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    posted a message on Remove behaviour when unit has 1 hp

    Thanks buddy. Works like a charm! :)

    Posted in: Triggers
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    posted a message on Remove behaviour when unit has 1 hp

    Hey guys!

    How do I remove a specific behaviour when a unit reaches 1hp?

    I use a buff behaviour with -5 life regeneration on a unit. I only want the unit to die by other players and not by the -5 life regeneration. I hope you can help! :)

    Posted in: Triggers
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    posted a message on Killing unit's player

    Thank you very much! Helped a lot :)

    Posted in: Triggers
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    posted a message on Killing unit's player

    Hi guys. I'm in a bit of a hassle on how to set up a specific trigger. I hope you can help! Pseudo trigger below - need help to set up the Actions properly :) I'm a rookie but has not been able to find any similar examples.

    Event: Unit - Any unit dies

    Actions:

    if: Killing unit's player == player 1 (I want to check if the Unit's owner is player 1)

    then: Set variable player1size = (increase the current value by 1)

    Posted in: Triggers
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    posted a message on Coma Ground

    @tigerija: Go

    The graphic settings was on low when recorded - it looks pretty amazing with high details. The editor is, as you probably know, not optimized for TPS at all.

    Posted in: Project Workplace
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    posted a message on Coma Ground

    Me and my brother in arms would like to present a game trailer for a mod for SC2 we've been working on called Coma Ground, a RTS/TPS hybrid. It's inspired by Natural Selection where one player on each team is the commander (RTS-mode) and the rest are ground units (TPS-mode). Each team is supposed to control mines, this way gaining resources which can be used to buy or upgrade Commander abilities, ground unit upgrades etc.

    Below is the video. Unfortunately, bad-ish computeres were available for the 6-man playtest (the original game is intended as a 6v6) - therefore the bad in-game graphics.

    Embed Removed: https://www.youtube.com/v/msX9G5x2esY?fs=1
    Posted in: Project Workplace
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    posted a message on Campaign units pass through force field

    Hi again,

    Apparently adding the "Ground" in the "movement - collide" field of the force field affected the sprectre - as well as Firebats, hero units etc.. Without adding anything to these units.

    We thank you all :)

    Posted in: Data
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    posted a message on Campaign units pass through force field

    @TheAlmaity: Go

    Hey, thanks for your response. The campaign unit, in this case the Spectre, does not have a 'Movement - Collide' field. E.g. the Marine does and I assume this is why the Sprectre isn't affected by the force field. Is it possible to add this?

    Thanks.

    Posted in: Data
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    posted a message on Campaign units pass through force field

    Hey everyone,

    So we've run into a strange problem. When placing a forcefield (using the sentry's force field ability) upon a CAMPAIGN unit (e.g. a Spectre), it does not move or affect the unit. When using a Melee unit it moves the unit. So... anyone have a clue how to make the force field affect campaign units?

    E.g. the Marauder campaign unit passes through the force field - the marauder melee unit does not.

    Thanks :)

    Posted in: Data
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    posted a message on Stretched ground texture

    My map is bugged. It now looks like this:

    Bugged map

    When copy/pasting this terrain onto a new map it looks like this:

    Map after copy/paste to new map

    This happens on different computers. It seems that the original computer where the map was made f*ck up every new map that I make. I'm re-downloading StarCraft 2 as we speak. I'll see if the Galaxy Editor still behaves like s*it after a reinstall.

    Posted in: Terrain
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    posted a message on Stretched ground texture

    @Chiquihuite: Go

    I've just reinstalled new drivers. Same problem. Could be the HD5400 which, as far as I know, is not directly supported with SC2. Though, an old map we haven't edited works fine. It's weird.

    @Skittles17: Go

    The textures are fine.

    @SouLCarveRR: Go

    Haven't changed anything. Problem still occur on even new created maps with no customization at all.

    I'll test the map when I get home to my own PC with a better graphics card. But still weird though since older maps works fine. I'll report back when I've tested it at home.

    Posted in: Terrain
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    posted a message on Stretched ground texture

    @Eiviyn: Go

    Yes, stretched in-game too. Happens on two PC's with the same version. Just suddenly happened - worked fine earlier.

    Posted in: Terrain
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    posted a message on Stretched ground texture

    Hi guys,

    So I've run into a ground texture problem. Haven't been able to find a similar problem in the forums. By simply creating a new map, saving the map and re-open it in the Galaxy Editor the ground textures becomes stretched. This happens on two PC's with the same version of Galaxy Editor. You can see an example below:

    here

    Does anyone know why this is?

    Thank you.

    Posted in: Terrain
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