• 0

    posted a message on [Trigger] Setting Starting Supplies?
    Quote from Paranoiks: Go

    Why don't u remove the model of a supply depot and place one for the player?

    That still puts models on the map that hopefully don't need to be there. But if that is the only way, then that's what I'll do.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Trigger] Setting Starting Supplies?

    Hey there.

    So, for my Map Initialization trigger, I have actions which set starting resources. One of the actions is: Modify Player 1 Supplies Limit: Set to 200

    However, I think this is simply altering the maximum amount of supply I can have. What I want to do is set the Player's current supply to 200, so that they can build up to 200-units worth of army WITHOUT having to build Pylons or Supply Depots or anything like that. Any ideas on how to do that?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Problems Copying an Omegalisk

    Well, I'll make one last ditch effort at seeing if this can be answered. If not, I guess I'll choose a different unit type and go from there. :)

    Posted in: Miscellaneous Development
  • 0

    posted a message on Moar Maze TD Pweaze!

    My map won't be a TD map, but it's going to be a "maze map" you might be interested. Development is slow, however.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Problems Copying an Omegalisk

    Any other thoughts on this? Is there any other way I might be able to help you guys help me? I attached the map, but I'm sure that's a lot to look through that you don't want to look through if you don't have to. I'm more than willing to copy and paste things or whatever if you tell me what you need and how to get it.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Problems Copying an Omegalisk
    Quote from RockJohnAxe: Go

    @Chamenas: Go

    Make sure to duplicate the Attack Actor. Look for "Marine Attack" or "Reaper Attack" under Actors. Duplicate these and attach them to your new Unit to see mussle flashes and sounds etc. This works well for non-missle weapons.

    However im having issues getting Missiles to properly display when duplicating a Unit even after checking the models and events are correct.

    And what about the Feralisk? I did make sure I copied those. I can possibly apply the above to the Reapers, I guess copying the Marine attack actor would make the most sense. But, as I said, not seeing their attack animation isn't nearly as bothersome as a huge omegalisk standing there and doing nothing... (even though it's attacking).

    The help is appreciated, however. Thank you :)

    Posted in: Miscellaneous Development
  • 0

    posted a message on Problems Copying an Omegalisk

    I'd also like to stop the flee behavior on the unit if anyone knows how to do that. I thought I saw a flag for it, but now I can't find it.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Problems Copying an Omegalisk

    So, I was copying an Omegalisk to make a new unit in my map: a Feralisk. Now, despite all of the things I've run into and not known how to do, I found an excellent tutorial for making new units, and have been making them effectively for awhile. I'm sure I could make them a bit more efficiently, and there's a lot of finer details I could probably learn better (for instance, my Master Reapers use a copied Marine rifle, but their attack animation doesn't show because they aren't marines!), and this is one of those instances. The Feralisk attack animation isn't showing. When it gets in range it just stands there and the health of its opponents goes down, no sounds, no movement. It's sort of disconcerting. I was fine with the Master Reaper's attacks not showing, it wasn't a big deal, but it REALLY looks odd for this Feralisk. The only problem is I don't know why it isn't working. When I duplicated the actor for the Omegalisk, I copied everything. I even duplicated the two weapon-specific attack actors for its attacks and assigned them to the new weapon effects, but nothing has changed.

    Pointers in some of these finer aspects of copying and making new units would be much appreciated, as I'm certain I will be making lots of units in the future.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Camera Issues

    Well, now I feel dumb. Thanks though, Krakarn! I Will keep this in mind for the future as well.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Camera Issues

    So, I was having issues getting the Cameras for my players to spawn where I wanted them to. Eventually I found the "Make Camera Look" action and used that to have the Camera focus in on the starting units for each player. However, the Camera angle and distance for this function is not the way I want it. If I scroll in with the middle mouse button, then scroll back out, I get the "default" view, which is what you would see in any normal SC2 game. That's the view I want, I just want it focused on the starting points for each player. Any ideas on how I can move the camera to those points without changing its angle and distance?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Problems with "Dialog Item" variable?

    Oh, I meant in relation for looking for "triggering player" I couldn't find it, which has stalled my progress against as part of combining it all to one dialog hinges on being able to recognize which player has clicked.

    Edit: All figured out. Thanks! Now on to new problems ;)

    Posted in: Miscellaneous Development
  • 0

    posted a message on Problems with "Dialog Item" variable?

    Hmm, for the Show/Hide dialog, I see:
    Active Players
    All Players
    Allies/Enemies of Player
    Convert Player to Player
    Copy of Player Group
    Empty Player Group
    Objective Players
    Ping Players
    Value from Data Table

    Posted in: Miscellaneous Development
  • 0

    posted a message on Problems with "Dialog Item" variable?

    Thanks, I was looking for an "add" function, but couldn't find one. Those make sense though, I suppose. :)

    Edit:
    Oh, that does sound more efficient. I suppose I'll get to doing that then, I can imagine how I would go about it. Thanks!

    Posted in: Miscellaneous Development
  • 0

    posted a message on Problems with "Dialog Item" variable?

    They have different text for each player, explaining the win/loss conditions and how they might achieve it and what obstructions will be in their way.

    Any word on how I might add 1 to the variable, instead of setting it to 1? I'm guessing maybe using the custom script section?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Problems with "Dialog Item" variable?

    @SweetZombieJesus: Go

    There's a second dialog box, which wasn't in the map you looked at because I was just trying to get that one to work, and then I was going to make the second after. I apologize for the confusion.

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.