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    posted a message on Greyed out data (Data Editor)

    @Trini8ed:

    From what I have seen in your screenie there you are trying to modify a core item. I found at least you generally have to duplicate the item to be able to modify the data therein. Modifying race data is slightly different then regular units and other items since you also have to set it in the properties of the map as well.
    But if you duplicate it then you should be able to modify those values.
    And as @DirectorOfTheUED: said, the text view is a lot more efficient and more intuitive. Set this in View/Set Table View

    Posted in: Data
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    posted a message on Requirements , pls help

    @Selfcreation:

    Just went through this myself last night.
    If you have the button as restricted / available then it will appear, and when you create the requirements if you put the info under show it will force it to hide until that requirement is met, whereas if you put it under use it will show up but be greyed.
    Also if you are using the same button position on the command card for the researching you have to put them as the highest version at top
    V4
    V3
    V2
    V1
    So if you are doing that I would do a use requirement on T2 of having T1, and so on. This should work.

    So a basic expression there is CountUpgrade(PowerGeneratorFixed,QueuedOrBetter)[TechTreeCheat]
    If you have that under show it will only show the ability when it is met, whereas if it is under use then it will show and be greyed until it is met, then it is clickable.

    When you are in the object values of the requirement there are 2 options at the top tree & expression, so you can click between the 2. I find expression easier to manage.

    Posted in: Data
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    posted a message on 2 build abilities 1 unit.

    @SouLCarveRR:

    Yeah I think I might have to just institute a morph when upgrading the unit and since I have an ability to rebuild it if need be then I can just set it to build the second one when its researched. I will completely run out of room if I have to use a second sub menu for the second build ability since I am already using 2.
    Oh well its a minor thing atm so back to the bottom of the list for it :P lol

    Posted in: Data
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    posted a message on Weekly Data Exercise #4 - Aerial Support

    @nevjmac:

    Yeah I had a look with the previewer and couldn't see anything to attach, only thing I can think of is attaching the reaper animation for cliff jumping on the nits, but that would make you modify every unit you want to call in, as I have it setup you can set any unit you want without modifying that unit at all for it.

    Posted in: Data
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    posted a message on 2 build abilities 1 unit.

    Ok I am sure that I am overlooking something very simple here, but I am having a problem with my builder. I have given the unit the scv build and the probe build abilities, both of these work fine when set to build my buildings with them But the problem I am having is I want to restrict the ability to use the probe build. Now preferably I would like to use the same command card for building all the units. I have created a upgrade and a requirement for upgrading my builder and I have upgrade requirements for all of my buildings. Again all these requirements work except for the upgrade builder one. if I set the requirements in the command card to having had completed the upgrade on the builder, it doesn't care and uses the probe building anyway. So TL:DR version, is there a way to set a requirement on a ability at the command card level rather then just in the ability tab, or is there a way to set a requirement on a whole building ability, or is it possible to give a unit 2 building abilities and only allow one after completing an upgrade, or is there a way to give a ability 2 requirements without having to make a second requirement for it that encompasses both?

    Posted in: Data
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    posted a message on Weekly Data Exercise #4 - Aerial Support

    Quote from Kueken531:
    @fosere: Go

    Your Marauders start on the floor and then jump in the air to start gliding to the floor again :D. Maybe hiding the actor for a split-second would be nice.
    ----

    Yeah I noticed that on a run after I posted it, was a quick job I done after getting home, wanted to try and do something at least for this weeks one since I missed out on week 1 & 2. Been tied up with my map trying to work out bugs and other bits with the data editor so thought this might be a good way to have a break from that try something else . Still learning my way around the data editor, as most people are, so I'll have a look at fixing the problems with the one I posted later, just managed to work out requirements (only thing I haven't searched for a tutorial for besides removing) and am implementing these in my map atm.
    Thought I'd post the one as is in-case anyone else hadn't thought of doing it that way (or similar) and wanted to improve on it.

    Posted in: Data
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    posted a message on Weekly Data Exercise #4 - Aerial Support

    Quote from nevjmac:
     Challenge 4
     

    Paratroopers - I am interested in seeing how people come up with an idea to finish this one. Basically a ground int calls in for reinforcements and a air unit will fly over and drop units off, these units should fall to the ground slowly as to not cause damage to themselves.
    ----

    Very basic paratroop style ones, took about 30 mins after work to do this. (Still learning my way around) Don't have access to fraps atm so if anyone else wants to put up a video of this probably bad example go ahead :P

    1 unit (unmovable) summons in 2 maruaders that simulate parachuting
    I havent disabled movement while height is lowered but that would be easy enough to do as well.

    Posted in: Data
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    posted a message on Omg, Help! (So, so lost here)

    @Tschesae: Go

    I had this same problem when I first done it too, what has happened is that the links aren't correct. Check your list (bottom right, can't think of the name atm) and check for actors and models, there will be 2 the same there, a blue one and a green one. blue ones are premade ones and green are made / modified ones. My guess is that you have somewhere got the links set to the unmodified ones with your modified ones. So check that the modified actor is set to the right unit, and that it also only links to the modified model. Best way for this is to make sure that the names are different and then hit suggest so it changes the id name (again not sure what its called, and am at work so can't check). If its calling your new actor and model to the old unit then it can double create and do what you are saying, but since you placed your new unit down then its shwing the command card for that one. The sphere problem is because the new model is not linked to a proper image. Under models go to the model and link it to what you want it to look like. When creating I find it best to do the model, then unit, then actor for the unit. Probably a more efficient way, but I find it works best like this since I don't have to backtrack at all to test that the unit is looking right.

    Posted in: Miscellaneous Development
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    posted a message on Omg, Help! (So, so lost here)

    @TheAlmaity: Go

    Yeah not too sure myself, but it makes sense (to me at least) that if the item is there, giving the modification properly, but isn't dissapearing after applying the modification then it should be set to be destroyed under the events tab. Although like I said I could be waaay off. Just seems to me that if the item is a one shot deal like wavedragon is saying then once it applies the buff the item involved should be destroyed / removed and the easiest way I could think of through data editor is to set it under event - events after aplying the buff to destroy the unit. It could also be removed with a region and pick units in region trigger after it aplies the buff. Again I don't know too much about items, but these are the two ways I can think of doing it.

    Posted in: Miscellaneous Development
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    posted a message on Omg, Help! (So, so lost here)

    @Wavedragon: Go

    Only thing I can think of off the top of my head about why the item is still staying there, is that you dont have the item set to be destroyed under events when it applies the buff. I have not worked with items yet, but have had a good play with other things and have had the same issue with actor creation / destruction when applying buffs through abilties. Now I could be waaay off course, but it could be worth a look. The place I would think about applying it would be after it applies the buff, so in the buff settings event - events maybe. As for the actual settings for actor destruction, I am not at my sc2 computer so I can't have a look just yet sorry. But hopefully this isn't off course and might help.

    Posted in: Miscellaneous Development
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    posted a message on How can I make invisible a unit for a player?

    @M1n1sh4: Go

    There is also a model called "Invisible" as well you could set as the actor for one of your units, if you were going to limit that unit to the player you want a invisible unit on too. If you want to make a unit invisible for every player other then the one who owns the unit, I am not sure sorry. But would assume you would have to do it somehow as @JakeCake26: Go has said.

    Posted in: Data
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    posted a message on Weekly Data Exercise #3 - All About Auras
    Quote from Kueken531: Go

    You can always make use of some opacity to make other models less intrusive, though ;)

    That is true, but I wanted a pretty low key one for this ability, and I still have a few other mow showy actions I want to implement, so for something pretty static as a take damage while in area tower this one suited pretty well. Plus I thought that the green for a area where they would lose life looked pretty good.

    Posted in: Data
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    posted a message on Weekly Data Exercise #3 - All About Auras
    Quote from Chiquihuite: Go

    @fosere: Go

    I like the look of the green aura especially. It's obvious from a player perspective, but not overly intrusive. What model did you use to create that effect?

    Quote from Kueken531: Go

    That looks a lot like the "Challenge Shield" model or similar, the green field, which is used in the challenges to shield the units before the challenge starts.

    It is indeed the challenge shield, I used it for those exact reasons. That it was obvious to the player, yet not overly intrusive (unless you stacked a lot on top of eacher).

    Posted in: Data
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    posted a message on Weekly Data Exercise #3 - All About Auras

    @Kueken531:

    Ahhh thanks mate, when I didn't get the embed link to go right I thought it would be a command I wasn't sure of to do it. Long day so didn't bother seeing how, just as long as I had a link for people to look at heh.

    Posted in: Data
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    posted a message on Weekly Data Exercise #3 - All About Auras

    Quote from nevjmac:
    @fosere: Go

    As arkless said they are not quite auras but they are very nice looking AoE effects, if you were able to attacth them to a unit and move when a unit moves then you have an aura
    ----

    After I managed to kill myself with the drain buff as I knew I would (hah, told you everything doesn't work out)  I managed to get it working properly, so here are the 2 auras / AOE effects I have in store for my map (so far) made as proper auras.

    Very basic concepts but hey, I'm still learning :P

    Blue is the slowing aura.
    Green is the damaging aura.

    Posted in: Data
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