I was wander if normal kerrigan model from SC2 and infested Keriigan are the same figue/face. In movies they look kinda different. I made an experiment and it turns out that its same person, with cosmetic changes only.
why you are checking if (Status of player 1) == Unused ?
Try to check in trigger
Events
"Player left the game"
Action
General - If (Conditions) then do (Actions) else do (Actions)
If
(triggering player == 1)
Then
Unit Group - Remove Civilian (Male) [73.15, 84.24] from Civillians
1. Make variables for each strategic position for each player (array maybe) and make trigger that every second checks if there are troops and if so increase those variables. Then make trigger that check each second if key variables (strategic places) have max value (ex. 100secs) and run trigger with victory for player whose variable is.
2. Create trigger that checks each few seconds how much minerals players have and run victory if so.
3. I don't really understand this one :P
There are few places you can change cost. If you have an ability for example "Probe - Build" (not sure if the name I remembered correct) you can change cost there and for each ability it have also. Maybe you have a global cost in your ability? Sub-menus are just a pages, it doesn't matter to the cost I think
1. When you apply this ability to a ghost unit in Command Card you pick "Ability Command" then you leave requirement empty, and look at the 3rd thing you pick. There you pick an ability that have other abilities inside. Click View and there you should find abilities with requirements that you can delete.
2. Create:
* Button (you know why :P)
* Behavior ( of type Buff, that will change hp and energy regeneration to high, with excluded: cloaked and in combat for specific time)
* Ability (that will have Effect)
* Effect (of type Apply Behavior)
I have unit_A that have "morph ability". He morph to unit_B. I have problem with the upgrade cost.
Unit_A have 200 minerals cost to build. (it works fine)
I want an upgrade to cost 400 minerals.
When I set Unit_B cost to 400 and morph ability cost to 0 - > then upgrade in game cost 200
When I set Unit_B cost to 0 and morph ability cost to 400 - > then upgrade in game cost 200
now the strange part
it seems when I put 400 it is half of that so I tried
Unit_B cost to 0 and morph ability cost to 800 -> and I got 600 minerals O_O
After release I experienced many issues with dependencies and custom units creation.
What dependencies do you use in your maps? It seems some dependencies cannot work with others in the same map. I have many problems with that. Disappearing textures, editor crashed etc. Do you use only 1 dependency at the time?
Another thing is custom units. I tried to duplicate units like in tutorials on the forum and adding new object that copies data from another one. I have some issues with animations and sounds. In campaign dependency its different and in normal is different. For example I'm duplicating Nexus and there is no warping animation and sound when its build.
If someone figure out how those things work in current build pls share it with me. In beta I was easily creating custom units and made nice map. And now? I am making nice new map and I cant pass the 1st custom unit creation :(
Actors are objects that can show models, effects, sounds etc. But they need to know where and when to show them self. Thats why you have events in each actor to set when to draw what and where ;)
You can create unit without model. It will exist and you can even select it (I think). Actor can draw you something where this logical unit is on the map.
So Unit is a logic structure and actor is a graphic/sound/... visualization.
0
@Clord: Go
true
0
I was wander if normal kerrigan model from SC2 and infested Keriigan are the same figue/face. In movies they look kinda different. I made an experiment and it turns out that its same person, with cosmetic changes only.
0
try something like Disable AI control of unit (maybe in Advanced AI in trigger functions?)
Or in unit properties delete AI things there, responses etc.
0
why you are checking if (Status of player 1) == Unused ?
Try to check in trigger
Events
"Player left the game"
Action
General - If (Conditions) then do (Actions) else do (Actions)
If
(triggering player == 1)
Then
Unit Group - Remove Civilian (Male) [73.15, 84.24] from Civillians
0
Just create some additional triggers.
1. Make variables for each strategic position for each player (array maybe) and make trigger that every second checks if there are troops and if so increase those variables. Then make trigger that check each second if key variables (strategic places) have max value (ex. 100secs) and run trigger with victory for player whose variable is.
2. Create trigger that checks each few seconds how much minerals players have and run victory if so.
3. I don't really understand this one :P
0
There are few places you can change cost. If you have an ability for example "Probe - Build" (not sure if the name I remembered correct) you can change cost there and for each ability it have also. Maybe you have a global cost in your ability? Sub-menus are just a pages, it doesn't matter to the cost I think
0
1. When you apply this ability to a ghost unit in Command Card you pick "Ability Command" then you leave requirement empty, and look at the 3rd thing you pick. There you pick an ability that have other abilities inside. Click View and there you should find abilities with requirements that you can delete.
2. Create:
* Button (you know why :P)
* Behavior ( of type Buff, that will change hp and energy regeneration to high, with excluded: cloaked and in combat for specific time)
* Ability (that will have Effect)
* Effect (of type Apply Behavior)
0
Try to turn off trigger at trigger begining and turn it on at the end of the trigger.
Write how you do it in Event and Condition in this trigger
0
Anyone know how to change color to hellion flame thrower effect to white or blue?
Or is there any similar effect that looks like cold wave?
0
it seems I have to put cost that will be decreased by unit that have this upgrade - unit_A.
actual morph ability cost = morph_cost - unit_A cost
I putted 600 in morph ability cost and it seems it decreased this value with the unit_A cost (200) and its 400.
Blizzard is weird.
0
I have unit_A that have "morph ability". He morph to unit_B. I have problem with the upgrade cost.
Unit_A have 200 minerals cost to build. (it works fine)
I want an upgrade to cost 400 minerals.
When I set Unit_B cost to 400 and morph ability cost to 0 - > then upgrade in game cost 200
When I set Unit_B cost to 0 and morph ability cost to 400 - > then upgrade in game cost 200
now the strange part
it seems when I put 400 it is half of that so I tried
Unit_B cost to 0 and morph ability cost to 800 -> and I got 600 minerals O_O
help pls ;O
0
Is there a way to attach model using actor to unit and show it NOT in center of this unit?
0
have same thing
0
After release I experienced many issues with dependencies and custom units creation.
What dependencies do you use in your maps? It seems some dependencies cannot work with others in the same map. I have many problems with that. Disappearing textures, editor crashed etc. Do you use only 1 dependency at the time?
Another thing is custom units. I tried to duplicate units like in tutorials on the forum and adding new object that copies data from another one. I have some issues with animations and sounds. In campaign dependency its different and in normal is different. For example I'm duplicating Nexus and there is no warping animation and sound when its build.
If someone figure out how those things work in current build pls share it with me. In beta I was easily creating custom units and made nice map. And now? I am making nice new map and I cant pass the 1st custom unit creation :(
0
Actors are objects that can show models, effects, sounds etc. But they need to know where and when to show them self. Thats why you have events in each actor to set when to draw what and where ;) You can create unit without model. It will exist and you can even select it (I think). Actor can draw you something where this logical unit is on the map.
So Unit is a logic structure and actor is a graphic/sound/... visualization.