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    posted a message on damage effects get different values in editor and editor test, than when logged onto b.net

    I believe it is because the newest change (in the multi mod) overwrites previous changes. I had similar issues, for example with Ultra switched back to +2 armor instead of +4. In editor it was +2, test map - +2, but on bnet it was +4. In the end I replaced the upgrade with a custom made one (a carbon copy), but then same issue happened again with something else.

    Switching around the order of how different dependancies were loaded solved this issue completely.

    Posted in: Data
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    posted a message on (Solved) Colony infestation... switching units via morph?

    Alternatively, you can add infested units to train ability, add buttons for training infested units, but have infested/normal units use additional requirement/modify existing requirement. Personally I couldn't get the morph ability to work correctly for me and had loads of actor related problems with it, so this is my work-around. Example:

    Marauder train requirement:

    Use: - Unit Compare Count / Tech Lab / Completed at unit

    Show: - Not / Compare Behavior Count / Colony Infestation >=1

    As soon as the structure is infested, Marauder's button disappears. You can have another button underneath it with simple "Show: Compare Behavior Count / Colony Infestation >=1" and Marauder button will be replaced with the button of your infested unit.

    Benefit of this way is that you don't have to duplicate buildings or anything, you just use requirements to show/hide appropriate buttons.

    Posted in: Data
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    posted a message on How do I make an ammo system?

    Hmm... make a unit have 50 stacks of behaviour X. Modify weapon effect with a validator chacking for X>=1 and put it in set with an effect removing 1 stack of behaviour, so each time it fires X is used?

    Pick ups would just add behaviour stacks back, but I'm not sure if they ignore the max stack count or not when added this way.

    Posted in: Data
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    posted a message on [Solved] Ability makes explosions in a line, how to make it damage each unit only once?

    Have a look at Hellion or Lurker damage and how it is applied? Can't tell for sure without the editor open, but that's how I would try to do what you are looking for.

    Posted in: Data
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    posted a message on About the difference between bunker and medivac load command

    Don't know how to change the flag, but why don't you simply apply a movement penalty debuff instead, or even a stun debuff?

    Posted in: Data
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    posted a message on Hiding "Select Larva" requirement

    Ok, so I'm removing some of the functionality from the Multiple Building Selection. I already asked about this in trigger section:

    http://www.sc2mapster.com/forums/development/triggers/126549-solved-modifying-multiple-building-selection/#p4

    And successfully done it for Protoss and Terran. Anytime more then 1 unit/building is selected/deselected, a trigger fires which adds an upgrade. All "train" buttons have added a requirement which hides the buttons when the upgrade is active, effectively removing Multiple Building Selection, leaving research and rally points intact.

    However, Zerg select larva doesn't seem to function like a normal button. I've added a requirement for the Larva button, based the same way as other buttons for Protoss/Terran, however, the button still shows up even if multiple buildings are selected. I've also tried to put another button on top of it, and give it the requirement as well, but nothing has changed.

    Any help?

    Posted in: Data
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    posted a message on How to Change Requirements Of units?

    In the building that can warp the Void Ray, there is a "train" ability. Select it, and find a list with all available unit types it can produce.

    When you find the Void Ray, open it and scroll down to requirements. Just press the red "-" and it will allow you to warp Void Rays in without any requirements.

    Posted in: Data
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    posted a message on (Solved) Modifying multiple building selection
    Quote from Baelethal: Go

    @NazaraSC2: Go

    For a long work around you could put requirements on all those buttons to tell them to hide when a hidden upgrade is either on or off. Then when the player selects more than you would like to allow, turn that upgrade on/off to hide/show the correct buttons.

    It might be easier to just have it so when you select too many units to just remove units from the selection until it is at the correct number.

    This actually sounds promising. It will be a lot of pain and bug fixing (sometimes game doesn't like adding anything to existing requirements and buttons disappear completely), but it can work and it's something I can do with triggers myself.

    I still want the rally point functionality so simply removing buildings from selection wouldn't work for me. Small thing but I want it in my mod.

    Thank you :)

    Posted in: Triggers
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    posted a message on Trying to disable unit behavior, need some help

    Maybe do the opposite - have the buildings with hidden search effect that applies a behavior removing the energy share and energy regeneration of nodes?

    Then if the building is destroyed, have it apply the energy behavior in a small search area back to power node as a fatal damage response?

    Your way of doing it seems right, there might be some small bug somewhere, maybe with the target fields (source/caster/target etc.) of either search effect or something. Or try checking one of the flags in the search area (like "extend by unit radius").

    Posted in: Data
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    posted a message on Back to Basics mod looking for a co-developer(s)

    Let me start this off by saying, thank you to everyone who answered my numerous questions and helped me move my mod development forward.

    I've been working on a mod for about 5-6 moths now, learning the SC2 editor from scratch, and right now the mod is quite far into development, and I'm mostly focusing on bug fixing and testing. However, I am not very good at most stuff that is related to animations, Actor and Model properties etc.

    I'm looking for someone knowledgeable in this part of the editor to join me as a co-developer. Possibly some bug fixing on effect/behavior side of things and minor help with triggers, but I think I got this more or less covered on my own (although additional help is always welcome!).

    Examples of things that I struggle with (may or may not be fixed - just a general idea of things I would ask a person who joins the development):

    - Infested Command Center/Barracks has a messed up visual when lifted up - something to do with creep engulfment I think.

    - Void Ray is works similar to WoL version with 3 different charge states, but in reverse - it charges down from highest to lowest damage. I need the visual to match the effect (better described in this post: http://www.sc2mapster.com/forums/development/data/120438-solved-void-ray-prismatic-beam-reverse-charge/). Even as I edited it as "solved", when I tried to do it, I didn't even have idea where to start.

    - I'm using a Mercenary Hellion model for a Hellion replacement, attacking twice. I would like the projectiles to shoot from cannons on the turret instead of the center of it.

    - Phoenix deals an AoE damage. I would like the Phoenix projectiles to hit in the exact center of the targeted unit, not at random locations.

    - I want Ghost to have a high damage point (0.7-1.2) to simulate sniper's aiming before shooting. However, I do not know how to set the actor events so that the Ghost freezes and "aims" before shooting. I can slow down the animation, but it looks unnatural as recoil looks weak, and Ghost lifts weapon before aiming slowly. If I leave it as it is, the Ghost will animate shooting way before actual shot happens.

    So, those are the kind of things I need fixed - mostly actor related stuff, mostly visual stuff etc. The mod itself is a very "nostalgic" - a lot have been based on Brood War, including some less popular mechanics (like limited unit selection) which I believe may actually improve both gameplay and balance.

    If you are interested, you can look up "Back to Basics mod preview" on TL and message me there, or look up some (outdated) preview on Youtube here:

    Posted in: Team Recruitment
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    posted a message on (Solved) Modifying multiple building selection

    I'm working on a mod with mechanics similar to BW, but less demanding. I got a limited unit selection working (found it on this very forum, thank you all who contribute!), and I want a multiple building selection with a twist.

    Here's what I want:

    - if multiple buildings are selected, the buttons for training units/research either don't work or are hidden (execution is irrelevant, as long as command cannot be given), and only rally points can be set, nothing else. - Only warp gates can still work as normal with multiple building selection.

    Sounds simple, but I have no idea where to start on this one :)

    Posted in: Triggers
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    posted a message on (Solved) Pick 1 unit from each player and...

    I need a trigger that will run once the game is started, and it will issue order to one Zerg larva of each player. The thing is, I have no idea how can I pick only one unit of each player (so if it's a ZvZ, one larva from each player will be picked).

    I know how to issue an order to a picked unit etc. I just have no idea how to pick it.

    Edit: thx, I've actually done it myself but using 8 actions for each player separately, but your method is much cleaner so I'm gonna use it :)

    Posted in: Triggers
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    posted a message on (Solved) Button question (requirement shown inconsistency)
    Quote from summerloud: Go

    @NazaraSC2: Go

    hey nazara, how is your mod going :)

    Slowly but surely, mostly just actor related problems left and just a couple of non-actor to do left :)

    Tbh, I didn't even know about manual tooltips. Probably because I have reused a lot of unused upgrades which automatically have those, and I only noticed it couple of days ago. Thank you!

    Posted in: Data
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    posted a message on (Solved) Button question (requirement shown inconsistency)

    There is one really annoying me thing that happens to the buttons sometimes.

    Normally, if something is locked out by an upgrade/research, you can see in the tooltip something along: Requires Psi Storm research at Templar Archives.

    What happens like a third of the time when I make new upgrades/buttons, is that buttons may only show Requires Psi Storm.

    I have no idea what is affecting the buttons to behave this way. Sometimes I remake both buttons, requirements and upgrades and it gets fixed, but that leaves me with a lot of copies, it's messy and takes time to fix. Any idea what may be causing it to happen?

    Posted in: Data
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    posted a message on Non-cancellable backswing?

    @TyaArcade: Go

    I didn't know Stun doesn't cancel order queue - good to know :)

    I've tried the Stun effect, but it seems like it interrupts the animations as well. I've also tested the uninterruptible stat on the weapon but all it does is makes the unit move forward in the direction of the target.

    Posted in: Data
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