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    posted a message on Research Ability on a Unit (Worker)

    Unfortunately that doesn't help. When i set the transient flag on the research ability, upgrades get instantly researched, don't cost any ressources and other weird stuff. Any other ideas?

    Edit: I got it to work, had to add the "Queue (5)" ability to the worker. Now i got the problem that i can't move or issue any other commands to the worker while it is upgrading, any ideas how to fix this?

    Posted in: Data
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    posted a message on Research Ability on a Unit (Worker)

    Hi,

    i added the "Evolution Chamber Research" ability to a Worker. I added the upgrades to the command cart and can use them. When i click them ingame, the upgrade starts but gets canceled everytime i issue a command to the worker (move for example). How can i stop this?

    Also there is no progress bar that tells me how long the upgrade has been researching. Is there a way to add one?

    Greetz Error Ash

    Posted in: Data
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    posted a message on Asking Blizzard What's Going to Change

    I am working on a map right now and i am putting a shitload of work into it, but i still don't fear that my map won't work at all on release. I may have to tweak some stuff and it may be frustrating to do some things from scratch, but it's only a few days of work. I am pretty sure i will play and develop maps for SCII for much much longer, so it doesn't really affect me...

    Posted in: Miscellaneous Development
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    posted a message on Patch 16 broken boss bar - timmer window and leader board

    I just realized this too... Seems like the new patch has broken more than anything else... I am interested in a solution as well

    Posted in: Miscellaneous Development
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    posted a message on Remove cloak when attack

    Just an idea:

    Make a trigger with event "Any unit starts attacking", condition "Attacking unit is Dark Templar". Then (and this is the part where i don't know if this works) check if the unit has been ordered to attack. If no, issue order to attacking unit to "stop".

    Posted in: Miscellaneous Development
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    posted a message on How to attach a region to a unit and check if another unit enters that region?

    7MM3s solution sounds most promising, so i will try to implement that when i got some time. I will need to learn the data editor anyways, so i better start using it sooner than later. Also creating a custom trigger hook sounds interesting, will have a look at that too.

    Creating a region for every Infestor sounds too complicated, there can be lots and lots of them (theoretically hundreds...) and the way i see it, i would have to create a trigger for every single one of them (so to be sure i had to create a few hundred triggers just for that, and i want to implement something like this for other units too, so.. not doable :))

    Thanks a lot guys!

    Posted in: Miscellaneous Development
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    posted a message on How to attach a region to a unit and check if another unit enters that region?

    Ah, too bad :(

    But theres gotta be some way, i guess i'll just have to start learning the data editor, i bet it's not that hard to add a behaviour to the unit that does what i want.

    Posted in: Miscellaneous Development
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    posted a message on Making units fly and building pathing

    Damn, i had Land09 checked... Thanks a lot!

    As for the pathing thing, i found out that i don't need this right now. I thought players could block units by hold positioning their worker in a choke, but since my workers don't have the hold position ability any more and because i will probably make them flying, they can't block anything :)

    I will try your method though if i feel i still need units to be able to walk through buildings.

    Posted in: Miscellaneous Development
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    posted a message on How to attach a region to a unit and check if another unit enters that region?

    Yes. That's if you place an infestor in the terrain editor and then select that infestor to cast the spell. But i want it to happen for every Infestor that is created throughout the game, even if i don't place it in the terrain editor!

    Edit: To be more specific:
    I have a building on my map that spawns an infestor every X seconds of game time. After it is created it is issued an order to attack to the other side of the map (i gave the Infestor the attack ability and a weapon which does no damage). When the infestor starts to attack i tell it to Fungal Growth the position of the target instead. Now if a huge unit like Thor/Colossus (which btw was spawned by another building on the map) enters a range of 9 around that Infestor it shouldn't use the Fungal Growth, but instead use Neural Parasite on the Thor/Colossus.

    Posted in: Miscellaneous Development
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    posted a message on Making units fly and building pathing

    There gotta be a way to make ground units flying and to make buildings so that units can walk through them :/

    Posted in: Miscellaneous Development
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    posted a message on How to attach a region to a unit and check if another unit enters that region?

    I still don't get it :/

    Can you tell me exactly what to do? Cause for *Unit* in "Any Unit enters range of *Unit*" i can select nothing useful. I can only select stuff like "last created unit" and "unit rally point target unit", which doesn't make any sense to me.

    Posted in: Miscellaneous Development
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    posted a message on [Melee] Balanced asymmetric map design

    I think it would be possible for certain matchups; like an asymmetric map that is balanced for PvZ or something. But i think it is almost impossible to get a asymmetric map that is balanced for all matchups and all constellations. Some map features that may be balanced for one matchup will always be imbalanced for other matchups (for example two entries to your base in scbw was heavily favoring zerg, while it was kinda ok for mirrors and PvT).

    Also, even if you were to create the perfect asymmetric map, no one would be able to prove that it is balanced right now, because sc2 is just not as figured out yet...

    Edit: This should not discourage you from creating asymmetric meelee maps! I love the idea, i just think it's really really hard to get a good and balanced asymmetric map.

    Posted in: Miscellaneous Development
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    posted a message on Making units fly and building pathing

    Hm, changing the height didn't change the pathing of the unit at all. It is above the ground now, but it still bumps into everything, although it is much lower than my worker.

    Changing the footprint only solves my problem partially. If i change the "Movement - Pathing Footprint" to "none" then units can walk through the building. But even though i have "Movement - Pathing Footprint - Placement" set to "2x2 (Ignore Creep + Conture)" the actual footprint is 4x4, so i can't place buildings next to each other. I also tried changing the placement footprint to somehting different (none, 2x2, 2x2 placement only, etc....) but it didn't change anything. Any ideas how to fix this?

    Posted in: Miscellaneous Development
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    posted a message on How to attach a region to a unit and check if another unit enters that region?

    Actually i totally overlooked that one...

    Nevertheless, i still can't do it with that event, because for "unit" i can only choose specific units that already are on the map (or any unit). I can't choose "infestor" or "thor". I want this trigger to run everytime a (for example) thor enters the range ob my infestor. Any ideas? ( i need it to be something like "Any Unit enters range of Infestor" and then i could check in the conditions if the triggering unit was a thor/colossus whatever...)

    Posted in: Miscellaneous Development
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    posted a message on Making units fly and building pathing

    Hi,

    i am working on a map where i need my workers to be flying. I watched Beiders TD tutorial and there he explains how to achieve that, but even though i changed everything as he said in that tutorial (Movement - Collide: Air, Movement - Mover: Fly, Movement - Plane Array: Air), my workers still can't fly over other units/buildings or cliffs. They act as if they were flying (the pathing is as if they were flying) but that only makes them bump into everything...

    How can i make it so my workers can fly over other units/cliffs?

    And something else that may be related to this: Can you tell me how to decrease the pathing size of buildings and units? I want to have buildings that to not interfere with unit pathing, but still can be placed as normal buildings (i.e. not on top of each other or something strange like that).

    Thanks in advance Error Ash

    Posted in: Miscellaneous Development
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