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

    Is it possible to make the attachment bob up and down...?

    If you want to know what I mean, I've attached this to the L2 Speedwheeler unit from the campaign. However the units model moves up and down naturally and the turret kind of fades through it, and doesn't look attached by any means.

    Either that or make the unit not move up and down, I'm happy with either, but does anyone mind explaining to me? :) thanks

    Posted in: Tutorials
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    posted a message on Adding weapons to campaign units (blimp, speedwheeler)

    Hi, I've been trying to add weapons to some units from the single player. Specifically, the blimp and L2 Speedwheeler.

    But simply adding the weapon does not seem to work. It worked with the A.R.E.S. though.

    Is there something i'm missing?

    Thanks

    Posted in: Data
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    posted a message on Duplicating void ray weapon

    Thanks, but I can't find the dark void ray, is there another name for it?

    EDIT: Crap, it's only a model right? I'm already using both the Void ray unit and the hero unit in the map. :(

    I need another void ray weapon, is there no way to duplicate it?

    Posted in: Data
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    posted a message on Duplicating void ray weapon

    Alright, I am a huge noob when it comes to Data editing...

    What I'm trying to do is give the void ray weapon to the A.R.E.S hero unit from single player campaign.

    The problem is, simply giving it the weapon will create strangely places beams around the unit and the target unit the more charged the beam gets.

    I blame this on the actors "Void Ray Charge X02" and X03. (I'd like to keep X01 as it looks awesome.) I can set the actors to remove the model of the beam, but that of course removes it from the Void Ray itself, which i'd like to keep.

    So I thought I'd try and duplicate the void ray weapon, but it isn't going so well.

    As well as duplicating the weapon, what else would I have to duplicate or link to make sure that I can remove the unwanted beam models from the A.R.E.S independently of the Void Ray unit?

    Thanks in advance for any help Acren

    Oh, and as well as that, I'm looking to set up an additional void beam which comes from the opposite side of the turret, is there any way to do that? I've looked up tutorials for turrets and attachments but they only really offer step by step ways to do it and don't actually explain what is needed to do something like I want. (or I'm just missing something ><) Thanks again

    Posted in: Data
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    posted a message on Return all units with order/targeting a specific unit?

    I still cant get it working.

    Here is my trigger which adds the units to the unit groups.

    ArmyGroup
        Events
            Unit - Any Unit is issued an order to Any Ability Command  //I've also tried Attack
        Local Variables
            a = 0 <Integer> //a is for the player whos point is being targeted. Each player has their own point associated.
        Conditions
        Actions
            General - For each integer a from 1 to 6 with increment 1, do (Actions) //there are 6 players, 2 teams of 3
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Target point for (Triggering order)) == hp1[3][a] //hp1 is an array of points. For each player, the point that gets targeted is set to hp1[3][<that targeted player>]
                        Then
                            Unit Group - Add (Triggering unit) to TargetingPlayer[a] //a unit group
                        Else
    


    Are there any holes in my logic or a better way I shuold be doing this?

    EDIT: Nevermind, I got it. Thanks guys.

    Posted in: Triggers
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    posted a message on Return all units with order/targeting a specific unit?

    Thanks, but is there a way to specify the order as attacking a specific point? (with attack move)

    Context: Varying units are ordered to attack move to a point. At that point there is a command center.

    The units will kill everything in their path and eventually the command center.

    After the command center is destroyed, I want all the units which are at the command center or on their way to it, to die.

    I can't seem to find away to detect the point which a unit is targeting though

    Posted in: Triggers
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    posted a message on Return all units with order/targeting a specific unit?

    How about all units which are, for example, attack-moving a specific point?

    Posted in: Triggers
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    posted a message on Return all units with order/targeting a specific unit?

    I need to know if there is a way to return all the units which have been issued the order to attack another specific unit.

    Or if there is a way to know when a unit is issued that order so that I can add them to a unit group and then pick that unit group to return them.

    Is this possible? Thanks.

    Posted in: Triggers
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    posted a message on Get player resources for terrazine or custom

    What is the beat way to find someones terrazine or custom resource? I want to do "if triggering players terrazine >= x then..." but the function for if "player has resources" only seems to include minerals and gas. Is there another way to get someones resources?

    Posted in: Triggers
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    posted a message on Custom script for name of trigger to include integer?

    Err, I'm really kind of noob with triggers and scripts, but what I'm trying to do is this:

    I have a trigger that when run, picks a random trigger out of 5 or so and runs it. (I'm planning for 100 or so which is why I need help here) I have the 5 triggers named r00,r01,r02.. ..r04 etc. My random trigger goes as so.

    RANDOM PICK
        Events
            Dialog - Any Dialog Item is used by Player Any Player with event type Clicked //I only have one dialog item which is why it's set to Any
        Local Variables
            a = (Empty player group) <Player Group>
            b = No Trigger <Trigger[5]>
        Conditions
        Actions
            Player Group - Add player (Triggering player) to a
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Player (Triggering player) has at least 100 Minerals and at least 0 Gas) == true
                Then
                    Player - Modify player (Triggering player) Minerals: Subtract 100
                    Variable - Set b[0] = r00
                    Variable - Set b[1] = r01
                    Variable - Set b[2] = r02
                    Variable - Set b[3] = r03
                    Variable - Set b[4] = r04
                    Trigger - Run b[(Random integer between 0 and 4)]  (Check Conditions, Don't Wait until it finishes)
                Else
                    UI - Display "Not enough resources. You require a..." for a to Subtitle area
            Player Group - Remove player (Triggering player) from a
    

    Is there a way so instead of setting 100 variables to triggers I can change the:

                    Variable - Set b[0] = r00
                    Variable - Set b[1] = r01
                    Variable - Set b[2] = r02
                    Variable - Set b[3] = r03
                    Variable - Set b[4] = r04
                   etc
    

    Into something like:

           (Add this new integer)
           rand = 0 <Integer> 
    
                    General - For each integer rand from 0 to 4 with increment 1, do (Actions)
                        Actions
                            Variable - Set b[rand] = (Some way I can set this to r0[rand], meaning if rand is set to 4 then it will set b[4] to trigger r04)
    

    Is there any way of doing this using custom script or whatnot?

    Help greatly appreciated.

    Posted in: Triggers
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    posted a message on Morph abilities add 65 seconds to load time

    So its most likely the units then?

    But why would 19 Barracks/Factory duplicates add so much load time? It drops players in multiplayer!

    Posted in: Miscellaneous Development
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    posted a message on Morph abilities add 65 seconds to load time

    Is there any reason morph abilitis should be doing this? I notice my map in development is loading unusually slow, taking 75 seconds to crawl past a point it reaches right near the end of the loading bar. In multiplayer it is long enough to automatically drop others I have that were going to test with me.

    I have 19 Morph upgrade abilities, each of them with a respective button and of course a building to upgrade to.

    If I delete the morph abilities the map loading time falls from 75 seconds to 10 seconds.

    I can't put up with this as, it is of course, a multiplayer map, and I'd prefer to keep that multiplayer aspect.

    Anyone know what's going on?

    Thanks

    Posted in: Miscellaneous Development
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    posted a message on Abilities causing map to crash while loading!

    ARGH! After spending my entire day trying to find out why my map crashes during the very last section of loading, I have narrowed it down to the abilities in the map.

    Specifically, morph abilities.

    I'm trying to make buildings upgrade to other buildings using a morph ability, which I duplicated from command center > orbital command.

    I have about 12 of these morph upgrades, 3 of which are stopping the map from loading, even though they are all exactly the same except for the button and the unit that they morph into. So if I delete those 3 abilities OR the units those abilities upgrade into, I can load the map.

    But the problem doesn't seem to be in the units.

    Lets say one the 3 morph abilites upgrade building A into > building B. If I delete building B, I can load the map fine with the morph abilites still intact. If I remove the upgrade button from building A, the map also loads. If I delete the ability itself the map loads.

    If I change the ability of building A from one of the 3 that don't work to one of the other 7 that do work, then the map loads. If I keep the ability on building A but change the button and the unit that it morphs into it still doesn't work. I've also tried changing the name and ID of the ability.

    I would just make the ablities again, I can change building A to have a different morph ability but if I try copy that working morph ability or make a new oneand use that instead it won't work!

    It seems these people are having the same problem.

    http://forums.sc2mapster.com/development/data/9578-editor-crashing-due-to-abilities-or-buildings/ http://forums.sc2mapster.com/development/map-development/1965-morph-ability-and-loading-crash/

    Is there a maximum number of abilities or morph abilities or something!?! WTF is going on?

    I really don't want to ditch this map as I've spent SOOOO much time on it and probably even MORE time troubleshooting this!! >.<

    Thanks.

    Posted in: Galaxy Editor Bugs and Feedback
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