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    posted a message on How to search maps for player number

    One of the things that annoys me the most is not being able to filter maps based on their player number. It is sooo much harder than it should be to find a one player, or a two player map. And I'm talking here in the forums and in the arcade search itself.

    Am I missing something, or is this feature just non existent?

    Posted in: General Chat
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    posted a message on Changing order of dependencies

    Hi, it's me again...

    I'm having a bit of a problem copying data as XML since there are many sources of data. The biggest problem I have is that because the XML changes are just additions to the base data I need to copy XML code from 3 places (swarm mod, liberty mod and swarm mp mod), or else I only get certain changes applied.

    Is there a way to copy XML from one data going "down"? For instance, if I copied swarm mp then it would include the data in the swarm mod and liberty mod as well.

    Posted in: Data
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    posted a message on Several Behavior\Effect questions.

    For effects that happen when the unit dies you can use a buff behavior with 0 duration and you would put the effects you want to occur when the unit dies under the Effect - Final field, since this effect happens when the buff ends by death of the host unit.

    For creep spread you can create a dummy object once the unit dies. That dummy unit would have the behaviors that allow it to spread creep. Since you want this creep to be temporary you can add a timed behavior to the dummy unit that destroys it after some time has passed. To create a unit look into the Create Unit effect type (I suggest looking at the changeling ability of the overseer for an example).

    As for the tooltips I can't really help you with that, at least not now. If I can I'll look into it latter.

    Anyway, hope this helps somewhat.

    Posted in: Data
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    posted a message on Changing order of dependencies

    Ok, thank you for all the help.

    Posted in: Data
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    posted a message on Changing hotkeys on the fly using triggers / Custom hotkeys for maps

    I've been looking around for this for ages, but what little I can find on the subject is not useful at all...

    It must be really annoying for those people who use WASD for the camera, or who are used to a specific hotkey setup to be forced to use the hotkeys the mapmakers set, so my questions are:

    1. Is there a way to have custom hotkeys for each map the same way we have custom hotkeys for the base game? 2. Is there a way to change a hotkey ingame? I always assumed that this wasn't possible because the hotkeys are tied to the buttons, which means that even if we could change the buttons then all the units that used that button would have their hotkeys changed. 3. Is there a way to define hotkeys based on their position on the units ability card?

    Thank you in advance for the help provided.

    Posted in: Miscellaneous Development
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    posted a message on Changing order of dependencies

    I did search around quite a long time before posting this (obviously if the answer is already out there it will probably be faster looking for it than waiting for someone to respond), and I DID find that whole swarm multi first swarm campaign second and no swarm campaign story. But those left me with non default units non the less and I thought there would be a way to prevent that.

    So... there isn't a way to solve conflicts huh? Gj blizz. Anyway, that leaves me with A LOT of things to fix but not as many, thanks.

    2 more questions tho: 1. Is there a way to revert an entire unit to another source without reverting each of its values by hand? 2. Can I add the wings of liberty campaign assets without any more problems?

    Posted in: Data
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    posted a message on Changing order of dependencies

    This is driving me insane.

    I'm creating a map where I want the default melee behavior but I also want assets from the campaign. The problem is that when I add a campaign dependency most of the melee units are replaced by their campaign counterparts (which is no good). Is there any way to specify that I want the sc2.mod source to be the "supreme" source?

    Posted in: Data
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    posted a message on [SOLVED] Adding unit group to unit group function problem: Cannot select group from parameters

    Alright, thanks, the first way works.

    Solved.

    Posted in: Triggers
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    posted a message on [SOLVED] Adding unit group to unit group function problem: Cannot select group from parameters

    Ok thanks, I was trying to do this because I thought the parameters were passed by reference and so I thought I could change the parameter given.

    What would be the best way to change the parameter that was given to the action then, should I be using a function for this?

    Posted in: Triggers
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    posted a message on [SOLVED] Adding unit group to unit group function problem: Cannot select group from parameters

    Sorry about the non descriptive name, but I had no more space...

    Ok so the problem is that when I try to add a unit group to another unit group on the second parameter of the function I can only select variables and custom scripts, no functions, no parameters, nothing.

    If it matters I'm creating an action here. Here's a screenshot of the problem:

    problem

    Does anyone know what I'm doing wrong here? Thank you in advance for the help provided.

    Posted in: Triggers
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    posted a message on Creating beams with custom pathing

    Your video is not working for me, but I get the idea, thanks.

    Kind of weird this isn't supported by default tho, I've seen beams can deform already when we use them as missiles, so pathing shouldn't be that alien.

    Anyway, this is solved now.

    Posted in: Data
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    posted a message on Creating beams with custom pathing

    How would I go about creating a beam which follows a specific path (as opposed to a straight line)? I tried to use missile launcher effects to set a mover but that doesn't work with beams at all.

    Posted in: Data
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    posted a message on Modifying the attack animation starting point

    Ok, for future reference, I had to change the actor events. The problem with the marine was that instead of playing the attack animation when the attack effect started, it played when the unit started attacking (See the marauder for example).

    Anyway, SOLVED.

    Posted in: Data
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    posted a message on Modifying the attack animation starting point

    How would I go about changing the point at which a units attack animation starts playing?

    Using the marines, I tried changing the damage point, but they still played the gun firing animation instantly. Basically I want marines to have to lign up their shots before firing by adding a little delay before the attack. The damage point field affects when the damage is dealt, but I would like to see the animation delayed too (obviously).

    Posted in: Data
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