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    posted a message on [Data] Working with Turrets (Beginner Difficulty)

    I was able to fix the problem above. I did not remove the "Linked Cooldown" flag from the Weapons. By turning the flag off for all four weapons they all fire fine now.

    Posted in: Tutorials
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    posted a message on Central Review Conglomerate

    I'd love to get a review of Card Command when you have the time. Thanks!

    Posted in: Map Review
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    posted a message on [Data] Working with Turrets (Beginner Difficulty)

    I double checked everything and it seems to be identical to yours - but my nexus will only fire the SE cannon (though I thought I saw it fire the NW cannon once when the SW one was out of visual range). Whatever the case only one cannon is firing. Any ideas?

    EDIT - OK, I forgot to zero out the weapon backswing. Now I have two turrets firing (SE and NW). The other two track their targets (ie rotate to follow) but never fire. I've triple checked the Site actors, Attack actors, Effects, Weapons, Turrets - no clue.

    EDIT2 - If I adjust the order the weapons appear on the Unit -> Weapons+ field I can determine which two turrents fire. This makes no sense. Are units limited to 2 weapons now?

    Posted in: Tutorials
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    posted a message on Granting visibility of an enemy unit

    Wow, thanks...that's simple. I hunted for a while for that trigger action thinking there had to be one - but couldn't find it (it doesn't show up in the visibility category for some reason).

    Posted in: Triggers
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    posted a message on Granting visibility of an enemy unit

    I want to be able to allow my player to "see" an enemy unit, as if that unit were there own (ie, they gain map visiblity in the location and sight radius of that unit). Anyone know the best way to handle this?

    Also, if this is doable in the data editor (by adding a behavior or something) I'd prefer that to a trigger.

    Posted in: Triggers
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    posted a message on Capture killing unit on target death

    I'm presently doing this with a trigger, but I suspect there is a method to pull it off in the data editor.

    I have a unit "Brain Parasite" which if killed causes the killing unit to come under the Brain Parasite owner's control IE if a enemy hydralisk kills your parasite you gain control of that hydralisk.

    I suspect this could be done with a behavior on the Brain Parasite that causes an effect upon death that modifies the killing unit, but I'm not quite sure how to pull it off. Any suggestions?

    Posted in: Data
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    posted a message on Card Command - Playtesters wanted

    Card Command is my first map for SC2 (made several for WC3).

    The objective is to destroy all enemy bases. To do so, you must send your troops into the deadly void zone in the center of the map to collect cards and energy. Use the energy to play your cards which recruit new units to your army, allow you to use powerful special abilities, and more.

    I'm presently looking for people to help beta-test the map.

    Brief Features list: 4 players (finished map will allow up to 6) 43 different card types (at present - many more planned) 7 energy types

    The latest build is on battle.net, or look me up (username Bobus, code 881)

    Posted in: Project Workplace
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    posted a message on [Trigger Help] Getting Error I can't figure out.

    I just wanted to confirm xenrathe's solution. It appears any Wait action causes the dead unit to switch to Player 16. This problem had me stumped for an hour until I stumbled on this thread.

    Posted in: Miscellaneous Development
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