Well somehow the Auto-Reveal trigger is still in the editor. Take a look at the libraries and you´ll find them. This means they were deleted from the Built-In but are still in the Liberty library.
Edit: For now i just copied the whole trigger from the Liberty library and that worked just fine. Maybe Blizzard will fix this ... in Patch 1.2 :)
Go to the Unit tab select your SuperCarrier. There open he "Combat - Weapons" field and add a weapon. Turret: (none) and Weapon: Carrier - Interceptor Launch.
Hi guys! I currently made an build ability, just a duplication of the probe´s one, and added it to the nexus. I changed the "Stats - range" of the ability to 200, so a buidling can be constructed anywhere on the map. So if eg. a Pylon should be warped in, I want the Placement Model only be able to be placed on visible terrain (not in the fog of war). I hope you guys get what I am trying to say.
Solved. For anyone having the same problem: The solution was to change the field "Validator - Unit+" in both "Unit Compare Behavior" Validators from Target to Source -.- .
As Riley suggested, I would move this thread to the development forum, maybe there it would be more helpful for others.
Could anyone tell me why the Validator (type: condition) in the attached map doesn´t work? I want the autocast ability to build one marine in case there is no addon or an techlab attached and build two marines in case a reactor is attached.The strange thing is if the positions of the first and the second return-test condition (in the validator under if+) are switched, always the first one is tested.
I created an autocast ability which told a Barracks to produce units. I wanted to prevent to queue up all slots in case autocast is turned on so I added a Validator of the type Condition to the Autocast Validator of the ability. But this didn´t work.
Here is what I did:
Created an Effect-Instant Ability (Flag: Autocast) with an Effect (Issue Order), that ordered to train a unit
Under Validators I created a Condition and added under If+
Test: Unit Behavior Count (Test if "Nuclear Reactor - Barracks", "TechLab - Barracks" or "TechReactor - Barracks" was applied)
Return: Unit Order (eg. Marine: Test if Marine is being built ->
Ability Link: "Barracks - Train"
Ability Command Index: 0 (for Marine)
Value: equal to 0 or equal or less than 1 depending on what addon was attached (queue 5 or 8 )
Added this Condition to the Ability (Effect - Instant) under Autocast Validator
The problem is that when I construct my new Support Depot, the building instantly appears completed and it overlays the build animation on top of that. When you build the default Supply Depot, there is nothing there to being with as it drops a little techno-nugget on the ground that builds into a Supply Depot.
Well a workaround would be to set the the "Art - Model (Build)" in your units actor to invisible. The problem is with that the transition from the construction model to the unit model doesn´t match 100% percent. There is a small delay between.
Maybe anyone else has a better solution to this problem?
This works with the latest version of the Galaxy Editor: Go to validators and click the "Validator - Result Failure", check the field custom text as marked and change the fields below to whatever you want.
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Well somehow the Auto-Reveal trigger is still in the editor. Take a look at the libraries and you´ll find them. This means they were deleted from the Built-In but are still in the Liberty library.
Edit: For now i just copied the whole trigger from the Liberty library and that worked just fine. Maybe Blizzard will fix this ... in Patch 1.2 :)
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@brackadin: Go
Have you tried the "create revealer" trigger? This one doesn´t require a time parameter.
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Same here. The auto-reveal trigger disappeared. :(
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Go to the Unit tab select your SuperCarrier. There open he "Combat - Weapons" field and add a weapon. Turret: (none) and Weapon: Carrier - Interceptor Launch.
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Thank you so much!
I´ve been searching for hours to get this to work.
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Hi guys! I currently made an build ability, just a duplication of the probe´s one, and added it to the nexus. I changed the "Stats - range" of the ability to 200, so a buidling can be constructed anywhere on the map. So if eg. a Pylon should be warped in, I want the Placement Model only be able to be placed on visible terrain (not in the fog of war). I hope you guys get what I am trying to say.
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Solved. For anyone having the same problem: The solution was to change the field "Validator - Unit+" in both "Unit Compare Behavior" Validators from Target to Source -.- .
As Riley suggested, I would move this thread to the development forum, maybe there it would be more helpful for others.
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Could anyone tell me why the Validator (type: condition) in the attached map doesn´t work? I want the autocast ability to build one marine in case there is no addon or an techlab attached and build two marines in case a reactor is attached.The strange thing is if the positions of the first and the second return-test condition (in the validator under if+) are switched, always the first one is tested.
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They do work. Check this two maps out. I made a marine autocast ability. The first map has an autocast validator the 2nd doesn´t. See the difference
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I created an autocast ability which told a Barracks to produce units. I wanted to prevent to queue up all slots in case autocast is turned on so I added a Validator of the type Condition to the Autocast Validator of the ability. But this didn´t work.
Here is what I did:
Ability Link: "Barracks - Train"
Ability Command Index: 0 (for Marine)
Value: equal to 0 or equal or less than 1 depending on what addon was attached (queue 5 or 8 )
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So I did a little experimenting and come to this result. The system works, but there are some minor bugs.
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Maybe this post will help you http://forums.sc2mapster.com/resources/tutorials/3641-trigger-data-automatically-train-units/#p3
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@Domper: Go
Go to your units actor and change the "UI - Wireframe+" to whatever you want.
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Well a workaround would be to set the the "Art - Model (Build)" in your units actor to invisible. The problem is with that the transition from the construction model to the unit model doesn´t match 100% percent. There is a small delay between.
Maybe anyone else has a better solution to this problem?
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@Aztron: Go
This works with the latest version of the Galaxy Editor: Go to validators and click the "Validator - Result Failure", check the field custom text as marked and change the fields below to whatever you want.