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    posted a message on [Solved] Selection Mode

    @Latinvs: Go

    ctrl+ D

    Posted in: Terrain
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    posted a message on [Solved] Selection Mode

    Please help. I am using Selection Mode to draw a box over tiles. The problem is the Selection Mode is set on diagonal. How to change the selection mode?

    Posted in: Terrain
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    posted a message on [SOLVED] Removing Build Cost Requirement for Worker copies
    @XViper:
    " You will note if you view my map that the build ability for each worker copy is largely unaltered. You will also note that each worker copy has a norequirement_001 ability behavior that is used with the tech tree requirements, so that there is no problem with tech tree requirements."

    Basically, I duplicated the worker build ability, as that was the only choice I had, I think.

    1. I duplicated the structures... mainly checking their respective actors only.
    2. I duplicated the worker build ability. (no checking needed)
    3. I made sure the duplicated worker build ability made these duplicated structures (of step 1). And then I modified the costs, to equal free. It was necessary not to duplicate units at this step because the actors would then be missing, and that you have to link them manually later.
    4. a. i. For terran, I had to duplicate each structures build actors. e.g. Barracks Build Actor. ii. I duplicated Terran Construction actor too.
    b. i. For zerg, I had to duplicate each structures build actors too. e.g. Spawning Pool Actor. ii. Duplicate Zerg_Building Morph start, and Zerg Construction Progress
    c. For protoss, I duplicated protoss building birth. And Protoss Construction.
    5. a. I link up actors via events. Look for the line after UnitConstruction.**.Start. Link the Build Actors of Zerg and Terran to the Structure Actors at this line by choosing the Actors radio button from the Custom and looking for the duplicated ** Build Actor Copy.
    b. I make sure in events that the .BuildStart corresponds to the duplicated worker build ability.
    6. I make sure the duplicated worker has the duplicated ability.

    Summary of Actors that needs to be duplicated (for step 4 above)

    • TERRAN: Terran Construction, (and the other structure + Build)
    • PROTOSS: Protoss Construction, Protoss Building Birth
    • ZERG: Zerg_Building Morph Start, Zerg Construction Progress, (and the other strucutre + Build)
    If you leave me your contact, I'd be more than happy to let you know how I did this in more detail. (social messenger or whatever, BNet contact, et c.)
    Posted in: Data
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    posted a message on [SOLVED] Removing Build Cost Requirement for Worker copies
    Thanks. I solved my own problem with somewhat an encouragement from joey. Here it is if you'd like to see it.
    Posted in: Data
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    posted a message on [SOLVED] Removing Build Cost Requirement for Worker copies

    Removing Build Cost Requirement for Worker copies but not for other Workers

    Hello, I am making a mini-module for my map to train a person's response to a structure they have scouted. The module is working. An enemy structure is randomly generated in the fog of war, you scout it (with your worker), and then you build a suitable structure that'll create units that'll best counter the units possibly made from the enemy structure. If you get it right, there is a debug message "correct" and will initiate a new round, if not a debug message will tell you it is not so and will not intiate a new round until you get it right. The data for these counters is personally compiled which is sourced from BNet Help Unit Strong against and Unit Weak against. (cf. Flash Link for the personal compilation)

    Now, here is my problem: the workers specialized for the mini-module are SCV copy, Probe copy, and Drone copy. I want them to have no cost requirement for building structures while the SCVs, Probes, and Drones remain to have the regular cost requirements for building structures. You will note if you view my map that the build ability for each worker copy is largely unaltered. You will also note that each worker copy has a norequirement_001 ability behavior that is used with the tech tree requirements, so that there is no problem with tech tree requirements.

    Posted in: Data
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    posted a message on Please Help (intermediate- advanced): Publishing

    @hobbidude: Go

    You appear to be right.

    What about the Create Game button and the rest? Is it normal for custom games to have no buttons?

    Posted in: General Chat
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    posted a message on Please Help (intermediate- advanced): Publishing

    I need intermediate- advanced help in publishing my map.

    I could publish my map just as far as only I could play.

    1. However, my map is hardly accessible to anyone. When they view the link to my map, there are no "Create Game" or "Join Game" or whatever buttons. I must invite them to the Game in order for them to see it - it's the only way.

    2. When a game is finished, it doesn't register in Match History.

    I tried searching sc2mapster and google, but I think it's like sifting through a hay while looking for a needle. Besides you people may have the stock knowledge for my problem, already ready at hand.

    Posted in: General Chat
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    posted a message on Trigger - Issue unit order to Nexus to Cancel (Probe)

    @joey101d: Go

    I see. You created a new trigger. It definitely works and I'll definitely use it. Looks like a whole new paradigm though where I won't be needing the old event.

    It should simplify all my other coding in the future versions. Thanks a lot!

    Posted in: Triggers
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    posted a message on Trigger - Issue unit order to Nexus to Cancel (Probe)

    @joey101d: Go

    Oh boy, I got a new but somewhat related problem.

    I'm working on a queue control for stargate. The Event Unit - stargate is issued an order to Stargate - Warp In Carrier won't fire up.

    Posted in: Triggers
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    posted a message on Trigger - Issue unit order to Nexus to Cancel (Probe)

    Thanks for the speedy response! That solves my problem!

    If I could award you 10 points for best answer (as in yahoo answers), I would.

    Update: Alright...so through the process of elimination I found that the cancel probe queue ability is

    Cancel Queue(5) (Passive)

    for anyone who wants to know.

    Posted in: Triggers
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    posted a message on Trigger - Issue unit order to Nexus to Cancel (Probe)

    @joey101d: Go

    I've attached a file already above, as an update. You'll see that I could control queue the Command Center, but for Nexus, I can't.

    Posted in: Triggers
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    posted a message on Trigger - Issue unit order to Nexus to Cancel (Probe)

    @joey101d: Go

    I don't think it is possible to manipulate a person from pressing his hotkeys; nor would I know how to lock the ability warp in probe, once a limit condition is met - besides, it won't become uniform compared to the Command Center which I got working. The Nexus is not any nexus for an arcade map, but a nexus used for training/custom/vs a.i. type. A probe will warp in this nexus.

    I cannot make a probe warp in a customized nexus with a limited queue, otherwise my problem would become bigger.

    Quote from joey101d: Go

    ...why don't u just limit the queue to one probe at a time?

    Now even if I wanted to limit the queue to one probe at a time, the Cancel ability still doesn't work/ or that I am not finding the right one.

    Posted in: Triggers
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    posted a message on Trigger - Issue unit order to Nexus to Cancel (Probe)
    Main problem is that I don't want players to queue their probes - players would agree that queuing units is bad. See for example http://us.battle.net/sc2/en/forum/topic/6307521472

    I am struggling to find the appropriate Cancel ability so the Nexus cancels a probe via trigger.

    The trigger looks something like this:

    If
        (Unit type of Nexus training queue slot 2 item 1) != No Game Link
    Then
        Unit - Order Nexus to ( Cancel) (Replace Existing Orders)
        Debug - Display "No queue!" as debug output using Type 01, and Do display it in the game window
    Else

    When I try to get a reference of the actual ability that the Nexus uses in the Data (F7) to what I guess would cancel a Probe, it says, Queue (5) - Cancel. So I choose that ability in the Trigger (F6); however it still does not work. Please help me, and I hope the solution you offer works (you've tested it yourselves). <sub>N.B. I have seen and already tried using: Cancel      Probe - Build (Probe)</sub>
    Posted in: Triggers
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    posted a message on (Solved) Neural Parasite Animation Help

    @SoulFilcher: Go

    Please help still. I have only a slight idea about what you're talking. I need you to guide me step by step if possible.

    UPDATE: I think I am getting it by myself. I just opened the Requirement tab, and I see about what you're talking.

    UPDATE: Your paradigm is working. Thank you. Ummm..... how do I set this thread to solve?

    Posted in: Data
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    posted a message on (Solved) Neural Parasite Animation Help

    Have you even checked my file to know what I mean?

    Making stuff from scratch will consume more resources.

    Posted in: Data
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