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    posted a message on 3 x Action Trigger (screen)

    try changing the language and back again. only thing i can think of

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on How do I put an upgrade into a building to buy from?

    Create a button with the image and description made, this is done with the data editor.

    Create a 'research' ability and add the upgrade to it. Select and change resource/time/button stuff under this page also.

    Than go to the CC and add the 'research' ability you just made to the unit, than go to the command card section and add the button. connect the ability to the button and its should be fine

    Posted in: Data
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    posted a message on Some SC1 units

    @grenegg: Go

    Yes, i think its included in the 3ds max files: 3DS extentions

    Posted in: Requests
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    posted a message on Magazine units dont die with its owner

    Theres a behavior i believe, that is applied to the interceptor called 'interceptor fate'. I am pretty sure this is what causes the interceptor to die when the carrier dies.

    Edit: Its actually a effect, its the same name 'interceptor fate', Look under the effect tab for the ability for brood lord and you will see it, its tagged to death

    Posted in: Data
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    posted a message on LEGO + SC2 = O_o

    Collection time!!!!

    Posted in: Off-Topic
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    posted a message on custom ai - how?

    Idk bout this sry, i havent been doing anything with my ai lately.

    Posted in: Galaxy Scripting
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    posted a message on custom ai - how?

    The MeleeAI.Galaxy are just functions that 100% work (i think). Since you dont have any custom units, the requirements wont be needed. What is hello world?, I would like to know what you are trying to do before i say anything else.

    Posted in: Galaxy Scripting
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    posted a message on custom ai - how?

    If you are trying to control custom units(with some custom abilties) with your ai files, you must have the requirementAI.Galaxy to state your const for each unit/ability. Also the Terran0-5, Zerg0-5, Protoss0-5 are the build orders. Since the units you have made havent been implemented into each for build orders, your units will 100% wont be made unless trigger does it. With the use of meleeAI.galaxy and AI.Galaxy, scipting codes would be easier to understand than looking at the ones in other files.

    I totally forgot about the tactPro(Ter/Zerg)Ai.Galaxy. These files control how you ability is used effectively.

    Needed ones:requirementsAI.Galaxy, Terran0-5, Zerg0-5, Protoss0-5, TactProAI, TactTerAI, TactZergAi

    Posted in: Galaxy Scripting
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    posted a message on custom ai - how?

    You may need some of the files that dont seem important such as the RequirementsAI.galaxy. This file contains all constants that all the other files refer to for units, buildings, upgrades, and abilities. http://www.sc2mapster.com/assets/official-galaxy-scripts/ <-This link will tell you which file does what.

    File Path:

    StarcratII\Mods\Liberty.SC2Mod\Base.SC2DATA(MPQ file)\TriggerLibs(File within the MPQ)

    Edit: If you don't have the triggerlibs file in your map, make a new folder in the map named 'TriggerLibs'.

    If you can't make a folder on your desktop named 'TriggerLibs' and place the file into this folder. Than select scan desktop (make sure you dont have any really big folders) than select the files within the new folder.

    Another way would be to import all the files, then select them all and right click. Then choose the option to move files. Check new path, and put in this : 'Base.SC2DATA\TriggerLibs'

    How to work Requirement Files:

    First copy a const that states a Unit:

    const string c_PU_Archon = "Archon"; (Unit)

    const string c_PB_Assimilator = "Assimilator"; (Building)

    const string c_PR_StalkerBlink = "BlinkTech"; (Upgrade)

    const string c_MK_ForceField = "Abil/ForceField/AI";(Marker)

    const string c_BF_GuardianShield = "GuardianShield"; (Buff)

    const string c_EF_EMPArea = "EMPSearch"; (Effect)

    const string c_WE_SpineCrawler = "ImpalerTentacle"; (Weapon)

    const string c_AB_Blink = "Blink"; (Ability

    const int e_unitAttributeHover = 8; (Attribute)

    const int c_objTypeIsResearch = 2;

    (Object Type The c_PU_Archon is the constant. The "Archon" is the ID (NOT NAME) of the unit/ability/building/effect/upgrade.

    Posted in: Galaxy Scripting
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    posted a message on Terrain editor bug, need help!

    Dont install it yet, my teacher got it and it crashed his windows 7. he got really pissed because he thought windows would actually create a good product out of 7. (he is a computer geek [even tho hes kinda cool]) He rebooted his computer so he had to copy all of his hard rive so he wouldn't lose his stuff.

    Posted in: General Chat
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    posted a message on Terrain editor bug, need help!

    Than I suggest my third option only if this is completely bothering you so you can't go on without it fixed.

    • Edit: Unless Someone has a fix soon for this.
    • Edit#2: Try allow cliff merging than disallowing it.
    • Tools>Brush>Allow cliff merging
    Posted in: General Chat
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    posted a message on Terrain editor bug, need help!

    lulz, i have no idea how to fix it....... I can think of 3* suggestions,

    • 1. Flatten the part and redo the terrain cliffs.
    • 2. Restart the whole map (if it only affects this map)
    • 3. Reinstall SC2. (If this is completely screwing with you)

    Edit: lulz at your pylon comment

    Posted in: General Chat
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    posted a message on Terrain editor bug, need help!

    The 'power grid' is in the actors. If you duplicated the actors check the pylons power actor if you did add it to your unit.

    Edit: like in game the power only shows when you build a pylon, building or when you select any pylon

    Posted in: General Chat
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    posted a message on python code

    So what would you ( @Molsterr: Go ) suggest???

    Posted in: Off-Topic
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    posted a message on Displaying multiple lines of text on a dialog button

    You want it to be:

    (String 1) (String 2) (String 3)

    or:

    (String 1)(String 2)(String 3)

    Posted in: Triggers
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