1) I have several techs which the user can research multiple times, how do I set a cap on this and remove the button? I tried setting max level with no affect.
You need to add a requirement for the research button. It should be something like
Show
LessThanOrEqualTo
Count Upgrade (name of your upgrade) Completed
Constant (max level of your upgrade)
This will make the button appear as long as the upgrade isn't maxed out. This has the side-effect of enabling its next level in a command card, so you can queue up multiple of the same upgrade in a single queue. You'll have to make things more complicated to get around this.
2) I have a building with a load of custom techs, however for 4 of them the buttons on the building do not appear even though from what I can tell I have set them up fine. So they cannot be researched. I know its a bit vague but is there a tutorial or has anyone else has a similar problem, or link me to a guide (couldn't find one with a very weak attempt at searching).
A common mistake mapmakers make is to use the requirement in the command card and in the command list of the ability. This makes your stuff disappear. Only use requirements in the Commands+ field of abilities. Never use them in command cards.
Aside from that, sometimes buttons on command cards disappear for no reason. This has happened to me a few times. I have no idea how to fix that.
<<quote 165631>>
if i click attack then click a unit, the unit automatically keeps attacking and chasing.
Is there a way to stop this? <</quote>>
I'm not sure I know what you mean. They have a regular A-click attack like in the actual game, but you don't want them to attack if the target moves away?
That means battle.net is down or you can't connect to it for whatever reason. Try again later. If it still doesn't work, try lowering your firewall temporarily and other things like that.
Start a new map (or mod) and set the dependencies to Liberty (mod) and Liberty (campaign) in that order. All the tech trees will be full, and you can mod everything from there.
I made a mod that changes some of the loading screen tips, and some of those tips show up on regular Blizzard maps, for example when I'm playing league games. I think stuff like this is just some kind of caching error. If it's happening 100% of the time for you, then there's probably a reason for it.
Are you using test document to test your map? Did you set its modes to custom?
Offsets essentially "move" an area effect (in this case the attack search) over time. The first coordinate controls movement in the perpendicular direction to where the unit's facing, and the second coordinate controls the parallel backwards direction that the unit is facing (which is why these are negative). To make the attack longer, simply add more values at the end. For example, (0,-6.75)|(0,-7). . . etc
To make it wider, increase the radius of the attack search.
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@Jaws212: Go Try opening a map.
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You need to add a requirement for the research button. It should be something like
This will make the button appear as long as the upgrade isn't maxed out. This has the side-effect of enabling its next level in a command card, so you can queue up multiple of the same upgrade in a single queue. You'll have to make things more complicated to get around this.
A common mistake mapmakers make is to use the requirement in the command card and in the command list of the ability. This makes your stuff disappear. Only use requirements in the Commands+ field of abilities. Never use them in command cards.
Aside from that, sometimes buttons on command cards disappear for no reason. This has happened to me a few times. I have no idea how to fix that.
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@Lucavious: Go
Why can't you just enable the custom resource for the original races?
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<<quote 165631>>
if i click attack then click a unit, the unit automatically keeps attacking and chasing.Is there a way to stop this? <</quote>>
I'm not sure I know what you mean. They have a regular A-click attack like in the actual game, but you don't want them to attack if the target moves away?
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@Aetos88: Go
Make a 3d portrait model (a billboard) and throw your static portrait on it as a texture. You'll need some kind of m3 editor though.
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@small502: Go
If you need help, supply information. There are a million reasons units don't move.
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@Ruzial: Go
That means battle.net is down or you can't connect to it for whatever reason. Try again later. If it still doesn't work, try lowering your firewall temporarily and other things like that.
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@spy46: Go
Start a new map (or mod) and set the dependencies to Liberty (mod) and Liberty (campaign) in that order. All the tech trees will be full, and you can mod everything from there.
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@xavierkress: Go
Why don't you just use cargo slots?
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@HamsterBoo: Go
Don't delete them, just set the texture to a blank (100% transparent) texture.
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@x05matt25x: Go
I made a mod that changes some of the loading screen tips, and some of those tips show up on regular Blizzard maps, for example when I'm playing league games. I think stuff like this is just some kind of caching error. If it's happening 100% of the time for you, then there's probably a reason for it.
Are you using test document to test your map? Did you set its modes to custom?
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The attack is controlled by offsets. Look at Hellion - Infernal Flame Thrower (create persistent).
Periodic Offsets ((0,-0.25)|(0,-0.5)|(0,-0.75)|(0,-1)|(0,-1.25)|(0,-1.5)|(0,-1.75)|(0,-2)|(0,-2.25)|(0,-2.5)|(0,-2.75)|(0,-3)|(0,-3.25)|(0,-3.5)|(0,-3.75)|(0,-4)|(0,-4.25)|(0,-4.5)|(0,-4.75)|(0,-5)|(0,-5.25)|(0,-5.5)|(0,-5.75)|(0,-6)|(0,-6.5))
Offsets essentially "move" an area effect (in this case the attack search) over time. The first coordinate controls movement in the perpendicular direction to where the unit's facing, and the second coordinate controls the parallel backwards direction that the unit is facing (which is why these are negative). To make the attack longer, simply add more values at the end. For example, (0,-6.75)|(0,-7). . . etc
To make it wider, increase the radius of the attack search.
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@ajilejay: Go
Change the amount in behavior "Infested Terran Egg - Timed Life"
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@Paranoiks: Go
In the actor for Infested Terran:
and in the marine's actor:
Make sure it's the NP behavior that goes on the target, not the one that goes on the infestor.
EDIT: Oh yeah, and you have to validate that the target is a marine (for the infested terran's actors). Use terms to do this (i think).
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@kevinpecks: Go
You can't damage the game files using the editor. If you messed up bigtime, just delete the map and start over.