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    posted a message on [Info] Patch 16 Undocumented Editor Changes

    There are lots of new audio added in this last patch including Mission Music.

    What I really wanted to say though is the Lurker's sound files are back in. Same with the Lurker Den. I have no idea what else but this is big. They were previously blank, placeholder files after the unit was removed.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Beta Usernames

    Adun.826 on US.

    I think. I have a US Battle.net account but I live in Europe so I assume US.
    Pretty good latency, at least.

    Posted in: General Chat
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    posted a message on Thank You Blizzard!

    @kozm0naut: Go

    I'd rather have health kits or something.

    Posted in: Miscellaneous Development
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    posted a message on Ok Tama's got another question That probably has a stupid easy answer.

    @oldschool01: Go

    Don't you just simply Create it again at Behavior.Off?

    Posted in: Miscellaneous Development
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    posted a message on Korean Gamers Are Faster Than A Speeding Bullet

    Holy crap. I could move my fingers that fast with enough practice but hardly efficient ones. :9

    Posted in: General Chat
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    posted a message on Creating Scarabs and Changing Flight/movement pattern

    It's still excellent data editing experience I wouldn't pass up on. :)

    Posted in: Miscellaneous Development
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    posted a message on Epic Starcraft Dream...

    Damn, feels like nobody never get to see up to the end of a good dream. I always wake up before it's over. You're dreaming about SC because it's always on your mind, you don't have to be playing SC. ;)

    Posted in: Off-Topic
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    posted a message on Creating Scarabs and Changing Flight/movement pattern

    Yes, if they inherited the target of their parent unit, it would go straight for the target. No need for Charge. Don't know how Carriers do it. You know how all the Interceptors will focus fire the target you tell the Carrier to attack? Do this with Scarabs. ;) Investigate the data entries for Carriers and Interceptors. I haven't done it yet myself though, but this is definitely the way to go for starters. I'm sure you'll figure it out.

    I think you're recalling the behaviors of the Scarabs/Reavers wrong. It actually doesn't auto-acquire a target. If you wanted to do that, then you just do what I said, but don't inherit the parent unit's target and have the Scarab acquire a target on its own. The Reaver just picks up a target when it is in range and then launches a Scarab, which seeks the target the Reaver, the parent unit acquired. If you were to give the Reaver an order to attack a specific target, it will continue launching Scarabs at it until it dies.

    Posted in: Miscellaneous Development
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    posted a message on Creating Scarabs and Changing Flight/movement pattern

    I have no idea how you could possibly change unit pathing but if I were to make a Scarab, my approach would be something like this:

    • Check out the Carrier data editor structure and notice how its Magazine works. There are actually no Behaviors involved. It's all in the Effects.
    • Create your Reaver unit similarly as the Carrier. Make the Scarab in tandem of the Interceptor. The only difference will be stats and the attack. You want the Scarab to self-destruct, not shoot laser beams, so imitate Baneling Behavior.
    • Interceptors have flags checked so they are uncommandable and they also inherit the target of its parent unit. Make your Scarabs do the same.

    Pretty simple, at least in theory.

    Posted in: Miscellaneous Development
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    posted a message on Auto-casting Burrow

    Derp I fixed it somehow. For some reason I copied the auto-cast requirements for Unburrow into Burrow and it worked. Even though they were both virtually identical to each other. Yay for GE. >_>

    Posted in: Miscellaneous Development
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    posted a message on Serious Item Problem
    Quote from Jinxxx123: Go

    @OneTwoSC: Go

    yea i not using any triggers for the items , indeed i use a train ability and interact.

    in war3 the items wont drop on the ground if your inventory was full , you would get an error message that the inventory is full . although i do know it is possible to have items drop on the ground in war3 if you set it to do that.

    anyway , so this is unfixable as of yet? , more flaws in this editor huh. how about setting item hotkeys ? i would like it so people dont have to manually click to use items.

    anyway that isnt as much of an issue compared to this item dropping when inventory full. any more help?

    Right, the items dropping on the ground if the inventory was full was a feature in DotA. I remember now.
    I don't know anything about items but if you want to have hotkeys you can bind those to the Buttons you made for the items, yes?

    Posted in: Miscellaneous Development
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    posted a message on Serious Item Problem
    Quote from OneTwoSC: Go

    You know though, (if my memory is correct) in Warcraft 3 you could buy items when your inventory was full and they would just go to the ground too...

    This is true. It's so that the user isn't arsed into dropping/selling an item to unlock the shop again if they're in a hurry. I'd say you're fine.

    Posted in: Miscellaneous Development
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    posted a message on Auto-casting Burrow

    Yes, stupid question. I can get Unburrowing to auto-cast no problem. Yet, I am having more trouble with auto-casting Burrow than I had planned for. Does anyone know how to do it?

    Edit: Of course, I want it to trigger when the unit is out of combat.

    Posted in: Miscellaneous Development
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    posted a message on Problem with training Nukes

    Never mind. I fixed it. ;)

    Posted in: Miscellaneous Development
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    posted a message on Problem with training Nukes

    I have an add-on producing a nuke, like the Ghost Academy. I thought it would be as simple as giving the add-on the default ability "Arm Magazine (Nuke)". It wasn't so simple. It works as intended, but when the nuke finishes construction, the game client freezes for about 5 seconds before it unfreezes again with the "Nuclear missile ready." prompt.

    What could have possibly caused this? :S

    Posted in: Miscellaneous Development
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