Found that when setting collect resource: Minerals for Unit it would found near by same unit when depleted and will go in loop gathering it. But with other resource type it not happens. Maybe someone know how to make workers to find near by resource stash to gather after depletion? Or where to find these properties?
I was trying to do something like that but had no luck.. Its mostly dont wants to move to target area, other stuff. :(
help.
Have ability with range to move. Behaviors which allow disallow movement but dont know how to make it to MOVE to location. how effects have to conect to each other.
EDIT2: Ok so worked out it with triggers. Now other porblem. Have Rally Point and Move abilitys and want to make that you would choose rally point as point where unit will go but not order to move him by right clicking to that location.
Is there are some kind prioritys to be able to set up to make Rally point more important to right click order than Move order?
Have problem with Workers gathering Duplicated Mineral Field and replaced it model with Tree model.
When Workers starts gathering they dont splits to other same Custom Mineral Fields.. After its collected they stop working while they are surounded plenty of others Gather Points..
Want to make that they would split like gathering in melee game minerals.. Or after deplition they would start gathering other ones.
Well, in trigger where any unit dies there should be condition OR and players on team. And you could replace those numbers with Killing Player or Owner Of Triggering Unit.
Some your Conditions with And worthless there. if you put simply all conditions those all would work as one big AND condition. And condition function is only needed if you use OR and want to combine two conditions and compare to other condition.
And where Timer Expires trigger runs Victroy trigger there mistaken with players i think. Dont really know but where you choose Player 1 or 2 in Teams so it works like those players 1 or 2 are taken again and again and other 6 arent?.
It kinda hard me to undestand it all of yours. I would start all over again making win lose conditions.
Some resources works as Vespen Gas gather system and AI dont build on those specific objects buildings. Which Players cant build and use them successfully.
How to make AI find those objects and they would build on them those Gather Enable buildings?
Use:
1 Put these files to <your game path>\StarCraft II\Mods
2 Launch Left 2 Die MOD.SC2mod
3 Go to File > Dependencies and add Left 2 Die Textures Models.SC2Mod
And you ready to use it!
Units Preview.
Notice that STANK on his head dont have one horn..
Is there a way to make Galaxy scripts converted to Triggers. Easier way to read that scripting..
Or just its possible from Triggers to Galaxy scripts.?
0
Found that when setting collect resource: Minerals for Unit it would found near by same unit when depleted and will go in loop gathering it. But with other resource type it not happens. Maybe someone know how to make workers to find near by resource stash to gather after depletion? Or where to find these properties?
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found how to fix it and post itself:
Fixing icon stuff..
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Ok so found how to fix it.
You need use This same tutorial just adding few more lines. For minerals it would be:
UI/ResourceIcon0=Assets\Textures\icon-custommineralicon-terran.dds
UI/ResourceIcon0_Prot=Assets\Textures\icon-custommineralicon-protoss.dds
UI/ResourceIcon0_Terr=Assets\Textures\icon-custommineralicon-terran.dds
UI/ResourceIcon0_Zerg=Assets\Textures\icon-custommineralicon-zerg.dds
UI/ResourceIconNoBackgound0=Assets\Textures\icon-custommineralicon-nobg.dds
UI/ResourceIconNoBackgound0_Prot=Assets\Textures\icon-custommineralicon-nobg.dds
UI/ResourceIconNoBackgound0_Terr=Assets\Textures\icon-custommineralicon-nobg.dds
UI/ResourceIconNoBackgound0_Zerg=Assets\Textures\icon-custommineralicon-nobg.dds
and adding new img file called: icon-custommineralicon-nobg.dds
Here is all text for changing all resources icons (except Supply icon), images below how it looks:
UI/ResourceIcon0=Assets\Textures\icon-custommineralicon-terran.dds
UI/ResourceIcon0_Prot=Assets\Textures\icon-custommineralicon-protoss.dds
UI/ResourceIcon0_Terr=Assets\Textures\icon-custommineralicon-terran.dds
UI/ResourceIcon0_Zerg=Assets\Textures\icon-custommineralicon-zerg.dds
UI/ResourceIconNoBackgound0=Assets\Textures\icon-custommineralicon-nobg.dds
UI/ResourceIconNoBackgound0_Prot=Assets\Textures\icon-custommineralicon-nobg.dds
UI/ResourceIconNoBackgound0_Terr=Assets\Textures\icon-custommineralicon-nobg.dds
UI/ResourceIconNoBackgound0_Zerg=Assets\Textures\icon-custommineralicon-nobg.dds
UI/ResourceIcon1=Assets\Textures\icon-customgasicon-terran.dds
UI/ResourceIcon1_Prot=Assets\Textures\icon-customgasicon-protoss.dds
UI/ResourceIcon1_Terr=Assets\Textures\icon-customgasicon-terran.dds
UI/ResourceIcon1_Zerg=Assets\Textures\icon-customgasicon-zerg.dds
UI/ResourceIconNoBackgound1=Assets\Textures\icon-customgasicon-nobg.dds
UI/ResourceIconNoBackgound1_Prot=Assets\Textures\icon-customgasicon-nobg.dds
UI/ResourceIconNoBackgound1_Terr=Assets\Textures\icon-customgasicon-nobg.dds
UI/ResourceIconNoBackgound1_Zerg=Assets\Textures\icon-customgasicon-nobg.dds
UI/ResourceIcon2=Assets\Textures\icon-customterrazineicon-terran.dds
UI/ResourceIcon2_Prot=Assets\Textures\icon-customterrazineicon-protoss.dds
UI/ResourceIcon2_Terr=Assets\Textures\icon-customterrazineicon-terran.dds
UI/ResourceIcon2_Zerg=Assets\Textures\icon-customterrazineicon-zerg.dds
UI/ResourceIconNoBackgound2=Assets\Textures\icon-customterrazineicon-nobg.dds
UI/ResourceIconNoBackgound2_Prot=Assets\Textures\icon-customterrazineicon-nobg.dds
UI/ResourceIconNoBackgound2_Terr=Assets\Textures\icon-customterrazineicon-nobg.dds
UI/ResourceIconNoBackgound2_Zerg=Assets\Textures\icon-customterrazineicon-nobg.dds
UI/ResourceIcon3=Assets\Textures\icon-customresourceicon-terran.dds
UI/ResourceIcon3_Prot=Assets\Textures\icon-customresourceicon-protoss.dds
UI/ResourceIcon3_Terr=Assets\Textures\icon-customresourceicon-terran.dds
UI/ResourceIcon3_Zerg=Assets\Textures\icon-customresourceicon-zerg.dds
UI/ResourceIconNoBackgound3=Assets\Textures\icon-customresourceicon-nobg.dds
UI/ResourceIconNoBackgound3_Prot=Assets\Textures\icon-customresourceicon-nobg.dds
UI/ResourceIconNoBackgound3_Terr=Assets\Textures\icon-customresourceicon-nobg.dds
UI/ResourceIconNoBackgound3_Zerg=Assets\Textures\icon-customresourceicon-nobg.dds
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@Hookah604: Go
And in Left 2 Die map made by Blizzard dont Works new Icon resource for Biomass!
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@DrSuperEvil: Go
I was trying to do something like that but had no luck.. Its mostly dont wants to move to target area, other stuff. :(
help.
Have ability with range to move. Behaviors which allow disallow movement but dont know how to make it to MOVE to location. how effects have to conect to each other.
EDIT2: Ok so worked out it with triggers. Now other porblem. Have Rally Point and Move abilitys and want to make that you would choose rally point as point where unit will go but not order to move him by right clicking to that location.
Is there are some kind prioritys to be able to set up to make Rally point more important to right click order than Move order?
0
Having with this problem too.
But I want to add this to unit.
0
@SouLCarveRR: Go
So they still didnt fixed it? :|
As im still getting this issue..
0
Have problem with Workers gathering Duplicated Mineral Field and replaced it model with Tree model.
When Workers starts gathering they dont splits to other same Custom Mineral Fields.. After its collected they stop working while they are surounded plenty of others Gather Points..
Want to make that they would split like gathering in melee game minerals.. Or after deplition they would start gathering other ones.
0
How can be leaderbord involved in bomb explotion?
So what you want? Make a bomb that maked in 4 direction going hellion flame?
0
@Ranuglin: Go
Well, in trigger where any unit dies there should be condition OR and players on team. And you could replace those numbers with Killing Player or Owner Of Triggering Unit.
Some your Conditions with And worthless there. if you put simply all conditions those all would work as one big AND condition. And condition function is only needed if you use OR and want to combine two conditions and compare to other condition.
And where Timer Expires trigger runs Victroy trigger there mistaken with players i think. Dont really know but where you choose Player 1 or 2 in Teams so it works like those players 1 or 2 are taken again and again and other 6 arent?.
It kinda hard me to undestand it all of yours. I would start all over again making win lose conditions.
0
its more problem because of preplaced in conditions and else arrays and not using pick each player in group and so on.
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Some resources works as Vespen Gas gather system and AI dont build on those specific objects buildings. Which Players cant build and use them successfully.
How to make AI find those objects and they would build on them those Gather Enable buildings?
0
Its kinda dead...
Here is my submission.
0
Have made from Left 2 Die Map to MOD.
Use:
1 Put these files to
<your game path>\StarCraft II\Mods
2 Launch Left 2 Die MOD.SC2mod
3 Go to File > Dependencies and add Left 2 Die Textures Models.SC2Mod
And you ready to use it!
Units Preview.
Notice that STANK on his head dont have one horn..
0
Is there a way to make Galaxy scripts converted to Triggers. Easier way to read that scripting..
Or just its possible from Triggers to Galaxy scripts.?