• 0

    posted a message on Apply modifier to all units.

    @FunkyUserName: Go

    Thank you very much! I had 0 idea how to do this. I have learned now :)

    Posted in: Galaxy Scripting
  • 0

    posted a message on Apply modifier to all units.

    @FunkyUserName: Go

    Only unit speed. How do I do a unit created event? Where?

    Posted in: Galaxy Scripting
  • 0

    posted a message on Apply modifier to all units.

    I am new to SC2 scripting, but am an experienced programmer. I can't figure out this scripting. I have a mod, which I can apply to maps, and want to multiply the move speed of all units by a constant factor, like 2 for instance, so now all units (in the Data) are twice as fast, so all your starting workers and workers that you build would be twice as fast, including all other units. How can I get a script for this?

    http://www.sc2mapster.com/forums/development/galaxy-scripting-and-trigger-lib/7414-reqest-script-that-changes-all-units-size/

    I found that, which gives a high level overview of what needs to happen, but I'm not familiar enough with the available functions to know what to replace, or what to pass in as parameters.

    Posted in: Galaxy Scripting
  • 0

    posted a message on Centralized Data

    I wanted all burrowed units to receive an armor bonus for being underground, so that's pretty easy to implement. Except, rather than having to go through every burrowed unit and change the value every time I want to change it, could I make it so I can change the value in some file or unit, and all the other units inherit the value from that location or unit?

    I know you can do something similar in the UI:Tooltips of a button by doing <d ref="Unit,Lair,Food"/> (I know this will give me the supply value of the Lair, just an example). But is there something similar you can do in the numerical data fields of units? I tried various combinations of <d ref="Unit,Lair,Food"/> just as a test, but they all gave errors when switching out of XML view (the data editor wont accept non numeric values)

    I found the following page, and I understand units inherit from CUnit, but I still dont understand how to make my specific case work, because there doesnt seem to be a hierarchy, its just every unit inherits from CUnit. Meaning I would need to create a BurrowedUnit, have it inherit from CUnit, and then change the life armor, and then make every burrowed unit a type of BurrowedUnit. Would that even work? Surly they already have something like this.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Mod changes don't take effect.

    @hobbidude: Go

    How do I switch a map from melee to custom?

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Mod changes don't take effect.

    @SoulFilcher: Go The goal is to make a mod that I can apply to any SC2 Map. I am connected to the internet when I hit the green SC2 button (Test Document / Ctrl F9), but it does not ask me to sign in at any point. My map is marked as Melee < is that bad?

    Here is what I do:

    I create a new Mod with the dependency set as SwarmMulti.SC2Mod, and with a name of "Test Mod.SC2Mod" I alter the Nexus's shield and max shield to be 2000. Then I create a new Melee Map with the dependency set as HOTS (it forces me to chose that or WOL). Then I change dependency of the new map to be "Test Mod.SC2Mod". I look in the Data Editor of the map and see that the Nexus's data is orange, and inheriting from the mod. I run the map, and the changes aren't there. If I edit the numbers for the map, (so they override the mod), then it works.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Mod changes don't take effect.

    Currently I am making a somewhat simple mod mainly for fun. At one point I went to edit some building stats like health and shields. After editing the Nexus's health and shields (both starting and max), the changes do not appear in game. The changes work for every other unit and building. I am also experiencing the same phenomenon when editing the damage of a vikings Gatling Guns, and the price of some upgrades like Combat Shields for marines.

    After I set the dependency of the map to be the mod, I can look in the data editor, and see that the Nexus's health and shields are indeed different, and the fields are orange, indicating they are getting the value from the mod, but it doesnt work! The only way I can make it work is by editing the value for the map specifically.

    Also note I have changed the prices of upgrades, the health of structures, and damage of units on other entities, but these few things seem to be acting strangely. I have Googled the crap out of this to no avail. Why is this happening?

    Posted in: Galaxy Editor Bugs and Feedback
  • To post a comment, please or register a new account.