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    posted a message on K5 Kerrigan's active abilities - How To ?

    Help is still needed!

    I reset every ability / unit / upgrade in data editor that has anything to do with Kerrigan / K5 / drop pods. Then I removed every action in triggers that adds or makes available any upgrade / ability that has anything to do with Kerrigan / K5 / Drop pods.

    After this I just added K5 Drop Pods upgrade to player 1 (user player that has unit Kerrigan) but still Drop pods are not available.

    I've been studying data editor for hours but cannot understand how these "active abilities" and "passive abilities" are different from each other, because those passive abilities work just fine, only needs to add an action in triggers, for example "Tech Tree - Add 1 to K5 Creep Bonuses upgrade for player 1" and it works just fine.

    Another thing...what's the difference between a "requirement" and a "requirement node".

    And yet another thing, I can add any other "active ability" for Kerrigan and it works just fine, AS long as it is not one of the "K5" abilities...

    Posted in: Data
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    posted a message on AI Attack(wave) problem [SOLVED]

    I got this to work by adding a "custom trigger" option on every attack wave in the AI editor / AI attack waves. Each time an attack wave is sent, this trigger makes AI to check if "AI Base Is Destroyed" condition in true or false.

    Thanks for help anyways :)

    Posted in: AI Development
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    posted a message on (Solved) Why Does Kerrigan-K5 Appear as Ghost Kerrigan?

    Simple way to make it work: Make a trigger

    Event: Map initialization for example

    Actions:

    Tech Tree - Add 1 to Kerrigan - Cosmetic (Infested Kerrigan) upgrade for player 1 This makes Kerrigan look proper

    Tech Tree - Add 1 to Kerrigan Post Zerus Sounds upgrade for player 1 This makes Kerrigan sound proper

    That's it :)

    Posted in: Data
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    posted a message on K5 Kerrigan's active abilities - How To ?

    Yes, I have actually removed the other two abilities "behind" the same button; Apocalypse and Leviathan.

    Posted in: Data
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    posted a message on K5 Kerrigan's active abilities - How To ?

    Photoloss, I'm pretty sure it will not work through triggers. I've added every possible K5 ability but it did not work.

    Taintedwisp, I checked Hero Abilities but all I could see there was all Kerrigan abilities listed and nothing that could help with my problem ??

    It SHOULD be very easy thing to do, but somehow it's not working in my map. So to test it in "a controlled enviroment" I created a new empty map and placed a marine on it. Then I went to data editor and searched for a marine. Then I added "K5 Drop Pods" in it's abilities, then went for marine command card, added a "K5 Drop pods" there and finally went for abilities tab, searched for "K5 Drop Pods" and removed requirement in (Basic) Ability: Commands + field.

    Then I started my map and there it was. K5 Drop Pods ability in marine's command card as it should. Maybe K5 Kerrigan is somehow messing things up...

    Posted in: Data
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    posted a message on K5 Kerrigan's active abilities - How To ?

    So my problem is this: How to enable K5 Kerrigan's active abilities, for example Drop Pods, Leviathan, Primal Slash, Spawn Banelings etc.

    Passive abilities got activated simply by making a trigger that says: "Tech Tree - Add 1 to K5 Infest Broodlings upgrade for player 1" and BAM it works like a charm. No need to mess with Data editor.

    But when it comes to those before mentioned actice abilities all hell breaks lose. I have spent hours to find out how to make those available for player but I just cant figure it out. Abilities, Units, Requirements, Upgrades in Data editor...it's a spider web that I can't figure out.

    Somebody please help :)

    Posted in: Data
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    posted a message on AI Attack(wave) problem [SOLVED]

    Hi.

    I'm having a problem with AI attacking. First a little info about my map / players / map layout. So It's three players: 1 User Player Zerg, 2 Computer Player Terran and 3 Computer Player Zerg. Players 1 and 3 are allied. Map layout little simplified; players 1 is top middle on the map, 2 is left bottom corner and 3 is right bottom corner.

    Currently I'm using AI editor to make several different attack waves for player 2. Default Gather Point for players 2 is a point inside Terran base (works just fine) and a waypoint roughly in the middle of the map. All the attack waves have these same points (gather point and a waypoint). In "General" options in AI editor for player 2 target player is set to be only player 3 and not player 1 at all. (2 is still enemy of 1 and 3, set in triggers)

    What I'm aiming for is that players 2 would target it's attackwaves to ONLY player 3 until player 3 would be destroyed and then begin attacking players 1 (User Player) Currently what happens is that first attack wave goes to players 3 and all the rest to player 1.

    To make it work I created a trigger,

    • "Map Initialization"
    • "No Conditions"
    • "AI - Set the target for player 2 attack waves to (Copy of ZergPlayerGroup2)" (Players 3 is the only player in this playergroup) So I hoped this would make 2 attack 3 but it did not work.

    I also created a second trigger that would order player 2 to attack player 1 once 3 was destroyed but didn't get that far since the first part don't work.

    Any help is really appreciated!!

    Posted in: AI Development
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    posted a message on Hots style hero and hero panel

    I have two rows in the dependencies. First row is "Swarm Story Campaign" and second row is "Swarm Campaign". So I guess those are "Hots dependencies" :) Still original health and energy bar appears over my hero's head :(

    Posted in: Data
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    posted a message on Hots style hero and hero panel

    I still did not get the hots style health/energy bar (energybar, haha :) ) to work with my hero. I did exactly as mikegamer said, but I still had the original health and energy over my units head. And before anyone asks, I have Hots installed. There must be something I have missed. I tried to compare Zagara unit (Hots hero unit) to my Queen of Blades (Original hero unit from WoL) but did not find anything relevant. A Hots hero unit has modified health + energy bar over head AND a name (for example "Zagara")

    Posted in: Data
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    posted a message on (Solved) Heart of the Swarm campaign units to custom map?

    Actually, this was much more easily accomplished than I thought in the first place. All I had to was to:

    1. Go to Data editor
    2. Go to Units and seach for "larva" and select "Larva" in the left field
    3. In the right field select "Ability Command Card+"
    4. Select for example Ultralisk and then you get all three possible Ultralisks: Original, Torrasque and Noxious. Then move desired upmost and save.

    Worked for me :)

    Posted in: Data
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    posted a message on Opening a depenency file

    How did you get that to work? I'm having the same issue. I don't have the unit picture or a level ?

    Posted in: Triggers
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    posted a message on making a cool UI lifebar ala Kerrigan

    @Bilxor: Go

    I used this Action: Set Hero Pane [1] hero to be (Your unit/hero here)

    I just don't know how to make it a proper unit portrait in it. Now it is just an empty square. It still has a unit healt bar and a mana bar.

    Posted in: Triggers
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    posted a message on (Solved) Heart of the Swarm campaign units to custom map?

    Thanks for the reply! However I was unsuccesful at making above mentioned units available to be trained. So could you please be a little more specific :) So in the Data editor there is this "UPGRADES" tab and also a tab called "ARMY UPGRADES" ? I'm guessing you ment the "EDIT GAME DATA" -> "UPGRADES" ? So let's say I want to make a zergling raptor strain available to train instead of original zergling. So I type "Raptor" in the search field and it gives me five answers, one of them being "Raptor - Ossified Thorax". Under this is a requirement node "Field Count Upgrade (HotsOssifiedThorax, CompleteOnly) [TechTreeCheat]" Do I just remove this requirement field ?

    Posted in: Data
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    posted a message on (Solved) Heart of the Swarm campaign units to custom map?

    Hello. I tried to find if someone had had a similar problem but did not find such a thread so I made a new one.

    Anyway my question is simple but i'm afraid the answer might not be :) When I create a custom map with the editor and use dependencies...

    1. Swarm (Campaign)
    2. Swarm Story (Campaign)
    3. Liberty Story (Campaign)
    4. Liberty (Story)

    ...and I'm playing with the Zerg, I'm not able to spawn or morph units to those in the Heart of the Swarm campaign. For example hydralisk to impaler or mutalisk to viper. Or how can I get my Zerglings to morph to Raptor Strain?

    Is there a simple way or do I have to modify an hell of amount of data in the data module? Maybe a trigger to enable things?

    Posted in: Data
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    posted a message on Hots style hero and hero panel

    I guess it is not possible to make this work on original Wings of Liberty heroes (Queen of Blades) ? I found a line: "Basic Combat Custom Unit Status Frame" its value was empty so I added a text "HotS_UnitStatus/HeroUnitStatusFrameTemplate" but it did not work. Any ideas ?

    Posted in: Data
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