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    posted a message on [SOLVED] Splitterling not 'splitting'

    All situations. If I just kill it with another unit, it will die and spawn 4. If it blows up by attacking another unit, it will die and spawn 4.

    • scratches head*
    Posted in: Data
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    posted a message on [SOLVED] Warhound builds 2?

    Hey Terhonator,

    Here's a screenshot of the Design and Tableview for the ability.

    I'm pretty sure I've checked everything.

    The only Warhound data under "Abilities" within the XML is

    <CAbilTrain id="FactoryTrain"> <InfoArray index="Train8" Time="40"> <Button DefaultButtonFace="WarHound" State="Restricted" Requirements="HaveArmoryAndAttachedTechLab"/> <Unit value="WarHound"/> </InfoArray>

    Posted in: Data
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    posted a message on [SOLVED] Warhound builds 2?

    [SOLVED]
    If you're going to use a test map for a mod, make sure the test map does NOT already use your mod as an existing dependency.

    OR test the MAP separately with your mod as a dependency.

    [SOLVED]**

    After I added "Swarm Multi" dependency, the Warhound is now building 2 units at once.

    I've checked the Factory, and it only has 1 linked train ability.
    I've checked (and even deleted and readded) the "Build Warhound" ability on the train menu.

    I'm suitably confused. Why is it training 2?

    Posted in: Data
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    posted a message on [SOLVED] Splitterling not 'splitting'

    Found the validator on the effect, and it was different from the upgrade I was using. So I removed the upgrade requirement, and reset the Splitterling back to default, and you're right, all working.

    BUT I'm still getting 4 splitterlings. I changed the number spawned from "2" to "1", and now I'm getting 2. When they spawn, only ONE of the pair is selected. This leads me to believe there is somehow/somewhere a second copy of this effect running when the baneling dies.

    It's not a big deal, but the perfectionist in me wants to know why >_>

    Posted in: Data
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    posted a message on [SOLVED] Splitterling not 'splitting'

    Hmm... ok. I'll look into it a bit further. I couldn't see the spawn affect on the "Big" splitterling.

    What I think has happened is I am using a different upgrade to allow the strain to be built than the other the game is using by default to allow the splitterlings to be spawned.

    Posted in: Data
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    posted a message on [SOLVED] Splitterling not 'splitting'

    Found it. Have it working now. Wonder why it wasn't already set?

    Although it is set to spawn "2", but it actually spawns 4?

    Posted in: Data
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    posted a message on [SOLVED] Splitterling not 'splitting'

    [SOLVED] If you're going to use a test map for a mod, make sure the test map does NOT already use your mod as an existing dependency.

    OR test the MAP separately with your mod as a dependency.

    [SOLVED]

    Have got the Splitter strain baneling to spawn, but when it dies/explodes it is not spawning the mini splitterlings.

    What should I be looking for here? Behaviour? Validator?

    All the other strains seemed to be pre-configured for the most part, I'm not sure why Splitterlings aren't working.

    Thanks :)

    Posted in: Data
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    posted a message on Dependency vs Extension mods

    <Delete please>

    Posted in: Melee Development
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    posted a message on Dependency vs Extension mods

    Hence my second question (2nd paragraph of first post). Just wasn't sure it was going to be that easy ;P (nothing else is!)

    Posted in: Melee Development
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    posted a message on Dependency vs Extension mods

    Can I still use my dependency mod as an extension?

    Posted in: Melee Development
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    posted a message on Dependency vs Extension mods

    What are the real differences?

    and is it really as easy as ticking the 'allow extension' button when publishing a dependency mod to work as an extension?

    I'm really wanting to use my mod as an extension, but I created it as a dependency initially, and don't want to lose all the work I've done so far.

    Posted in: Melee Development
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    posted a message on Extension Mods - Campaign Data Workarounds?

    wow, this is so nice to know!

    That warning scared the crap out of me initially, so I avoided using it all together. I've had problems with getting the Warhound to appear so far, but it hasn't been a priority.

    Posted in: Melee Development
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    posted a message on Making Unit Face Sideways While Firing

    Would looking at the Diamondback unit\turret help?

    Posted in: Data
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    posted a message on Sc2Mapster Data Assets

    All the links just need to be changed from the old URL's

    http://forums.sc2mapster.com/

    TO the new URL

    http://www.sc2mapster.com/forums/

    The rest of the link remains the same.

    Posted in: Data Assets
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    posted a message on Modifying Archangel to become a 'normal unit'

    Thanks Soul.

    I think I might do that. I haven't explored into creating weapons yet, but hopefully I'll figure out some cool things.

    I kinda like the weapon effects the unit already has, I'd just like to make them fire automatically, as opposed to via abilities. Was hoping there might be something simple\easy to change, but I'm getting the feeling that NOTHING with this editor is ever simple or easy :)

    Posted in: Data
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