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    posted a message on Mind Control Help Needed

    Hey!

    Been learning a ton just fiddling with things, made my own custom unit even using custom models and sounds from this site even!

    So, I've been working to make the Dark Archon from LoTV work in ways I'd rather it be, including making it merge from Dark Templar properly (Took some time to sort out since there was no information on why Blizzard's stuff didn't work). But I've come to a place where I am confused.

    So, I wanted to make it that the Dark Archon loses its shields when it casts Mind Control, Broodwar style, but it seems that the two effects I currently have tied to the ability conflict and only the top one will go into effect. Either I will mind control the unit, or I will have the Dark Archon lose its shields, depending on which one I move to top before running a test to see if it works.

    EDIT: Found the box for the "Effect: Prepare Effect +" box, adding the Dark Archon shield loss effect there solved the problem.

    Hopefully my misadventures will be found by people in the future when dealing with such trivial things.

    Posted in: Data
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    posted a message on Need help - Incorrect Tech Tree

    So, I added campaign dependencies to the extension mod, putting them behind all the melee ones as to not override too much (Worked out almost seamlessly so far)

    I am currently having a problem I can't figure out the solution to. All arrows in the data editor point to the Cybernetics Core being required by Stargate and Robotics Facility, but ingame they only require the Gateway. Likewise the Templar Archives and Dark Shrine require only the Gateway instead of the Twilight Council.

    Help would be appreciated, I can't figure out why they are like this when the requirements for them in the probe - build ability says otherwise.

    EDIT:

    After resetting the ability and doing the requirements over again, it works fine!

    Posted in: Data
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    posted a message on Need help - Incorrect Tech Tree

    Oh well, thanks, I suppose it's a blessing in a way since it forces me to look around and learn more facets of the editor just to get it to match the vanilla version.

    Thanks for your your help.

    Posted in: Data
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    posted a message on Need help - Incorrect Tech Tree

    @fishy77: Go

    Thanks for the quick reply, I looked at my dependencies and am currently using Void (Mod) and Void Multi (Mod)

    The proper units were available to add to the command card, but it's still strange how I have to go about double checking everything just to bring it to the vanilla setup.

    Posted in: Data
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    posted a message on Need help - Incorrect Tech Tree

    So I'm still a rookie, and very late to the modding scene of Starcraft 2. I'd like to work on an extension mod aimed for me and my friends, but as I've started I've noticed certain problems

    One major one is that command cards for many production structures are incorrect, such as the Factory only having Hellions, Siegetanks and Warhounds(Yes, Warhounds)

    Is there something I am doing wrong? I am using the base Void dependencies, I would expect using the standard dependencies to give the current multiplayer balance to work from.

    Posted in: Data
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