0

    posted a message on Ability Array

    Thats what I did, doesn't want to work. :-/ Well thx for help anyways..

    Posted in: Data
  • 0

    posted a message on Ability Array

    Thx for the help, but.. I remember now why I stopped modding xD

     

    Well. The switch you suggested doesn't change the ability, only the vitals of the unit. So... I created a dozen effects and validators which simply check whether the unit has a behavior, if it hasn't, the unit loses energy and the behavior is applied. Well. And it doesn't work. Don't even know why, for a second it did... T_____T

     

    Unless there's a way to affect the ability... maybe I have missed something?

    Posted in: Data
  • 0

    posted a message on Ability Array

    Hello,

     

    I wanted to make an ability which sometimes consumes energy on activation, and when it has a certain behavior, it does not.

     

    I've read that abilities can have an array of values (for example cost), so I've done that and I'm playing with validators, but I haven't figured out how to access the 2nd cost in the array.

     

    Can anyone share some light on that matter? Thank you.

    Posted in: Data
  • 0

    posted a message on Veterancy Abilities

    It's still online on youtube. That's a very good tutorial, I've watched already 3/9, exactly what I am needing. Thanks very much!

    Posted in: Data
  • 0

    posted a message on Veterancy Abilities

    Hi,

     

    I have 2 heroes now, and I want to make them level up in a similar fashion to how it was in WC3. They run around, collect experience, and then when leveling up they can choose between abilities. I've made the Behavior with levels already. But how would I make them choose between abilities? Is the Research Ability an option`?

     

    Has anyone tried it, has tipps or even a tutorial? Would be much appreciated.

    Posted in: Data
  • 0

    posted a message on Raynor Portrait

    Yes, but it's empty. Even when opened in a new document with campaign data. Yet it's showing, when I start the new document. Must be hidden somewhere... but where?

    Posted in: Data
  • 0

    posted a message on Raynor Portrait

    Hi,

     

    I exported/imported Sniper-Raynor from the campaign into my Mod, with all the files, sound, models, etc. It works fine, except the portrait is missing, even though the Model is there and the Actor references it. Can anyone tell me, what I am missing?

     

    Also, far less important: the Unit has Flashlights (Sniper-Raynor is in the cave mission, right before the final mission in WoL), can I turn them off?

    Posted in: Data
  • To post a comment, please or register a new account.