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    posted a message on Creep Tumors Not Being Used Up

    Nice, looks like the behavior in the actor was set up wrong.

    Posted in: Data
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    posted a message on Baneling Buttons Are Being Changed
    Quote from DrSuperEvil >>

    The upgrade sets the walk animation move speed under the events of the Unit actor.

     

    The allied commanders mod overrides the other dependencies.   You are probably looking at allied commanders banelings belonging to zagara.

    But my changes should override those, right? I began with Zagara's baneling, then made edits to return it to more like the old version, changing its command card and everything. It's name is now green in my editor, indicating it's part of my mod, and I only see the alliedcommanders one if I click the button to show all previous versions.
    Posted in: Data
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    posted a message on Creep Tumors Not Being Used Up
    Quote from DrSuperEvil >>

    Should do.

     It doesn't seem to be for some reason. The ability uses its charge up, but then nothing. I tried adding the "Creep Tumor Used" effect to the "finished" line of the ability, which is supposed to morph it into the used version, but that doesn't seem to do it either. I think it's morphing, but the model doesn't change at all.
    Posted in: Data
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    posted a message on Baneling Buttons Are Being Changed

    When I produce banelings in my map, for some reason they both lack the enable/disable structure attack buttons, and the third button on the bottom is replaced with Rupture, even though that button appears elsewhere on the command card, and the third button on the button should be Centrifugal Hooks.

     

    The burrowed version is not affected, though it normally lacks the structure buttons anyways, and the splitterling and hunter versions are fine. I've made 100% sure that I'm seeing the correct unit and not a copy that has different buttons assigned, and there are no requirements for the structure attack ability. The copy of the Rupture button is grayed out as normal until the upgrade is researched. There are no other buttons in those slots that could be "showing through" if the button above them is disabled.

     

    What could possibly be causing this?

     

    I'm using the alliedcommanders mod, but how could that be affected my command cards like this? I didn't think triggers could affect command cards, and there are no weird requirements at play. Upgrades, maybe?

     

    Bonus question: Hunter baneligns don't seem to be animating differently (rolling) when I make the Centrifugal Hooks upgrade affect them, even though their speed is increased correctly. What governs the animation change?

    Posted in: Data
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    posted a message on Creep Tumors Not Being Used Up

    Will that result in the used creep tumor model being used?

    Posted in: Data
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    posted a message on Creep Tumors Not Being Used Up

    For some reason, creep tumors in my map are not being used up once they've spawned another creep tumor. I haven't really touched those abilities though, so I have no idea why that would be the case.

     

    What governs whether they can be used only once or not?

    Posted in: Data
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    posted a message on Different Mods For Different Players
    Quote from tdhsst >>

    What might be able to help is by changing the data in each unit.


    AI: AI Evaluation High Templar

     

    That way when the ai wants to use your unit, it will reference ^that and behave that way.
    Same can be applied to Structures.

     

    Field Gateway
    AI: AI Evaluation Gateway

    Just go along and associate the "new" units to what their equivalent would be. 

    Such as you have a structure that provides supply. That would be the same as Pylon.

     The problem here is, this is for Unit Draft, where players draft which units they'll have available. If it were just one new race or tech tree, it'd be fairly easy to port the AI over, but when there are 100+ units, and the AI will have access to only 6 of them each game, it's very hard to have any kind of real 1-to-1 replacement of units in the AI. In one match, they may have no real alternative to the zealot they would normally build, while in another they might have 3 different units that could fill that role, all with different tech and supply requirements, and all with different upgrades with their own various requirements.
    Posted in: Data
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    posted a message on Different Mods For Different Players

    That's probably the best solution, yeah. I was just hoping for an easy temporary fix. :)

     

    Where can I find the regular scripts?

     

    [Edit]: I can't seem to find the base mods on my file system anywhere. I found Liberty.SC2Mod online, but I'd like to work off of the latest Legacy of the Void AIs.

    Posted in: Data
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    posted a message on Unit Draft (Beta)

    "Unit Draft Beta" on the north american mod search.

     

    In Unit Draft, players begin the match by taking turns drafting units chosen from among (almost) all Melee, Campaign, and Co-op units. 36 units are presented at random, with some that are mutually exclusive, and each player select up to 6 units (fewer with 5+ players).

     

    Once the draft is complete, players compete in a melee-style game, using the units they have drafted as part of a unified tech tree, mostly based on Zerg and Infested Terran structures, workers, and supply. All drafted units can be morphed from larva (or build by infested SCVs in the case of the few draftable structures), so long as their tech requirements are met, and upgrades are available from the various structures for most of them.

     

    Player 1 gets to select a draft mode, including a standard draft, all random, first random, or samsies where all players share unit selections.

     

    Unit Draft is in Beta, so some things may be a little buggy, but I've been testing it and it's mostly stable. I'm mostly planning to add some more units, a few more draft modes, and an upgrade to the draft order so teams always alternate. Secret draft also makes much less sense with the recent addition of windows that show which units each player has drafted.

     

    I'd love any feedback, especially if anyone finds any bugged units, abilities, or upgrades, but also balance feedback and general ideas.

     

    [Edit]: Also if anyone wants to test it out with me sometime, let me know. I'm Gooer4473#1286 on Battlenet.

    Posted in: Map Feedback
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    posted a message on Different Mods For Different Players

    I've been directly modifying units rather than copy them for my mod, given how much of a pain it is to copy them, but the special tech tree I've created won't work for AI players. That's alright, but it would be kind of nice to be able to include regular AI, for testing at the very least.

     

    Is it possible to use custom data for players, and the original data for AI players? Or is there some easy way to mass-copy units to approximate this?

    Posted in: Data
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    posted a message on Publish Mod In Arcade?

    I have a melee-style game that I've built as a mod that can be applied to any melee map, but it seems like the mod publishing is a lot less fancy, especially for searching for lobbies. Is there a way to publish a mod in the arcade such that you can still choose a map, or will I have to publish a separate map for each number of players?

    Posted in: Miscellaneous Development
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    posted a message on Dark Templar: Avenger Recall Ability

    I have every commander set to lebel 15 for all players, so everything is unlocked. The problem is, the passive ability is still grayed out even when the upgrade that it lists as a requirement is researched.

    Posted in: Data
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    posted a message on Dark Templar: Avenger Recall Ability

    I'd like to include the alternate units from the LotV campaign in my mod, but I'm stumped on how it works. I keep getting stuck in a loop of various requirements, effects, behaviors, and upgrades as I dig through.

     

    The ability seems to remain grayed out even after the requisite upgrade is researched, whether the player has a powered Dark Shrine or not, and the effect doesn't occur.

     

    I also have the allied commander's mod as a requirement (or at least a Battle-net able version of it). Does Vorazun's ability work differently, and has it overwritten the campaign version?

     

    Has anyone gotten this to work?

    Posted in: Data
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    posted a message on Upgrade Questions

    Cool, I'll try the XML.

     

    I've set up a search area, but given it a "Fraction" value of 0, so it won't deal damage until the upgrade changes that value to 1. However, I notice that it includes the primary target in the area, causing the primary target to take damage twice, which isn't what I want in this case.

     

     

    [Edit]L I've found an Exclude field, which was not visible before.

    Posted in: Data
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    posted a message on Upgrade Questions

    A couple of things concerning upgrades:

     

    1) Is there any easier way to add a unit to an existing leveled attack/armor upgrade? Adding three fields per unit to each level is painful to say the least.

     

    2) How can I make an upgrade add area damage to an attack? I can't decipher the way the weapons and effects are interconnected, where I'd need to put the requirement, etc.

    Posted in: Data
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