Simple and short story, yet frustrating beyond belief.
I put a sentry turret (the one that burrows and rises up) as a constructable tower for the SCV. Added the appropriate information for the SCV-Build ability and added a new entry on command card that follows:
Ability
Requirement: None
SCV-Build
Sentry Turret
with the appropriate button and everything. yet when I load the game up the command card position where i put it is completely blank. Anyone know why?
Ok so I've counted the time and I've spend close to two and a half hours trying to figure this out with no success. Maybe someone knows the answer? Maybe someone can find it faster than I can? Let's see...
With normal, and default data editor configuration, when trying to build a protoss building outside of the pylons range a red text appears saying "this building needs to be build next to a pylon" and a protoss voice says "Need to build on a power grid (something like that)." THE QUESTION OF THE DAY: Where do I go, and furthermore, what do I edit in the Data editor so I can edit the red text and also edit the protoss voice?
Keep in mind that I went into the "Alerts" tab of the editor and found no such Alert that corresponded to this problem. I've also tried looking in the power user behavior etc... I need precise directions to where and what I should do in the data editor to edit.
First let me say: I searched the forums and found about 3 topics regarding this very same thing; yet, none of them had the answer.
Created a new building and after it's done constructing, when I go to highlight the area (which includes the new building and the SCV that built it) it selects the building rather than the SCV. I've tried:
-setting all the flags for the building to the same unit flags as the supply depot, command center, and barracks <did not work>
-setting the subgroup priority both higher and lower (and even matching the supply depot as I know when you select a supply depot and a SCV together the SCV gets priority). <did not work>
Please anyone know the answer to this? I want to be able to click drag a box over this building and an SCV together and have it select the SCV and NOT the building. It is extremely annoying.
Thank you
[SOLVED]
The selection priority of units and structures is directly related to the field called "Selection Layer" found under that unit's model. Most structures have this number set to 2. For some reason mine was set to 0 which overrides all other units and strucutres. Simply by switching this value to 2 allows for the selection priority to be given back to military units and workers etc...
The Guardian Shield animation ends after 33 seconds even if you create a new actor "modelstylecontinuous". What I'm trying to accomplish is getting the Guardian shield animation to continually play forever without ever ending.
Things I've tried that don't seem to work:
- Setting the Closing animation bracket to "stand" so that the animation looks like: birth, stand, stand instead of: birth, stand, death. But after the 33 seconds are up the shield is visible but the animation is frozen. The shield no longer moves at all.
If anyone can help me figure this out I would be much appreciated. And if you can't help me maybe you can give me a similar model type that will continually play that is like the guardian shield I can't think of any others that look like it.
There is a behavior called Valerian Hero Death Prevention which I'm sure you all are aware of. If a unit has this behavior the unit when it reaches it's death point will apply an "incapacitated" behavior to the unit preventing death. 4 models in particular have animations that trigger when the behavior "Incapacitated" They are: Raynor, Swann, Stetmen, and Tychus. IF, you put the "Hero death prevention" behavior on a different model (let's say Zeratul) when Zeratul reaches his death point no animations play he just remains in "standing" form.
Here is the question of the day: What do you need to change to allow a certain model to play (or be swapped in) for other units during this "incapacitated" behavior state. Here is an example I would like some help with. Let's say I have a hydralisk that has this hero death prevention behavior equipped, and when the "incapacitated" behavior is applied, I would like the hydralisk to burrow and then when the incapacitated behavior is off i would like him to unburrow.
Hello everyone. I will be releasing a major patch for Infested Arena in the next couple of days. I wanted to get some input on some of the changes and maybe even make some suggestions yourself. If they sound good and I can get them balanced in I will surely do it.
*Unique Weapon Modifications that are different for each specialist.
*Adding an additional 5 level cap and adding a new skill to each Specialist
*Boss fights at every 5 rounds
*Rounds increased to 25.
*Additional ability modifications.
I wont be able to fit all of these things in in the next patch. What I am hoping for is getting input about abilities you would like to see, weapon modifications you would like to see and for who. The more ideas the better.
That has been fixed. All money and exp is now split evenly among all the players. And while you are here Riley I wanted to thank you. You answered so many of my questions which helped make Infested Arena a better playing experience.
If you get a chance please go test my map out on b.net. I'm looking for comments, suggestions and the like from those who are playing it. I am planning to do some more additions soon and would like to hear from everyone who is playing it.
Fixed the upgrade problem as I was receiving a lot of feedback of OPing on upgrades. New Weapon and Ability system has been implemented. You will now see that Savage difficulty (especially if everyone picks it) is EXTREMELY difficult as with 4 players there is close to 200-250 guys on the screen at any given time. If you have any additional comments please post them on the my main map page as I will not be able to check this forum post as often.
Ya I did a little balance work on the Infested Blades. There was a health glitch attributing to much health to them. I just published the new version. Good luck and let me know if you come across anything interesting.
0
Simple and short story, yet frustrating beyond belief.
I put a sentry turret (the one that burrows and rises up) as a constructable tower for the SCV. Added the appropriate information for the SCV-Build ability and added a new entry on command card that follows:
Ability Requirement: None SCV-Build Sentry Turret
with the appropriate button and everything. yet when I load the game up the command card position where i put it is completely blank. Anyone know why?
0
@shardfenix: Go
Thank you! Awesome
0
Ok so I've counted the time and I've spend close to two and a half hours trying to figure this out with no success. Maybe someone knows the answer? Maybe someone can find it faster than I can? Let's see...
With normal, and default data editor configuration, when trying to build a protoss building outside of the pylons range a red text appears saying "this building needs to be build next to a pylon" and a protoss voice says "Need to build on a power grid (something like that)." THE QUESTION OF THE DAY: Where do I go, and furthermore, what do I edit in the Data editor so I can edit the red text and also edit the protoss voice?
Keep in mind that I went into the "Alerts" tab of the editor and found no such Alert that corresponded to this problem. I've also tried looking in the power user behavior etc... I need precise directions to where and what I should do in the data editor to edit.
Thank you
0
First let me say: I searched the forums and found about 3 topics regarding this very same thing; yet, none of them had the answer.
Created a new building and after it's done constructing, when I go to highlight the area (which includes the new building and the SCV that built it) it selects the building rather than the SCV. I've tried:
-setting all the flags for the building to the same unit flags as the supply depot, command center, and barracks <did not work>
-setting the subgroup priority both higher and lower (and even matching the supply depot as I know when you select a supply depot and a SCV together the SCV gets priority). <did not work>
Please anyone know the answer to this? I want to be able to click drag a box over this building and an SCV together and have it select the SCV and NOT the building. It is extremely annoying. Thank you
[SOLVED]
The selection priority of units and structures is directly related to the field called "Selection Layer" found under that unit's model. Most structures have this number set to 2. For some reason mine was set to 0 which overrides all other units and strucutres. Simply by switching this value to 2 allows for the selection priority to be given back to military units and workers etc...
0
@RileyStarcraft: Go
Awesome Riley! Works perfect. Thank you !
0
@Ultimaswc3: Go
I tried that as well doesn't seem to work
0
Anyone?
0
The Guardian Shield animation ends after 33 seconds even if you create a new actor "modelstylecontinuous". What I'm trying to accomplish is getting the Guardian shield animation to continually play forever without ever ending.
Things I've tried that don't seem to work: - Setting the Closing animation bracket to "stand" so that the animation looks like: birth, stand, stand instead of: birth, stand, death. But after the 33 seconds are up the shield is visible but the animation is frozen. The shield no longer moves at all.
If anyone can help me figure this out I would be much appreciated. And if you can't help me maybe you can give me a similar model type that will continually play that is like the guardian shield I can't think of any others that look like it.
Thank you
0
There is a behavior called Valerian Hero Death Prevention which I'm sure you all are aware of. If a unit has this behavior the unit when it reaches it's death point will apply an "incapacitated" behavior to the unit preventing death. 4 models in particular have animations that trigger when the behavior "Incapacitated" They are: Raynor, Swann, Stetmen, and Tychus. IF, you put the "Hero death prevention" behavior on a different model (let's say Zeratul) when Zeratul reaches his death point no animations play he just remains in "standing" form.
Here is the question of the day: What do you need to change to allow a certain model to play (or be swapped in) for other units during this "incapacitated" behavior state. Here is an example I would like some help with. Let's say I have a hydralisk that has this hero death prevention behavior equipped, and when the "incapacitated" behavior is applied, I would like the hydralisk to burrow and then when the incapacitated behavior is off i would like him to unburrow.
Any help would be greatly appreciated Thank you
0
Hello everyone. I will be releasing a major patch for Infested Arena in the next couple of days. I wanted to get some input on some of the changes and maybe even make some suggestions yourself. If they sound good and I can get them balanced in I will surely do it.
*Unique Weapon Modifications that are different for each specialist.
*Adding an additional 5 level cap and adding a new skill to each Specialist
*Boss fights at every 5 rounds
*Rounds increased to 25.
*Additional ability modifications.
I wont be able to fit all of these things in in the next patch. What I am hoping for is getting input about abilities you would like to see, weapon modifications you would like to see and for who. The more ideas the better.
Thank you all
0
@RileyStarcraft: Go
That has been fixed. All money and exp is now split evenly among all the players. And while you are here Riley I wanted to thank you. You answered so many of my questions which helped make Infested Arena a better playing experience.
0
If you get a chance please go test my map out on b.net. I'm looking for comments, suggestions and the like from those who are playing it. I am planning to do some more additions soon and would like to hear from everyone who is playing it.
Please visit
http://www.sc2mapster.com/maps/infested-arena/
to post your comments, suggestions, bug reports, or whatever else
Thank you,
0
@marcxdid: Go
Fixed the upgrade problem as I was receiving a lot of feedback of OPing on upgrades. New Weapon and Ability system has been implemented. You will now see that Savage difficulty (especially if everyone picks it) is EXTREMELY difficult as with 4 players there is close to 200-250 guys on the screen at any given time. If you have any additional comments please post them on the my main map page as I will not be able to check this forum post as often.
Thank you!
0
Going to be doing some balance runs if anyone is interested in joining me. Hit me up online game name: Etavex
0
@marcxdid: Go
Ya I did a little balance work on the Infested Blades. There was a health glitch attributing to much health to them. I just published the new version. Good luck and let me know if you come across anything interesting.