Thanks for the reply, but no - I actually copied all the unit flags from the normal battlecruiser so I knew it wouldn't be a flag. I also meticulously went over each unit property comparing line by line. Didn't see anything different at all.
I ask here because there might be something advanced involving movers or something I don't know about that's doing it ... or a bug lol
I'm going to go for a 3rd time's the charm bump. If you don't know how to get it to work feel free to tell me to go spam the sc2 map forums instead because I really need to fix this.
@wangbot: Go
Edit: Also, the default leaderboard seems to be a little funky. The box containing the title is half missing on my map, dunno if it's just me.
Yeah my map has a half height title background now too :|
Here's a minor one: the Hybrid from the campaign now has 2 abilities to use by default on it (as far as I can remember the hero used to have no abilities)
I cannot get the Hyperion selectable as a group. Go create a new campaign dependant map and place the "Hyperion - Flying" along with say a marine then play the map and drag select them both: only the marine will select. How do a make the Hyperion select along with it? This is the only unit/hero I've found that is unselectable like this. Note: the Unit - Flag "unselectable" is not checked.
On a side, probably related, note - what determines buildings selectability as well? I figured this is falling under the same principle: when you drag select buildings don't join the group.
I bet you you're running vista or win 7 and it doesn't like you writing there ... try running the editor as an administrator and see what happens. (Right click shortcut -> properties -> compatability -> run this program as admin
Your goal is to kill the other team's probe. (of course there are other factors to make this more exciting) I just need it to when the probe dies, another exact copy is made.
I know you solved it, but you mentioned overcomplicating so I figured I'd just mention how I'd have done it:
event: on unit death
condition: unit type of triggering unit = probe
action: create 1 probe for triggering player
simplest way to get a new probe without even needing a variable - just a thought :)
So I'm editing the "Cost - Cost +" section of the abilities I've added to a unit. I want it so that as soon as you click on the ability it starts a cooldown for all the abilities on the unit inlcuding the "off" command.
My first problem is that I cannot get it to link on the unit only: both "player" and "global" will link properly, but if I set it to "unit" the buttons no longer click. Am I linking things wrong? I don't want player or global links because you can control multiple of the same unit and I don't want them cooling each other.
The second problem is the "off" command. I'm using ability type "Behavior" to add weapons onto a unit. When I click "on" it adds the weapon, and click "off" it removes the weapon (add/remove the behaviour that adds weapon). I'd like there to be a forced delay so it takes 5 seconds when anything is clicked.
The exact thing I'm doing btw is adding all the available weapons to the ARES warbot but trying to let the animations play out nicely because each weapon loads a different animation on the bot.
Or on map init set a unit variable to be that probe, then u can just use your variable when checking attacking unit == MyVar. On create of a new probe simply assign that probe to the variable.
I noticed in my map when upping to the new patch that almost all the zerg research "abilities" where changed including icons and whatnot. To fix it I just reset all the stuff I was working with to parent value (or deleted) and then just remade stuff with the new references.
0
@Klishu: Go
Thanks for the reply, but no - I actually copied all the unit flags from the normal battlecruiser so I knew it wouldn't be a flag. I also meticulously went over each unit property comparing line by line. Didn't see anything different at all.
I ask here because there might be something advanced involving movers or something I don't know about that's doing it ... or a bug lol
0
I'm going to go for a 3rd time's the charm bump. If you don't know how to get it to work feel free to tell me to go spam the sc2 map forums instead because I really need to fix this.
0
@agfct: Go
Mine broke as soon as I saved ... I changed the trigger to use "reveal area" instead.
0
The auto reveal area action is gone.
0
Yeah my map has a half height title background now too :|
Here's a minor one: the Hybrid from the campaign now has 2 abilities to use by default on it (as far as I can remember the hero used to have no abilities)
0
Nobody has any information for this? Pardon the shameless bump.
0
I cannot get the Hyperion selectable as a group. Go create a new campaign dependant map and place the "Hyperion - Flying" along with say a marine then play the map and drag select them both: only the marine will select. How do a make the Hyperion select along with it? This is the only unit/hero I've found that is unselectable like this. Note: the Unit - Flag "unselectable" is not checked.
On a side, probably related, note - what determines buildings selectability as well? I figured this is falling under the same principle: when you drag select buildings don't join the group.
Thanks for any help!
0
@ST4RKiLL3R: Go
I bet you you're running vista or win 7 and it doesn't like you writing there ... try running the editor as an administrator and see what happens. (Right click shortcut -> properties -> compatability -> run this program as admin
0
@speizzer: Go
I know you solved it, but you mentioned overcomplicating so I figured I'd just mention how I'd have done it: event: on unit death condition: unit type of triggering unit = probe action: create 1 probe for triggering player
simplest way to get a new probe without even needing a variable - just a thought :)
0
Did you figure it out? As I have the same problem with leviathan spawning mutalisks -> don't want it to go over limit.
0
So when are you putting it on the US servers?
0
So I'm editing the "Cost - Cost +" section of the abilities I've added to a unit. I want it so that as soon as you click on the ability it starts a cooldown for all the abilities on the unit inlcuding the "off" command.
My first problem is that I cannot get it to link on the unit only: both "player" and "global" will link properly, but if I set it to "unit" the buttons no longer click. Am I linking things wrong? I don't want player or global links because you can control multiple of the same unit and I don't want them cooling each other.
The second problem is the "off" command. I'm using ability type "Behavior" to add weapons onto a unit. When I click "on" it adds the weapon, and click "off" it removes the weapon (add/remove the behaviour that adds weapon). I'd like there to be a forced delay so it takes 5 seconds when anything is clicked.
The exact thing I'm doing btw is adding all the available weapons to the ARES warbot but trying to let the animations play out nicely because each weapon loads a different animation on the bot.
Thanks for any help!
0
Or on map init set a unit variable to be that probe, then u can just use your variable when checking attacking unit == MyVar. On create of a new probe simply assign that probe to the variable.
0
@AegisRunestone: Go
I noticed in my map when upping to the new patch that almost all the zerg research "abilities" where changed including icons and whatnot. To fix it I just reset all the stuff I was working with to parent value (or deleted) and then just remade stuff with the new references.