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    posted a message on (Solved) Make upgrades available when SCV is nearby

    @vailreth: Go

    Huh, never thought of that. Sounds like it might be a better alternative, but for now I'm going to leave the system as-is; I'll try it out when I get to polishing.

    Posted in: Data
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    posted a message on (Solved) Make upgrades available when SCV is nearby

    The upgrade time was always there; I set it as such. This is pretty much solved; I might also leave the lack of auto-cancel just for the sake of simplicity.

    Posted in: Data
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    posted a message on (Solved) Make upgrades available when SCV is nearby

    @aZergBaneling: Go

    It worked, thanks. My only issue now is that it takes 4 seconds to research and it doesn't stop should the SCV leave the radius. Any way to get an upgrade to cancel automatically when requirements are no longer met?

    Posted in: Data
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    posted a message on (Solved) Make upgrades available when SCV is nearby

    I've been trying to find out how to make an upgrade available only when a SCV is nearby. I know could use triggers to do it manually, but since I've got 4+ upgrades I want to use it with I'm trying to find a way to use requirements or validators (I can also have a requirement saying "Need a nearby SCV"). I have had little luck trying to figure this out, however. In context, these upgrades equip the SCV with a new weapon and it makes little sense to do it from half way across the map.

    Posted in: Data
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    posted a message on Absolutely Confused regarding Research, Upgrades and Requirements. Halp

    Step 1: Set up the "Research Energy Capacity" upgrade that, under the "Upgrade: Effects" field, adds 1 to the energy capacity of the "Arrow" unit-type. Set up the "Upgrade Energy Capacity" upgrade in the same way.

    Step 2: To show the "Upgrade Energy Capacity" button, make 2 new requirements. The first requires "Not, Count Upgrade, Research Energy Capacity, Queued or better" to "Show" (not "Use"); apply this requirement to the Research Energy Capacity upgrade in the Arrow's list of upgrades ability (where you set the upgrade's button, cost, time... etc.), specifically under the upgrade's "Info - Button - Requirement" field. The second requires "And" "Not, Count Upgrade, Upgrade Energy Capacity, Queued or Better" "Count Upgrade - Research Energy Capacity completed" all under the "Show" section; apply this requirement to the Upgrade Research Capacity requirement field in the Arrow's list of upgrades (no idea what you called the ability). This will stop your upgrades from being shown when not unlocked and while the upgrade is in progress (like standard upgrades).

    Step 3. Stack the buttons on the Arrow's command card. To unlock the rotating buttons, set up a new requirement with "Count Upgrade, Research Energy Capacity, Completed" under the "Use" section. Apply that to the ability's "Ability: Commands > Execute > Commands: Requirements" section.

    I hope that helped break the process down a bit. The difficult part here is scaling the "Upgrade Energy Capacity". As far as I'm aware you cannot set up an upgrade to scale up "infinitely", you need a new upgrade for each increment. If you want to have players upgrade the energy capacity 10 times, you need 10 different upgrades that show/hide themselves, have their own requirements, and then manually set the cost slightly higher than the last. It's a huge pain if you want 20 upgrade levels of something (at least you can reuse the button).

    Posted in: Data
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    posted a message on (Solved) Disable Refinery Harvesting Behaviour While Upgrading

    @vailreth: Go

    Thank you both for the responses, but I figured out a solution while attempting vailreth's solution. Morph abilities can't apply behaviours directly, but where you can set the actor/stats duration/delays of the unit morph you can also apply effects at those stages (at the start, finish, and cancel). So instead of applying a behaviour that would invalidate the resource behaviour (which, for the record, only has "requirements" and not "validators" which had me stuck for a bit) I applied an effect that removed the harvesting behaviour as soon as the morph begins. If the morph got cancelled, I would apply an effect that reapplies the old harvesting behaviour. The only issue with this is that the amount of resources in the refinery is reset, but I've already planned to not have that be a gameplay factor.

    Posted in: Data
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    posted a message on (Solved) Disable Refinery Harvesting Behaviour While Upgrading

    I'm trying to create an improved Refinery which doubles the harvesting rate but I can't figure out how to stop units from harvesting from the structure while it is morphing. I've tried making the morph disable abilities, but "harvesting" is a behaviour and thus isn't affected. Anyone know of a solution?

    Posted in: Data
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    posted a message on (Solved) Spiked Barricades Malfunctioning
    Quote from vailreth: Go

    Greetings, i cant say for sure because its been a long time since i was in the editor but, i believe that that fatal makes it so that the behavior only responds to damage that kills the unit possessing the behavior. Also i believe that the Damage Response Location should be attacker, on the behavior. I cant say for sure because its been so long but changing these may help.

    The "Damage Response - Location" actually needs to be set to defender (otherwise the response activates when the unit is attacking, not when it is attacked). For my issue, it turns out part that a couple of the attacker's weapons were set to the "spell" type damage-type which didn't activate the response. It's all working perfectly fine, now. As for the actor issues, it turns out the behaviour itself didn't have requirements; everything else did. Thus, the behaviour was always on despite the UI saying it wasn't and the spikes would always appear.

    Posted in: Data
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    posted a message on [Ability] How to Create a Train + Load Ability?

    There are two options I know of that you can do. The first is sorta working around the actual cargo hold ability and simply doing what the Vulture does with its Spider Mine ability: when you want to place down a spider mine you have 3 charges before you pay to place down more. That would be the easier method, but, again, is a work around for using an actual cargo bay.

    The way I sorta tested to actually fake a cargo bay is doing exactly what the Carrier does: look into the "Carrier - Hangar" ability (an "Arm Magazine" type ability) which trains Interceptors and stores them up until a certain number (8 by default). The issue is that releasing Interceptors isn't very simple, but in my 10 minute test I used the "Carrier - Release Interceptors" ability and, after removing the Interceptor requirement, it would release Widow Mines. It acted hilariously weird because how Interceptors are given commands, but you would play around with it to get the results you're looking for. I should also note this isn't an actual cargo bay like Bunkers/Medivacs, it's a "magazine" which, as far as I assume, only stores whatever unit is included in the ability (like I replaced Interceptors with Widow Mines).

    Posted in: Data
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    posted a message on (Solved) Spiked Barricades Malfunctioning

    Alright, so this upgrade has me beat. If you're not familiar with spiked barricades it's simply a behavior to deal damage to melee attackers. It seems simple enough and yet I can't get the actor animations to work properly and the attacking units are not being damaged.

    Regarding the animations, when the upgrade finishes select structures will get the spiked barricade model. But I can either get the spikes model to appear all the time using 'behavior.spikedbarricade.on' even before the upgrade is complete or only for structures built at the time the upgrade finishes using 'upgrade.spikedbarricade.add'. How can I get it to appear on all buildings present & future only after the upgrade is finished?

    Secondly, the damage effect should be applied to both melee and ranged units, but it isn't in any amount. I can tell the upgrade is properly applied to each structure, but something is awry with applying the damage. As far as I've learned, all that was required was to set 'behavior > damage response > handled' to pick the damage effect (currently 50 spell-type damage -2 per armor point) and set the parameters (currently fatal, melee||no proc||ranged, 100% chance); am I doing something wrong?

    Posted in: Data
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    posted a message on Editor claims Battle.net down on only one computer

    @Rohime: Go

    It's all set correctly; all three are enUS.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Editor claims Battle.net down on only one computer

    Somehow I managed to fix it for one log-in. I tried deleting "EditorLogs" and "EditorVariables.txt" and managed to log in on the editor while B.net was open. Broke itself once I restarted the editor, though. Not sure what else to delete/get a fresh version of before I just decide to reinstall Starcraft 2 (and I don't want to have to redownload the 3 games and patches).

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Editor claims Battle.net down on only one computer

    I'm working on fixing up a map for LotV from HotS, so I'm running the old map on a second computer while I work on the new map on my main computer beside it. 8 hours ago everything was working fine. I came back from work and suddenly the editor on the second computer can't connect to Battle.net because "Battle.net is under maintenance." The Battle.net client still connects fine, the game connects fine, and everything on my main computer still connects with zero problems (minus having to log in every time I open the editor).

    I've tried logging out of everything on my main computer, logging in with Battle.net on my second computer, not having Battle.net client running on my second computer, and a handful of restarts to my second computer, but the editor insists that "Battle.net is under maintenance."

    Is there either a way to fix this or work around it?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Range Based on Built Units of Type
    Quote from Forge_User_33159862: Go

    Isnt it possible as protoss to build on your allies' powerfield in coop missions? You might wanna take a look there.

    Where can you find the coop map files?

    Posted in: Data
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    posted a message on flying buildings addons

    Checking over the morph ability would be my guess. The ability execution may have a problem; may be the command card, too, if the button isn't connected to the ability or the building doesn't have the right ability it wouldn't cast properly but still have a functional button. Those would be the places I start with.

    Posted in: Data
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