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    posted a message on The launch of this game makes reference to mod..

    I keep getting an error when trying to test my map that goes along the lines of "The launch of this game makes reference to mod.."

    I don't have any non-standard mod dependancy, the only dependancies are Liberty (Mod) and Liberty Multi (Mod).

    Posted in: Miscellaneous Development
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    posted a message on Unit Experience

    @TheAlmaity: Go

    Oh yeah it seems that the "Set Default Melee Options" trigger was disabled experience for w.e reason. Thanks for the replies!

    Posted in: Data
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    posted a message on Building Footprints
    Quote from BorgDragon: Go

    Actually, that is all controlled by an ACTOR. =D

    Each building's actor, within the Events+ field, has the following events(I am using the Barracks as an example) UnitConstruction.Barracks.Start Create BuildingTerrainFlatten UnitBirth.Barracks.Normal Create BuildingTerrainFlatten UnitBirth.Barracks.Suppressed Create BuildingTerrainFlattenInstant UnitBirth.Barracks.Editor Create BuildingTerrainFlattenEditor

    Without knowing if you made a custom barracks or modified the Events +, that is the only suggestion I can come up with for the moment.

    Oh ok thanks again Borg haha, I thought it was the BarracksSplat actor that was doing this but I didn't know it was just in the events itself.

    Posted in: Data
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    posted a message on Unit Experience

    Oddly none of the units on my map seems to be gaining any experience. At first I thought it might be the one specific unit so I made a different unit with its own veterency but neither one was gaining experience. I've double checked the Veterency behaviors and the Kill Experience of units I'm testing with. Is there somewhere else in the data editor I should be looking at that I don't know about like a gameplay constant?

    Posted in: Data
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    posted a message on (Solved) Train Unit Once

    @BorgDragon: Go

    Ok I'll try that out, thanks for the help!

    Posted in: Data
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    posted a message on Building Footprints
    Quote from DrSuperEvil: Go

    Put it in the placement field? Does it have collision on the right plane? Push priority high enough?

    That's not exactly the problem. Here's a screenshot of it, you see how the terrain under it remains the same? Normally it should flatten out a bit instead of remaining all noisy.

    Example

    Posted in: Data
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    posted a message on (Solved) Train Unit Once
    Quote from BorgDragon: Go

    @Roar_Man: Go

    You mean you would like a Mothership type-effect? Very simple, you need a Requirement of tech type Unit.

    In the Requirement+ field, have the following: Equals CountUnit Marine Queued or Better Constant 0

    If that's not clear enough, open up the Requirements tab in the data editor and search for Mothership, you can basically base it off of that.

    This isn't exactly what I mean because you can build a mothership once it dies, I want my unit to be able to be built once and once only.

    Posted in: Data
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    posted a message on (Solved) Train Unit Once

    I'm having a hard time getting a unit to be trained once per game. I know this can be done through triggers but I want it to be done through data. I get can the unit to be trained once from a certain building but if the player builds a new building he can just build a new building and train it again.

    Example: A marine is built from barracks, no more marines can be built from barracks for specific player, even if a new barracks is built.

    Posted in: Data
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    posted a message on Building Footprints

    So I have a building with a custom footprint. What I'm noticing however is that these buildings, when they're built, don't push the ground down unlike buildings that use normal footprints. Is there some kind of field I have to edit so that my custom footprints do this?

    Posted in: Data
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    posted a message on Warcraft: A New Dawn (Sc2 Mod)
    Quote from Lonami: Go

    Rofl, I think I had already posted here...

    Anyway, I'm pretty good with the Warcraft lore, so I could help you in that aspect easily. I know the lore like the palm of my hand, and it's not an exaggeration, I can prove it whenever you want :P.

    I'll send you a pm on how to apply to the team if you wish.

    Some of you might have noticed but our website is now up and running! Follow us at http://www.warcraftanewdawn.com

    Posted in: Project Workplace
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    posted a message on Warcraft: A New Dawn (Sc2 Mod)

    @PatchOne: Go Ty, information of the alpha, beta and what not will be announced as we get there. Right now we're looking at building the alpha which is actually playable but rather crude lol.

    @Keyeszx: Go No he is not affiliated with us, we decided to use his model for the cinematic just cause it is a very nice model! We'd actually love to have him on-board but I think he is pursuing his own projects.

    @zeldarules28: Go They're in WoW somewhere, I think we searched huts, or something. If you want a specific thing PM me :P.

    Posted in: Project Workplace
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    posted a message on Warcraft: A New Dawn (Sc2 Mod)

    Hello, me and a team of map makers, modders and a few other volunteers have gathered to create a "sequel" as to speak for Wc3. What we want to try and achieve is the same feeling of the integration between an RTS and RPG that Wc3 provided while trying to keep things new and fresh.

    What you see here is a teaser trailer (EVERYTHING YOU SEE IS DONE IN THE SC2 EDITOR) we are releasing as our mod steadily approaches alpha testing. Return July 1rst, 2011 for some more exciting content to be unveiled!

    "When old hope is lost. When old faith wavers... and old bonds lie broken. When all things seem to be coming to an... irrepressible end. We look to the light hoping it will guide us through the enroaching dark. We look to the god's praying they will guide our swords through our enemy's hearts. We look for new hope, new faith and new allies. On July the 1st, look for their coming. New Team. New Mod. New Mission. Warcraft: A New Dawn."

    Embed Removed: https://www.youtube.com/v/ADPhxYKHA1c?fs=1

    http://www.warcraftanewdawn.com

    Custom footman model by Triceron http://www.sc2mapster.com/assets/warcraft-footman-model

    Posted in: Project Workplace
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    posted a message on [Ability] Shadow Dance

    I have an ability where the caster deals 40 damage to all units around him and that 40 damage heals a nearby friendly unit from around the unit that's been damage. It's set up like this:

    Shadow Dance (Initial Behavior) [Behavior] - Periodic Effect: Shadow Dance (Search Damage)

    Shadow Dance (Search Damage) [Search Effect] - Search Effect: Shadow Dance (Set)

    Shadow Dance (Set) [Set] - Shadow Dance Damage - Shadow Dance Apply Heal Behavior

    Shadow Dance Apply Heal Behavior [Apply Behavior] - Behavior: Shadow Dance Heal Behavior

    Shadow Dance Heal Behavior [Behavior] - Periodic Effect: Shadow Dance (Search Heal)

    Shadow Dance (Search Heal) [Search Effect] - Search Effect: Shadow Dance Heal - Maximum Count: 1 - Range: 9 - Arc: 360 - Search Filter: "Enemy" - Launch Location: Caster - Impact Location: Target Unit

    Shadow Dance Heal [Modify Unit] - Vitality 40

    Everything works fine except the last heal bit I think it might be the Shadow Dance (Search Heal.) It seems that the if I change the Search filter to "Enemy" then it only heals the unit that's been damaged. If I changed the filter to "Ally" and/or "Player" then the search filter doesn't seem to go off and no unit is healed.

    Posted in: Data
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    posted a message on [Solved]Unit Not Attacked

    So basically I made a custom unit but it's not being targeted by hostile units. It'll walk right past 200 hostile lings without a single one trying to attack it. Is there a flag or checkbox I missed?\

    SOLVED: I forgot to give it a plane :P

    Posted in: Data
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    posted a message on Passive Invisibility

    Slypoos thanks for the example map!

    And thank you Zeldarules and Khalanil for your replies as well :D

    Posted in: Data
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