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    posted a message on AI can build multiple buildings in the same spot??

     

    Manually preventing the AI from building twice in the same spot via the triggers works.

    But that method is not the same as forcing a new order to respect pre-existing build orders in the same way it does for players.

     

    Im trying to prevent Trigger bloat. If there is a way to issue an order through triggers such that it follows the same rules a player has to follow I would rather do that than trying to have the Triggers manually remember every order issued. Especially since the game seems to do it on some level already for players.

     

    Posted in: Data
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    posted a message on AI can build multiple buildings in the same spot??

    Part of the issue I was pointing to was that I could NOT build on the same spot but the AI CAN.

    I somehow doubt that is indicative of a footprint issue.

     

    Even so checking the Footprints was one of the first things I did. They are correct.

    The Build On was the third thing I checked. Just one custom geyser entry.

     

    Posted in: Data
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    posted a message on Where are my "Sc2/Mods/Liberty.Sc2Mod" files?!?

    Um.. No it is a .Galaxy file.

    Windows Explorer even describes it as a GALAXY file.

    It can be opened with any text editor and contains script that defines the build order of Terran AI.

     

    Last night I think I may have found were I point to it tho.

    GamePlay Data Tab > Default SC2 Gameplay Settings > AI

    GamePlay Data Tab > Default SC2 Gameplay Settings > AI Builds

     

    The AI field points to a different .Galaxy file than the one I extracted but the one it points to links to a bunch of others.

     

    It was way late tho and I didn't get a chance to test it, so Ill be testing that today.

    Posted in: Data
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    posted a message on AI can build multiple buildings in the same spot??

    Im trying to set up an AI, and for testing have some triggers telling it to build a refinery style custom building on top of vespene geyser style custom unit. As a player as soon as I order a unit to build the building no other unit can be issued another build order on that position. 

    But for some reason if I issue the order to the AI it will gladly build multiple buildings on the same position??


    Is there a way to force the order to respect pre-existing build orders on the same position?

    Posted in: Data
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    posted a message on Where are my "Sc2/Mods/Liberty.Sc2Mod" files?!?

    Ive successfully extracted the Terran.Galaxy file, modified it, and imported it into my map.

    What do I need to do to use it?

    Posted in: Data
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    posted a message on Where are my "Sc2/Mods/Liberty.Sc2Mod" files?!?

    I can't find them in any of the folders for my Sc2 installation.

    Im trying to find them so I can extract and build my own custom AI, but everything Ive read on the subject is pointing to files that don't seem to exist in my installation...

     

    Do I need to export them first? If so how would I do that?

     

    EDIT:

    Infact when I open Dependencies and click "Open Other" the window displays files that are listed under "F:\StarCraft II\Mods" and "F:\StarCraft II\Campaigns", yet those folders do not exist on my drive??!

    Posted in: Data
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    posted a message on Issue order so a ground unit moves toward the target after attacking?

    This is a very unexplored suggestion on my part, but:

    In my time working on my weapons, I noticed that when I set the Weapon: Pathing Ammo Unit to the Projectile Unit I was using for the weapon's effects, then the Unit firing the weapon would move towards the target while attacking.

     

    I haven't tested this with non projectile based weapons, or extensively at all really. It is just something I noticed while testing other things.(it wasn't a feature I was looking for at the time)

    I don't know if it would be useful for other movement directions either. (like moving away or flanking) But my initial curiosity is to see what happens when I use a Pathing unit that is different than the Launch Projectile, or a Pathing Unit with a Mover that has Motion Phases in specific directions.

    Posted in: Data
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    posted a message on Beams launched from no AttachmentPoint?

    And how would I Host the Actors on the Impact Location?

    I can spawn them easily enough, but they are always spawned at the firing unit, rather than the target position.

     

    EDIT: 

    Nvm I figured it out.

     

    Posted in: Data
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    posted a message on Beams launched from no AttachmentPoint?

    Ive made a beam weapon that is suppose to appear to originate from high above the targets head.

    It uses an SOp in Launch Site Ops to offset the launch Z position by 12. The Damage Effect then uses TargetUnit/Point for both launch and impact locations.

     

    (Effect Chain is: Weapon - Search Area - Damage)

     

    It works fine, so long as the target's model has attachment points. If it does not then the beams launch point seems to instead go back to the firing unit. The problem is that I want this weapon to indiscriminately target many different units at random, some of which may not necessarily be combat units and as such may be using models that lack attachment points.

     

    How can I get the Launch Point of the Beam to ALWAYS be above the Target?

    Posted in: Data
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    posted a message on Is there a way to increase the distance at which shadows are drawn?

    Thats fine, If its a user setting issue(no matter how obscure that use setting is) then Im less worried about it.

    Thank you.

    Posted in: Data
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    posted a message on Is there a way to increase the distance at which shadows are drawn?

    Can those LoD settings be modified somewhere?

    Either in the editor or ingame?

    Posted in: Data
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    posted a message on Is there a way to increase the distance at which shadows are drawn?

    The shadows all show up fine so long as the camera target is at default cliff level or 1 cliff level up, but if it goes onto the 2nd cliff level some of my units lose their shadows. What is weird is that it is not related to the x,y distance to the unit in question. I can be 2 tiles away and it will still lose it's shadow if the camera is on the 2nd cliff level. Yet, another unit much farther away will retain its shadow even while the camera is on the 2nd cliff level. I have the shadow clip distance set to 20000, and the max zoom distance is 200.

     

    Is 200 + cliff level 2 height too far for that finite resolution?

    Or is there some other setting Im missing?

    Posted in: Data
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    posted a message on Is there a way to increase the distance at which shadows are drawn?

    Thank you. I am planning to put a settings filter in front of it via triggers.

    Posted in: Data
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    posted a message on Is there a way to increase the distance at which shadows are drawn?

    Ive increased the Zoom out levels, but noticed that shadows disappear if you zoom out far enough.

    Is there an editor setting for this, or is it a game settings thing?

    If it is a game settings thing, where can I find it? as I didn't see it in the in game settings menu.

    Posted in: Data
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    posted a message on Spawned Actor Fog Visibility?(Partially Solved)

    Not according to my tests.

    Setting an actor to snapshot didn't cause that actor to leave a snapshot in the fog of war.

    It would just appear and disappear as if it was set to hidden.

    It didn't start leaving an actual snapshot until I set the fields I mentioned in my previous post.

     

    I figured out how to hide Resources in the fog of war.

    Turns out most resources have the "Visible at Creation" flag enabled in the unit.

    Turning this off worked for most resources. Pre Built-On Vespene Geysers were trickier. I just modified the Events Field for them to manually set visibility to 0 when hosted, rather than using the animation.

    Posted in: Data
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