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    posted a message on How can I restrict a players ability to have multiple buildings of the same type?

    Sure it is.

    Create a requirement, and in the 'Requirements +' part, under the 'Use' section, add a requirement mode. Under type, put 'Not'. Then, create a new requirement node under that, and set type to 'Count unit', the alias as your unit name, and the state as completed. Then, in the build ability, go to 'Info +' and pick your build ability. Give it your new requirement under 'info - button - requirements' and it should work as expected.

    Enjoy! :)

    Posted in: Miscellaneous Development
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    posted a message on [Solved, I think] Library's variables, what all can edit them?

    Yep, this is pretty standard. You did already figure it out, but 'getter' and 'setter' functions inside the library are the way to go. :)

    Posted in: Galaxy Scripting
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    posted a message on [Solved][Data] Add a Build Time to TD Units

    No worries. :)

    Posted in: Data
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    posted a message on [Solved][Data] Add a Build Time to TD Units

    Hey there.

    I had a look at this, not too hard to fix. The underlying issue is that the spawn ability of your overseer is treated at a 'Build' rather than 'Train' ability, so you therefore have to treat everything it creates as a structure. As the 'Build in Progress' ability has been removed from all of the things that the Overseer can spawn, they are ignoring the build timer. Give them this ability, and put it at the top of the list, and they will work as expected.

    If you want the overseer to have to remain present for the duration of construction, just give the 'Overseer - Summon' ability the 'Worker maintained' flag. You will also need to play around with the actors if you want them to spawn/build as they do in the main game.

    Good luck with the map.

    Posted in: Data
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    posted a message on [actors and units]questions on continuous beams and AI

    I dunno, it might depend on the weapon. Have you got the 'can initiate attack' flag enabled for the weapon? Why isn't the enemy attacking back?

    Posted in: Data
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    posted a message on Disappearing button?

    What type of button has it been added to the command card as? O_o

    Posted in: Data
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    posted a message on Placing a structure in empty space

    Yeah, this should be possible. You'll probably want to duplicate the relevant footprint so the other buildings work normally. Then, in the footprint, change the dropdown from 'Pathing' to 'Placement Check' and go to 'Define sets'. Untick 'No build' from invalid under set one. You may need to change some of the 'Placement Apply' flags as well, I can't be bothered to experiment right now. Then set the footprint to your building.

    Beware, removing this flag will allow the building to go anywhere (though it should still grid snap), so make sure you don't allow players to build it!

    Posted in: Data
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    posted a message on [actors and units]questions on continuous beams and AI

    Make sure that in the medic 'Unit - Flags', it isn't flagged as 'AI tag for support units' - I think that should stop it running away.

    I don't know of the tutorial you're looking at for the beam, but I suggest you look at the protoss sentry as your base unit (rather than copying, for example, the void ray) as this has an extremely simple beam weapon. The destruction has to be handled by the 'stop' event rather than by removing the destroy event.

    Posted in: Data
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    posted a message on Disappearing button?

    If you're having problems with the button, what requirements are you using to display/hide the button on the command card?

    Posted in: Data
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    posted a message on Protoss buildings problem

    I suspect the problem lies in the actor events for these buildings - that controls the appearance of the models and what happens to them. I can't really test it without setting up the whole morphing thing, though, so you'll have to look into it.

    Posted in: Miscellaneous Development
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    posted a message on Import Manager & Blizzard Maps

    Yeah, I already did that so it's not a problem, I was just wondering if anyone knew what was causing it.

    Glad it's happening to other people though, and it's not just me. Thanks! :) :D

    Posted in: Miscellaneous Development
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    posted a message on Import Manager & Blizzard Maps

    bump :)

    Posted in: Miscellaneous Development
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    posted a message on how can AI build like a pro?

    The insane AI has no FoW and gets two extra minerals. None of the other AIs cheat, look at the AI code.

    There are very few strategy AIs that are any good... the best ones I've seen are probably the Age of Empries series, I think, where ensemble explicitly stated from the first game they didn't want an ai that cheats, and it doesn't. Of course, as with the starcraft AI, most ais are appaling at handling any sort of non-standard play, such as rushes or 'cheese'...

    Posted in: Miscellaneous Development
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    posted a message on bug with my mod and shader video quality

    Hmm... are you sure other players experience this problem, or is it just you? It might be something to do with your graphics card, rather than the editor itself.

    Posted in: Miscellaneous Development
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    posted a message on bug with my mod and shader video quality

    Are you using custom models? I know there's a 'low quality model option' in the models tab - you could look into that maybe?

    Posted in: Miscellaneous Development
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