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..
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.
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.
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.
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.
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.
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.
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".
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?
0
@TimeIbis: Go
Ah, thanks so much man. That was my problem.
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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..
0
Awesome pictures. 2 questions..
0
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.
0
Well, ignore this, then :P
0
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.
0
Has anyone gotten a look at the new data editor layout? Holy crap, it's so much nicer..
0
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.
0
@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.
0
@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.
0
@Psiclone01:
I got the fix. All the conditions have to be in one OR, not each one for each OR.
0
@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.
0
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?
0
Sorry, I found the fix for this. If someone could delete this thread, as there's no need for it to be here anymore.
0
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?