Waw, I sure am glad to find out that, five minutes after posting this request, I discover the answer in the editor by my damned self.
That which I was looking for could be found under the 'Unit' tab of the unit which anyone would want removed from the Army Selection. Then, in the 'Flags' collumn, there should be an 'Army Unit' box there.
I have a couple of units in my mod that I want to remove from the 'army' cathegory so they aren't selected when a player presses F2.
Now I know this issue can be avoided by using controll groups effectively, but it still annoys me to see a unit which should not be on that battelfield right there, march off towards the enemy.
I opened up my mod in the editor today to discover that the mod dependancies could not be loaded and the file was supposedly missing! What the flying fuck?!
Regarding the protoss: Im thinking of making it so that all protoss units in a certain range around a building (in all likely hood a pylon) will be teleported to this global location after a brief delay.
Regarding troop transport: I would like to make a building- any of the buildings -capable of loading in troops that are not workers. Then, I would like to make it so that this building transports all the troops across the battle field via drop pods, unlimited range. (For the TERRAN faction)
I would also like to make something similar for the protoss, except instead of delivery "via drop pods", we will have the good old fashion mass teleport.
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Greetings. Can someone help me?
I would apreciate it if one of you fine gents directed me step by step to where I can remove the trigger that makes Zerg spawn with an overlord.
Frankly, I am quite shit at triggers, and will need to be explained things as if I were an infant...
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@Ikoter: Go
Waw, I sure am glad to find out that, five minutes after posting this request, I discover the answer in the editor by my damned self.
That which I was looking for could be found under the 'Unit' tab of the unit which anyone would want removed from the Army Selection. Then, in the 'Flags' collumn, there should be an 'Army Unit' box there.
Disable that and the proble is solved!
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Greetings.
I have a couple of units in my mod that I want to remove from the 'army' cathegory so they aren't selected when a player presses F2.
Now I know this issue can be avoided by using controll groups effectively, but it still annoys me to see a unit which should not be on that battelfield right there, march off towards the enemy.
Now how may I achive this goal?
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Thanks.
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Greetings.
I cant seem to find a proper Rip-Field Behaviour that damages units over time. Can anyone help me?
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@TerraAzure: Go
I've had no backups :[
And there is no 'restore to previous version' available either :[
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@TerraAzure: Go
It didn't. :[
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I opened up my mod in the editor today to discover that the mod dependancies could not be loaded and the file was supposedly missing! What the flying fuck?!
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@FunkyUserName: Go
I've failed to find it. Please be abit more specific as to where in the UI editor is it.
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Is it possible?
How?
And I mean change the button from within the Galaxy Editor. Not from ingame!
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@DrSuperEvil: Go
Thanks.
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@DrSuperEvil: Go
Basicly, yeah. How do?
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@DrSuperEvil: Go
No not all... Im going to make a different pylon that has such an ability.
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@DrSuperEvil: Go
Regarding the protoss: Im thinking of making it so that all protoss units in a certain range around a building (in all likely hood a pylon) will be teleported to this global location after a brief delay.
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@DrSuperEvil: Go
Regarding troop transport: I would like to make a building- any of the buildings -capable of loading in troops that are not workers. Then, I would like to make it so that this building transports all the troops across the battle field via drop pods, unlimited range. (For the TERRAN faction)
I would also like to make something similar for the protoss, except instead of delivery "via drop pods", we will have the good old fashion mass teleport.
Please help.