Why can't I see any text in this individual's maps? It all appears as empty, the map however does run.
Is this some oddball language conflict? Does anyone have a clue on how to fix/bypass this?
Fun fact: He apparantly can not see the text in my maps either. Which is kind of annoying, since I'm trying to parse him some good ideas by giving him my work in progress.
1. Create a trigger that catches the building's destruction and instead gives it to another player. Search the forums for the resurrection thread (The reverse-death zeratul). It does exactly what you want, pretty much.
2. I have no clue actually - never used this feature, can't you just go to the lighting editor?
3. No, you have to duplicate the actor also. But this just means duplicating twice.
4. It's in the point editor (duh! :) ) (second button in the point editor)
5. new action, unit group -> you'll see all the available stuff. Seriously, you can find this stuff out by opening the editor.
6. Duplicating heroes and actors.
7. I can't read this question - but if you want to connect an actor to a unit, go to the actor and just click the Unit Name row on top.
Attack range is sight for simple orders like this. Depending on how many units you're talking about you could attach a region to each of them.
Although personally, judging from your request, I'd make a region that is as wide as the lane, and make it move up with the farthest unit. Simply update the alive units' commands by attacking the first unit in this region - if there is one, and otherwise doing an attackmove to the end region.
A resource is just a unit. You can edit the tooltips in the regular places. (e.g., go to the data editor, units, search for mineral field, see if the field is there, if not, check its actor - which is where it will be then (I don't really change tooltips myself, haven't felt the need to yet, but I know the options are there).
Yes, I'm using the campaign dependencies, however they are already on the top of the list. Any other fix? It only seems to effect the doodad of Tree - Typhon, or so it appears, and not all of the ones that I place, only some of them.
My dependency list looks like: Liberty (Campaign) -> Liberty Story (Campaign) -> Liberty (Mod) -> Liberty Multi (Mod)
Do I need to change the order?
Thanks.
If you still can, you may just want to go with the Story dependency. It includes all the others, and will prevent your editor from bugging out horribly later on.
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http://www.sc2mapster.com/maps/line-tower-wars-beta/
Why can't I see any text in this individual's maps? It all appears as empty, the map however does run.
Is this some oddball language conflict? Does anyone have a clue on how to fix/bypass this?
Fun fact: He apparantly can not see the text in my maps either. Which is kind of annoying, since I'm trying to parse him some good ideas by giving him my work in progress.
0
1. Create a trigger that catches the building's destruction and instead gives it to another player. Search the forums for the resurrection thread (The reverse-death zeratul). It does exactly what you want, pretty much.
2. I have no clue actually - never used this feature, can't you just go to the lighting editor?
3. No, you have to duplicate the actor also. But this just means duplicating twice.
4. It's in the point editor (duh! :) ) (second button in the point editor)
5. new action, unit group -> you'll see all the available stuff. Seriously, you can find this stuff out by opening the editor.
6. Duplicating heroes and actors.
7. I can't read this question - but if you want to connect an actor to a unit, go to the actor and just click the Unit Name row on top.
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@Currynator: Go
If there are special circumstances in which this happen, you could set up a trigger for it that will force the damaged unit to attack its attacker.
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@Mephs: Go
if unit type of unit == zeratul then do your stuff modified for zeratol else do your usual stuff
Can't think of anything easier right now, although I think you can actually save a variable onto a unit. May want to search the forums for that.
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@Flirer: Go
Attack range is sight for simple orders like this. Depending on how many units you're talking about you could attach a region to each of them.
Although personally, judging from your request, I'd make a region that is as wide as the lane, and make it move up with the farthest unit. Simply update the alive units' commands by attacking the first unit in this region - if there is one, and otherwise doing an attackmove to the end region.
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@Porkenstein: Go
Have you checked the unit you're morphing to? Are the unit properties set? After all, there are options that allow you to make a unit unselectable.
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@Flirer: Go
What exactly are you ordering them to do, post a screenshot of your trigger
I imagine you're not telling them to attack move?
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@SgtJohnson: Go
A resource is just a unit. You can edit the tooltips in the regular places. (e.g., go to the data editor, units, search for mineral field, see if the field is there, if not, check its actor - which is where it will be then (I don't really change tooltips myself, haven't felt the need to yet, but I know the options are there).
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@JimmyBanks: Go
Have you thought of setting up a trigger for said behaviour that cancels all the units existing orders?
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This will be easier if you post your map also.
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If you still can, you may just want to go with the Story dependency. It includes all the others, and will prevent your editor from bugging out horribly later on.
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I realize that, I merely provided it as a recent thing from my memory that you could probably easily alter for your purposes.
There might be something exactly like you want: again, check the assets.
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a) Use the search function first next time, this has been covered a million times before.
After you made a unit, simply create a new actor, make it a unit actor, but copy it from the tree doodad. Set its owner to the unit. All done.
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@VeridianEntropy: Go
Data editor, sound tab, find the file you want, in the right screen click on the green play button that goes with the ''play as if in game".
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@Snake235: Go
But you don't have a map link on your profile?