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    posted a message on Terrain Artist! [Picture Heavy]

    @TimeIbis: Go

    Ah, thanks so much man. That was my problem.

    Posted in: Terrain
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    posted a message on Terrain Artist! [Picture Heavy]
    Quote from TimeIbis: Go

    @Psiclone01: Go

    Simply go to the Window Tab and look for the title 'Lighting'

    From there you can choose or edit any Tileset Lighting through the various tabs.

    Ok, thanks.

    The second question was, how can I get light doodads to work? Or are they not doodads..? I'm putting some lights out, but they don't appear to be doing anything..

    Posted in: Terrain
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    posted a message on Terrain Artist! [Picture Heavy]

    Awesome pictures. 2 questions..

    • How do you lower the lighting in the map so that lights work?
    • How do you get lights to work? I can't seem to make them do anything with the light doodads
    Posted in: Terrain
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    posted a message on The new Editor layout

    Well, if you try editing stuff in it, you'll notice that it's not efficient at all.. It resets the list, so you have to go back to the tab you were editing to change more.. plus, I'm too used to the regular layout so I probably won't be using this anyway.

    Posted in: Miscellaneous Development
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    posted a message on The new Editor layout

    Well, ignore this, then :P

    Posted in: Miscellaneous Development
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    posted a message on The new Editor layout

    You mean you guys already had the tabbed layout view in the data editor..? That's new for me, I only had like this big long list of all the values to edit on a unit.

    Posted in: Miscellaneous Development
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    posted a message on The new Editor layout

    Has anyone gotten a look at the new data editor layout? Holy crap, it's so much nicer..

    Posted in: Miscellaneous Development
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    posted a message on Now that map publishing is upon us

    I think so.

    I don't think this will become obsolete. I feel like sites like this will be very important to help spread the word about games that people like or dislike.

    Posted in: General Chat
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    posted a message on AoE Concussive Shells on Siege Tank

    @MasterDinadan:

    Poster above me is correct.

    In my game, I've turned Transfusion into an AoE effect. This required adding 3 extra effects and a behavior to the ability. My basis for comparison was looking at how Psionic Storm worked. Just ignore damage3 I don't even know why it's in there. The way I learned it, was to find the effect that went first. This required to follow all the effects of the ability backwards until there was nothing left to go back to, ultimately giving me the starting effect.

    So, for the case with Psionic Storm, it begins with "High Templar - Psi Storm (Persistent)". Then, from there, just follow all of the effects to teach yourself how they're all working together. It's a pain in the ass, but it open the way for basically any attack to be done. The limit will just be in the animations.

    Posted in: Miscellaneous Development
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    posted a message on [?] Changing the max. number interceptors from 8 to 2.

    @oldschool01:

    This is very tricky (possibly bugged), but in my game, I've managed to do it. However, I don't know the exact change that caused this. Since it's buggy, I don't want to go and change anything to tell you exactly what causes it, but I can tell you what I changed to limit the max of 5 interceptors in my game.

    In the Data editor, go to the Carrier, and scroll down to the "Carrier - Launch Interceptor (Persistent)", and change the "period count" to 2 (or whatever number you end up wanting your Carrier to have).

    Next, go to "Carrier - Hangar" ability and open "Info +". Then double click on the Interceptor and scroll down to the bottom. You'll probably want to change "count start" to 0 or 1, since this determines how many a Carrier starts with when it is created. Also, you can change how long it takes to create the interceptors and their cost in here as well.

    Finally (I think), you want to go to the Requirements tab, and find "Arm Interceptor". In there, double click on "Requirement +" and I believe the default constant in there is 8? If it is, change it to the number you want.

    I hope that helps you.

    Posted in: Miscellaneous Development
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    posted a message on Trigger Assistance

    @Psiclone01:

    I got the fix. All the conditions have to be in one OR, not each one for each OR.

    Posted in: Miscellaneous Development
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    posted a message on Trigger Assistance

    @zifoon:

    Right, I understand why that is doing what it's doing.

    My question is, how can i turn those "or"s into "if any"? Because, as it stands now, if even one of those becomes complete, the trigger ends and won't do anymore.

    Posted in: Miscellaneous Development
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    posted a message on Trigger Assistance

    I'm trying to get it so the computer will do all of one level of upgrades, then once all level 1s are done, I want it to do level 2s. I got it to work, but it makes the game lag, saying some error with "took too long". So, I added a wait to it and that works for the first 2 upgrades.. then stops. I know why it's stopping, so I guess my question is, how can I make the "or" condition become an "if any"?

    Level 1 Upgrades
        Events
            Timer - Every 10.0 seconds of Game Time
        Local Variables
        Conditions
            (Player 1 Minerals) >= 10
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    And
                        Conditions
                            (Protoss Ground Weapons Level 1 count for 1, counting Complete) == 1
                    And
                        Conditions
                            (Protoss Ground Armors Level 1 count for 1, counting Complete) == 1
                    And
                        Conditions
                            (Protoss Shields Level 1 count for 1, counting Complete) == 1
                    And
                        Conditions
                            (Protoss Air Weapons Level 1 count for 1, counting Complete) == 1
                    And
                        Conditions
                            (Protoss Air Armors Level 1 count for 1, counting Complete) == 1
                Then
                    Trigger - Turn Level 2 Upgrades On
                    Trigger - Turn (Current trigger) Off
                Else
                    General - While (Conditions) are true, do (Actions)
                        Conditions
                            Or
                                Conditions
                                    (Protoss Ground Weapons Level 1 count for 1, counting Complete) == 0
                            Or
                                Conditions
                                    (Protoss Ground Armors Level 1 count for 1, counting Complete) == 0
                            Or
                                Conditions
                                    (Protoss Shields Level 1 count for 1, counting Complete) == 0
                            Or
                                Conditions
                                    (Protoss Air Weapons Level 1 count for 1, counting Complete) == 0
                            Or
                                Conditions
                                    (Protoss Air Armors Level 1 count for 1, counting Complete) == 0
                        Actions
                            Variable - Set UpgradeLvL[1] = Forge - Upgrade Ground Weapons Level 1
                            Variable - Set UpgradeLvL[2] = Forge - Upgrade Ground Armor Level 1
                            Variable - Set UpgradeLvL[3] = Forge - Upgrade Shields Level 1
                            Variable - Set UpgradeLvL[4] = Cybernetics Core - Upgrade Air Weapons Level 1
                            Variable - Set UpgradeLvL[5] = Cybernetics Core - Upgrade Air Armor Level 1
                            Variable - Set RandomUpgrade = (Random integer between 1 and 5)
                            Variable - Set UpgradeLvL[6] = UpgradeLvL[RandomUpgrade]
                            Data Table - Save UpgradeLvL[6] as "RandomUpgrade" in the Local data table
                            Unit - Order Mothership [23.04, 70.96] to (gv_upgradeLvL[6]) (Replace Existing Orders)
                            General - Wait 0.8 Game Time seconds
                            General - Wait for (Conditions), checking every 0.1 Game Time seconds
                                Conditions
                                    (Progress of Mothership [23.04, 70.96] slot 1) >= 99.9

    I just assumed that because I put "or", it would mean that if ANY of those are still true, it continues to run the trigger, but this is not the case. I have another way in mind of how to do it.. but it would cause for very.. very.. very long if/then statements.

    If you take out the wait, it puts all the upgrades in the queue, and returns the error of "took too long".

    Any thoughts?

    Posted in: Miscellaneous Development
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    posted a message on Hardened Shields

    Sorry, I found the fix for this. If someone could delete this thread, as there's no need for it to be here anymore.

    Posted in: Miscellaneous Development
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    posted a message on Hardened Shields

    Ok, upon further inspection, it's just the Colossus causing the problems. Any other unit (no matter what their attack is set to) with attack set 6+, will only do 5 damage. Issue seems to be with the Colossus attack. I thought I set it to just 1 hit, but apparently I didn't. Anyone know what else I need to change?

    Posted in: Miscellaneous Development
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