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    posted a message on Custom Unit placement

    @Tedinator: Go

    Usually that happens when I forget to set the model in the unit's actor (the main actor for the unit - in the art section under model). I don't know exactly which tutorial you mean as I haven't looked at all of them, but that's what I'd check if I were you.

    Posted in: Miscellaneous Development
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    posted a message on [Solved] Colossus Actors (removing beam attacks when complete)

    @goofoffjw: Go

    I've rechecked those pretty thoroughly, and they look like you say they should. It's strange, if I mess with colossus actors in a new map I can cause the problem I have very easily and then fix it, but I can't seem to even effect the problem in my map. Attaching some images and the map in case anyone is bored and amazingly helpful :D.

    Posted in: Miscellaneous Development
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    posted a message on Armor reducing by %

    @Aztron: Go

    Hm so far no, and I'm still having trouble getting it to set the correct number of stacks. It likes to just stay at whatever I set in the effect that applies the behavior even if I change the behavior count with an upgrade. Working on this made me realize I didn't actually get it completely working in my last map, so in Lunar Special Forces you're either on Very Hard or Very Easy difficulty rofl. I may end up pussying out on this and going with HP/HP regen upgrades instead. Straight armor upgrades can be a problem with fast firing low damage attacks when it gets too high.

    Posted in: Miscellaneous Development
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    posted a message on [Solved] Colossus Actors (removing beam attacks when complete)

    @jarltheafro: Go

    Not certain, I'll recheck through them and see what I can do. Thanks for responding anyway.

    Posted in: Miscellaneous Development
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    posted a message on Armor reducing by %

    @Aztron: Go

    I'm working on that right now, having a little trouble but it's using a buff behavior with a damage response. I'm trying things like changing the Modify Fraction field to like 0.9 and allowing the behavior to have multiple stacks, and then altering the stack number with an upgrade. So far I'm having trouble modifying the stack number easily, but I've done it before with other behaviors so I'm probably just making a dumb mistake somewhere.

    Posted in: Miscellaneous Development
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    posted a message on zone control region triggers

    @krapspark: Go

    Could a custom condition work? I'm trying to learn to use them, so here's something I made in case it might help.

    Number of Units in Region with alliance to player "player".
        Options: Condition
        Return Type: Integer
        Parameters
            Region = (Entire map) <Region>
            Player = 0 <Integer>
        Grammar Text: Number of Units in Region with alliance to player "player".(Region, Player)
        Hint Text: (None)
        Custom Script Code
        Local Variables
            totalfound = 0 <Integer>
        Actions
            Unit Group - Pick each unit in (Units in Region having alliance Enemy with player Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                Actions
                    Variable - Modify totalfound: + 1
            General - Return totalfound
    

    I attached a map with the trigger in it in case you decide it's what you want. Basically just use this condition to check how many enemy units are in the region you specify with the type of alliance you specify. I haven't tested it but it didn't come up with any errors when I saved, so there's that.

    Edit: I guess I didn't allow you to specify alliance type, but if you need that I can easily change it.

    Posted in: Miscellaneous Development
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    posted a message on [Solved] Colossus Actors (removing beam attacks when complete)

    I am duplicating the Colossus for a map, and I've managed to get every part of it working except for destroying the beams from its attack after they're finished. I went through every part of every actor related to the colossus and I can't figure out what I need to do. Does anyone know where exactly I should be looking to fix this?

    Here's a screenshot of the (kind of cool) effect just because: on imageshack

    Posted in: Miscellaneous Development
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    posted a message on [Info] Patch 18 Undocumented Editor Changes

    @s3rius: Go

    I haven't played much but I've heard people are getting dropped out of ladder games all the time. There may be other problems as well.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on How To Write Script for a specific unit?

    @victor2100: Go

    I know essentially nothing about scripting like that, but could you get a similar effect by enabling auto-cast for the abilities? I've had a little luck with that myself anyway. You have to check the auto-cast and auto-cast enabled flags on the abilities and set auto-cast range (usually) and possibly some validators depending on what ability you're working with.

    If that isn't what you need maybe someone else can help with the scripting side of things.

    Posted in: Miscellaneous Development
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    posted a message on [Info] Patch 18 Undocumented Editor Changes

    Couple of possible changes: I think the data editor only shows the tabs after you open each section now, which I personally like, as it feels less crowded. The other thing I noticed, though I'm not sure when it happened: the No Mask option in the Map>Options area was removed.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Remove fog of war?

    @redcomet87: Go

    I'm not sure why creating a revealer didn't work for you, but that's what I've always done when testing my maps. I think you only have to create one revealer per team as well as long as teammates have shared vision, but I haven't tested that.

    Visibility - Create a visibility revealer for player 1 within (Entire map)

    That's exactly what I use, it's working in my map right now.

    I haven't experimented with blocking vision in an area no matter what, so I'm sorry to be no help there.

    Also I think there used to be another option for the mask in the Map Options, maybe that was removed recently. That said, all that did was remove the fog of war. It didn't reveal units/structures etc. on the map at all times.

    Posted in: Miscellaneous Development
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    posted a message on Custom Condition problem (return true if unit is in unit group, otherwise return false)

    @hddante: Go

    Thanks a lot, I'm basically just learning by trial and error for the most part, so I do make a lot of mistakes. I didn't realize Unit in Unit Group was what I was looking for either, but I have been trying to learn about custom functions/conditions for other purposes as well.

    Posted in: Miscellaneous Development
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    posted a message on Custom Condition problem (return true if unit is in unit group, otherwise return false)

    I'm trying to make a condition that checks to see if a unit is in a specified unit group, but it isn't compiling because it says it's not returning a value 100% of the time. I'll show you what I've got, maybe someone knows what I'm doing wrong.

    unit is in unit group
        Options: Condition
        Return Type: Boolean
        Parameters
            unit group = (Empty unit group) <Unit Group>
            unit = (Triggering unit) <Unit>
        Grammar Text: unit is in unit group(unit group, unit)
        Hint Text: (None)
        Custom Script Code
        Local Variables
        Actions
            Unit Group - Pick each unit in unit group and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Number of Living units in unit group) != 0
                        Then
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    (Picked unit) == unit
                                Then
                                    General - Return true
                                Else
                                    General - Return false
                        Else
                            General - Return false
    
    Posted in: Miscellaneous Development
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    posted a message on Setting default game category/mode

    I've done that. Sadly it's still not working. Special Forces is the default (and only) variant in the Game Variants menu, and I've replaced the old version multiple times with the new one.

    I'm fairly certain at this point it's a Battle.net issue and not a map issue, but I could be wrong. I just don't see any reason for it to work when creating a game but not work when you join one.

    Posted in: Miscellaneous Development
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    posted a message on Setting default game category/mode

    Someone on Battle.net just told me it's because when you click join game it picks the most popular game mode (the wrong one) and if you click create game it lets you choose. That seems ridiculously stupid to me.

    Posted in: Miscellaneous Development
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