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    posted a message on Apply Ability to All Selected Units at Once

    It's a flag on abilities called "best unit."

    By the way, SC2 has abilities like that. Stimpack, burrow, blink, and cloaking all apply to each unit selected.

    Posted in: Data
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    posted a message on Mold-Fitting Shields

    I have a similar problem with other effects in some of my maps. I just use autoscaling and model-scaling on effects that "attach" a model to a creature, then adjust the autoscale values until it's "good enough." I'm not sure if there's a better way. Actor autoscaling works in most situations.

    Posted in: Data
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    posted a message on Armor and Damage reduction Issue

    This might be a built-in mechanic. The only way you could get around this is to have a flat damage reduction behavior based on the unit's armor level, and have all sources of damage ignore the actual armor.

    Posted in: Data
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    posted a message on Looking for Tutorial

    @Sindusk: Go

    The easiest way to learn to do something is to look at something that already does it. To make a unit, you'll need a Train ability. That's it. Check any of the existing train abilities to see how they work.

    Making a unit from scratch (as opposed to modding an existing unit) is tedious because there are a lot of things that can go wrong, especially with the actor. I would suggest using an existing unit you don't care about or aren't going to use in your map, and use that as the base for your custom unit. Look up a tutorial on actors to learn how to change unit models.

    Posted in: Data
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    posted a message on Attachments

    It's possible. Have you tried restarting the terrain editor? Sometimes that helps.

    Also, make sure the unit with the attachment doesn't have an requirements for the attachment to work (like marine shields, for example).

    Can you be very specific about which unit you modded and how you did it?

    Posted in: Data
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    posted a message on Changing cost of lurker morph

    Change the cost of the Lurker. Morph abilities use subtraction (final - current) to determine the new unit's cost.

    Posted in: Data
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    posted a message on Question: Is it possible to increase the number of inventory slots beyond 6?
    Quote from iiequalsexpipi: Go

    Currently I just use 6 inventory slots with no containers.

    I hope this isn't a noob question, but how?

    Posted in: Data
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    posted a message on Question: Is it possible to increase the number of inventory slots beyond 6?

    Item containers can have up to 49 inventory slots (on a 7x7 grid). I think there was something more to your question though. Were you asking how to hotkey all of those?

    Posted in: Data
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    posted a message on Hero minimap mark

    I'm not sure what you mean. Do you mean an icon that represents the hero on the minimap? Some of the campaign maps do this, and I think zealot chef also does it. Look at the campaign map Moebius Factor to see how it's set up.

    If you mean something else, you'll probably have to clarify what you are trying to do. Maybe a screenshot of it in WC3 (if it's there)?

    Posted in: Data
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    posted a message on [Solved] Stun canceling units current command

    @DarkArchonLord: Go

    I suppose you could set its movement speed to 0 (or very close to 0), rather than disabling its ability to move. Disabling movement through flags also cancels movement commands in the queue, which AFAIK is built into the game that way.

    Posted in: Data
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    posted a message on Ability Dissapearing?

    @Fullachain: Go

    You're using the LibertyStory dependency. Never use that. Just use Liberty.sc2mod and Liberty.sc2campaign. The other 2 are useless for custom maps.

    What's happening is the game is looking for the story mode armory stimpack upgrade for the button to show up, and since this isn't a campaign map, it's never going to find it.

    Posted in: Data
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    posted a message on Switching unit sounds

    "Is there an easy way..."
    No
    There is only the regular way of manually changing each sound yourself. Luckily, you need to change very few things. Changing archons to have marauder sounds + portraits only takes about 2 minutes.

    If you don't know how to do this, go into the unit's actor, and go to unit sounds+.

    Posted in: Data
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    posted a message on damage bonus ability won't work

    @Woksaus: Go

    Well, first, it would be a good idea to explain how you set up your effects and abilities and whatnot. There are many ways to do most things in the editor, and we don't know which route you took. Here are some general problems many people have, maybe you have them too.

    1. Buttons on the CC won't show up if the requirements aren't met.
    2. If you're using a different effect for the powered-up hit, the sound actor won't show up.
    Posted in: Data
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    posted a message on Help, total data noob here

    The archon attack doesn't use projectiles and neither does prismatic beam. You also don't want prismatic beam as a "simple example" because it's made out of about 30 different things.

    Try looking at the ghost snipe ability. I think it might be what you're looking for. You basically need an ability with type "Effect - Instant" that does a "damage" effect, and an actor with type "action" to handle the animation (most importantly the launch and impact sites). Look at the snipe ability and see if you can figure it out. If you have any more specific questions, I guess we'll see you back here.

    Posted in: Data
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    posted a message on Bug with Plasma Blast

    @SirKirby: Go

    Set its arc to 360 and disable all flags that require the caster to face its target.

    Posted in: Data
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