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    posted a message on Ability activating other ability with different hotkey.

    Were 2 & 3 duplicated from the same ability?

     

    My guess is the abilities have the same "Ability: Set ID", just like stimpack for marines and marauders/etc.

     

    It could also have something to do with the "cost" links and locations, but I'd try messing with the Set ID first.

    Posted in: Miscellaneous Development
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    posted a message on Looping through a Preset?

    I haven't used Data Tables a whole lot myself, but I think they may be able to help you. Using actions like "Save Data Table", you can save stuff using strings. According to their description:

     

    "Data tables allow you to store and recall values using a string identifier. If you save a data table value using a string identifier that already exists, you will overwrite the old value, even if it is a different data type than the value you are saving."

    Posted in: Triggers
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    posted a message on Looping through a Preset?

    Presets are just integers. Maybe you could name the last preset "end" or something, and only create new presets before end. 

    Posted in: Triggers
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    posted a message on Can't save document AI Error

    My guess would be that player 0 (and maybe player 15 as well) can't have AIs. Try a different player.

    Posted in: AI Development
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    posted a message on Weapon Range issue.

    Can you share a screenshot of the attribute or upgrade that is increasing his range.

    Posted in: Data
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    posted a message on Question bout coop maps

    I don't think it's going to happen.

    Posted in: Map Feedback
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    posted a message on Thinking about jumping from WC3 modding to SC2 modding. A few questions

    I don't know what Durotar is, and I'm not sure exactly what you mean when you say multiple maps. Bliz did recently add map to map loading if that's what you mean.

    Posted in: General Chat
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    posted a message on AI and Nydus worms

    I've never used Nydus Worms specifically, but I know transport points will allow enemies to use things like overlords, medivacs, hercules, etc. Have you experimented with those?

     

    I know personally, I tend to spawn units from thin air when it comes to AI nydus worms with triggers using either create cargo units, or create units (with the spawn point being around the nydus worm). You can also add these units made out of thin air to attack waves with add units to attack wave.

    Posted in: AI Development
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    posted a message on How do i unlock WarCraft 3 formations ?

    I haven't tested anything but I found "Formation Move" under "Turn Player Flag On/Off"

    Posted in: General Chat
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    posted a message on Please Help With AI Allies

    Use the "set alliance" action.

    Posted in: Melee Development
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    posted a message on 4 Player maps - Question

    There may be some here, but you'll probably be able to find more melee map makers around the Team Liquid forums.

    Posted in: Map Feedback
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    posted a message on Procedural Generation

    I don't know. You might be able to get a faster reply in the discord (pinned in this forum).

    Posted in: General Chat
  • 0.954368108566582

    posted a message on SC2 Map Editor

    I'd say for complete beginners, this is a good starting point: 

     

    Once you need more specific stuff, click on wiki on this website above, then click tutorials.

    Posted in: General Chat
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    posted a message on How to disable auto-attack for unit

    If you ever want to keep the weapon/attack, but want to get rid of the auto attack, look into the Ghost's hold fire and weapons free abilities.

    Posted in: Data
  • 0

    posted a message on Slow unit when hit

    A good example is marauders, as they have an upgrade for this.

     

    On second thought... it seems like you're looking for a unit that slows them self upon getting hit, rather than an attacker that deals slowing damage.

     

    In this case, you'll want to give the damage receiving unit a behavior which contains a damage response. Make sure you give it a chance of 1 (so it always happens), and a damage handled effect which applies a slowing behavior.

    Posted in: Data
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