• 0

    posted a message on is there a way to NOT pick a unit?

    Thanks guys. that helps a great deal. for some reason i was having one of those.. wtf? moments. HAHA.

    Posted in: Triggers
  • 0

    posted a message on Problem with race selection

    In the DATA editor go to section that says RACE. Go to the RACE that you want to start or play as and make sure "Starting units" if filled out correctly.

    Posted in: Triggers
  • 0

    posted a message on is there a way to NOT pick a unit?

    I currently have a trigger that selects all 'ground' units and issues an order once selected. but what i am running into is i dont want to select a specific unit.

    Example: I want to select all Marines and have them attack, but i do NOT want to select Marauder.

    they are both 'ground' units so its picking them both up. I know i have to set probably a condition so it dont pick Marauders but im having problems figuring it out, lol.

    Thanks for any feedback.

    Edit: What i am using currently Unit - Order all units in Unit Group to (Ability Command) (Replace Existing Orders) but i dont want marauders selected in this unit group.

    Posted in: Triggers
  • 0

    posted a message on Warhound's Haywire Missile Ability

    You might wanna check into the Validators on the Effect.

    Field    TornadoMissile CP
    Effect: Validators +    (Tornado Max Distance|Tornado Missile Filters)

    Is Default

    Other than that i would duplicate a Existing "Effect Terget" like Ghost - snipe and simply change the Effect on it to

    Field    Tornado Missile
    (Basic) Effect: Effect^    TornadoMissile CP

    Just make sure your Effect Validators are empty and set them in the 'ability' part. Hope this helps some.

    Posted in: Data
  • 0

    posted a message on Footprint issue: (re)placing a building command on an already queued one

    @VindicisSC2:

    The only way i can see you "" I'd like the second placement to be able to be built on the first placement."" Is to make them stack-able. To do this all you need to do is remove the collision from the unit.

    Posted in: Data
  • 0

    posted a message on Reflecting Damage

    Quote from NeroClaudiusDrusus:
    How would I make a passive ability that reflects x% of the damage taken to the attacker?
    ----

    This might not work. lol. but its a good shot if you want to try it.

    Create a behavior that is a Buff. I called it Reflect damage.

    Field    ReflectDamage
    Combat: Damage Response
    Combat:     Chance^    1 (100%)
    Combat:     Modify Fraction^    0.5 (50%)
    Combat:     Target Filters^    Excluded: Player, Ally, Neutral (only enemy checked)

    My GUESS is that when a unit has this behavior it will cause 50% of the damage to the enemy. idk, its a long shot imo. lol.
    Maybe add in a Validator that says Target attacking caster.

    Posted in: Data
  • 0

    posted a message on 4th tech tree?

    Quote from herdal8:
    is it possible to add a 4th tech tree to the help menu i know how to replace one but i was trying to add one instead could anyone help me out?
    ----

    Hope this helps some.

    In the DATA editor there is a Tab on the unit that says "Tech Tree". This is a good way to link information to a structure. Such as.

    Field    Cybernetics Core
    Tech Tree: Tech Tree Unlocked Units^ +    (Stalker|Adept)

    You can add any unit in this section and it will be displayed on the tech tree.

    On each unit there is "UI: Description" and it will also display in the tech tree.

    Posted in: UI Development
  • 0

    posted a message on Will blizzard get mad if I use Real Nation/Religion Names?

    I have a map out 'currently' that has 2 races named "Holy" and "Demonic" that people can play as, i dont get as specific as Muslim or any other religion but it does contain References to religion like "Priest, Shaman, Angel" or on the other side it has "Vampire, Ghoul, Lich" and it seems to be doing ok, for the time being, lol. Good question though.

    Posted in: Map Suggestions/Requests
  • 0

    posted a message on Trigger Compression...?

    @FunkyUserName

    lol sorry about that...

    Standard Trigger
        Events
        Local Variables
        Conditions
        Actions

    So i had it as
        Events
        Local Variables
        Conditions
        Actions          Trigger - Run Trigger  (Check Conditions, Don't Wait until it finishes)
                            Trigger - Run Trigger  (Check Conditions, Don't Wait until it finishes)
                            Trigger - Run Trigger  (Check Conditions, Don't Wait until it finishes)

    Each one of those would run another trigger that had 50 "Actions" a piece. My question was, if i moved all the "Actions" in the 3 "Run Trigger" into only 1 Trigger to make 150 Actions in 1 Trigger instead of 3, Would it improve Game play or will it do basically nothing?

    Better? lol.

    Posted in: Triggers
  • 0

    posted a message on Minium scan range

    @ArcaneDurandel: Go

    Call for help is not located on any unit, its on the "game play data"

    Field Default SC2 Gameplay Settings (Basic) Combat: Call For Help Radius #

    Posted in: Data
  • 0

    posted a message on Minium scan range
    Quote from Terhonator: Go

    What this value actually does? It seems to be 5 for most ranged units?

    FieldMarine - C-14 Gauss Rifle (Basic) Stats: Minimum Scan Range 5

    this is what blizzard had to adjust for stalkers vs widow mines, the base range of a stalker was greater than the widow mine range but the stalker 'scan' range would move it to close to the unit before it attacks it.

    Exxample, say you have a unit that has 10 range weapon, but the scan range is only 6. what could happen is the unit moves to a range of 6 before it starts to fire its weapon. to fix that, they moved the scan range to further than the weapon range so anything that is with in the scan range is automatically targeted. from what i understand, lol.

    Posted in: Data
  • 0

    posted a message on Trigger Compression...?

    How can i explain this, lol. Currently i have a trigger that has 3 "run trigger" in the events. Such as:

            Trigger - Run Trigger  (Check Conditions, Don't Wait until it finishes)
            Trigger - Run Trigger  (Check Conditions, Don't Wait until it finishes)
            Trigger - Run Trigger  (Check Conditions, Don't Wait until it finishes)

    Now my question is. I can compress those 3 "run Triggers" into only 1. so its only.

            Trigger - Run Trigger  (Check Conditions, Don't Wait until it finishes)

    Reason i ask is because each 1 of those triggers has 50 events in it, so to compress them would be 1 trigger with 150 events.
    Would this improve or do anything to lessen the load of when it fires? or its all water under the same bridge?

    Thanks

    Posted in: Triggers
  • 0

    posted a message on (AI question) Tell unit to repair, only if....
    Quote from Bilxor: Go

    Hi, I want to tell a unit to repair another, but only if it's being repaired by 2 or fewer other units already. Best way to set this up?

    You could put the repairing unit into a unit group and then if there is <2 units then issue order to another unit outside of that unit group to repair.

    Posted in: Triggers
  • 0

    posted a message on Model/Actor not showing up...

    I recently added War3 to the game and ever since a few units are coming up as round blobs, lol. Im not sure where its miss communicating.

    Here is one example: Unit: Zombie

    Field Zombie (Unnamed) (Basic) Event: Event 1 + UnitBirth.Zombie:Create

    Field Zombie (Unnamed) (Basic) Art: Model Zombie (Unnamed)

    Field Zombie (Unnamed) (Basic) Art: Model Assets\Units\Zerg\Changeling\Changeling.m3

    i can view it in the 'editor' and it comes out perfectly but when I go online play its gone... thoughts?

    Posted in: Data
  • 0

    posted a message on Set Veteracy by a Trigger? Help?

    @GlornII: Go

    HA - HA - HA - you get a +1 for that. well done and thanks. :D

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