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    posted a message on Move Speed Multiplier not working

    Hi all.

    I have searched through the forum here to see if anyone has encountered this problem before and turned up nothing. the problem is my units have .01 base move speed and get their speed from buffs. now I want some units to be affected by a move speed multiplier and others by a different multiplier but all to use the same speed increase buff to save on having many buffs. the problem is the buffs don't affect each other. the multiplier affects only the base speed, not the added on speed.

    I have a work around but it involves making many different buffs for each possible combination of increase and multiplier. any info on this issue is much appreciated. thank you.

    Xeridanus

    Posted in: Data
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    posted a message on Individual Upgrades

    in case you still need to know, you can use specialise ability for this exact purpose. only issue is it uses an effect, I believe, to add the behaviour.

    Posted in: Data
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    posted a message on Unit Purchasing his own Passive/Active Abilities?

    I don't think this is what nodgene wants. try the steps as before but use specialise instead of research, they're pretty much the same but specialise will only upgrade the unit that paid the cost. submenus only give you access to extra command cards so they really aren't that complicated.

    Posted in: Data
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    posted a message on The Guess Why Your Username is What it is Game

    Mine is kinda difficult. the hint is: Look up.

    Posted in: Off-Topic
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    posted a message on Creating Scarabs and Changing Flight/movement pattern

    first off, copy the carrier's ability (hanger), effects (Launch intceptor magazine and persistent), requirement (Arm Interceptor) and weapon.

    in the requirement change any instance of interceptor to scarab. the text seen in game can be edited when you click on the "less than" node.

    under your hanger ability, Ability - Info + field, you'll need to change the button, make sure the requirement is the one you set up and change the unit to your scarab at the bottom of the scroll list.

    under the persistent effect change the period duration to affect time between firing. the magazine ability doesn't require any changes and might be optional.

    make sure the weapon links up with the persistent ability and your done with that half.

    to make the scarab I suggest looking at the baneling for the explodyness. or you could start from scratch or modify the interceptor (to save yourself some editing above). have a look at Movement - Collide on your scarab.

    I hope that answers your questions.

    Posted in: Miscellaneous Development
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    posted a message on Serious Item Problem

    I have a crazy idea, what if you added a Requirement which counted the inventory ability? counting a veterancy behaviour gives it's level maybe counting an inventory gives how many items are in it.

    Posted in: Miscellaneous Development
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    posted a message on Increasing creep spawn radius?

    @BrotherLaz: Go

    Under pathing you need to change value to none. under placement apply and placement check you need to to change Set to Set 1.

    Edit: Or Set 2. depending on which one you're looking at. make sure it's the set that has the creep box ticked.

    Posted in: Miscellaneous Development
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    posted a message on Building + Weapon problem

    the other option is under the weapon itself, change Stats - Arc to 360.

    Posted in: Miscellaneous Development
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    posted a message on Creating Scarabs and Changing Flight/movement pattern

    how do you mean act like a scarab? what part of the scarab's behaviour are you trying to replicate?

    Posted in: Miscellaneous Development
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    posted a message on Issue Order / move / offset ?

    try changing "Target - Target + : Caster unit" to "Target - Target + : Outer Point" if that doesn't work you could try Apply Force instead of Search Area. or Apply Behaviour with settings to disable weapons and make them flee. I think the "State Flags" are where you should look. Passive and Suppress Attack and maybe uncommandable if you're planning on using it against player units. I have not tried this myself so do not be surprised if it doesn't work how you want. If nothing works, triggers might be your only option.

    Posted in: Miscellaneous Development
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    posted a message on [Contest] Unit Spells

    @vjeux: Go

    I'll give it a try. my graphics card is quite crap actually (256mb *cries*), and I would have to install fraps or something and I've never used one of those. I will be back later with my failure or a video.

    Edit: I've made a video but it turns out my upload is painfully slow. I invite anyone who is willing to help me out here.

    Posted in: Project Workplace
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    posted a message on [Contest] Unit Spells

    Bugger. I thought I had plenty of time left. oh well.

    EDIT: Decided to upload my map anyway. I don't really care about the prizes I just want to show off what I can do. http://www.sc2mapster.com/maps/release-swarm-spell-contest/

    Posted in: Project Workplace
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    posted a message on [Contest] Unit Spells
    Quote from Sixen: Go

    @Xeridanus: Go

    Hmmmmmmmmm... Show me an example?

    the marauders slow effect, the broodlords spawn broodling effect, the corrupter's corruption effect (from ages ago). I had an idea for something but I don't think I'll follow through. I have a better idea now.

    Posted in: Project Workplace
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    posted a message on [Contest] Unit Spells

    does it have to be a "spell" or can it be attached to a weapon?

    Posted in: Project Workplace
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    posted a message on [ORPG] Starcraft Universe

    @Mille25: Go

    it is possible, but you'll have to copy everything into a "Mod" which you can then load up with any map. testing is difficult though because you have to create a map and load the mod into it and remember which one you're in when editing.

    Posted in: Project Workplace
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