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    posted a message on Turret Help

    Are you using the base ATS laser battery or a copy of it?

    The #1 cause of my problems with missiles launching from the "origin" are that the missiles don't match up between the weapon effects and the actor. Make sure that the missile unit is set properly in your (Missile) effect, and make sure that your attack actor has the right actor for your attack missile set. Another problem could be that your launch attachment points in the attack actor aren't compatible with your attacking unit. Copy the launch attachments from the attack actor of your original unit (like the auto turret attack) and paste it into the attack actor for your weapon.

    Posted in: Data
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    posted a message on "Pet" Type unit

    Maybe the Galaxy Editor has a better way to do this, but here's a solution that I have used.

    When the marine is constructed (unit enters Entire Map), create a zergling unit at the position of the marine and link them together. You can "link" them by having a global counter that starts at 1, and every time you make a new marine that index is increased. Give the marine a custom value (any index you want, doesn't matter) of the current counter value. Then, you can set the new zergling unit into a global data table with the an identifier plus the custom value of the marine, like "zerglingPet1", you just have to append your marine's custom value with a constant string ID "zerglingPet".

    Then, using triggers, whenever your marine attacks an enemy, order the zergling to attack that enemy as well. You can make this happen by grabbing the correct zergling unit back out of the data table using "zerglingPet" + the attacking marine's custom value. Whenever you order a marine to move, find that zerglingPet unit again and order it to move to the marine.

    Post back here if you need more help on how to actually implement this with triggers.

    Posted in: Data
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    posted a message on Using Behaviors That Don't Stack

    I'm working on a relatively simple weapon that has a "freezing" attack, attacks apply a behavior to slow enemy movement. There are many different levels of this attack, starts at -10% speed and goes up to -40% speed. Different units can have different levels of the effect, so my problem is when two different units with two different levels attack, it will apply both levels of the behavior and the speed penalty will stack.

    I.E., Unit A attacks with -40% speed debuff, then Unit B attacks with -30% speed debuff, now the attacked unit moves at -70% speed.

    As a crude solution, I could change it so a lower level behavior will not be applied if a higher level behavior is already on the unit. The main problem with this solution is that if the -40% behavior is just about to wear off, then the -30% behavior won't be applied and the player could miss several seconds of slowing.

    Is there any way to make it so that several levels of the behavior could exist on a unit at the same time, but only the most powerful one will be in effect?

    Posted in: Data
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    posted a message on Spine Crawler Actor Help
    Quote from Wakeman: Go

    Got help from someone and finally solved the problem! It turned out that I need to change the Host Return and Host Support fields of the missle actor manually to the new value. Hope this helps others as well!

    THANK YOU SO MUCH! +1 <3

    Posted in: Miscellaneous Development
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    posted a message on [HD] Starcraft 2 Cursors for windows!

    These icons are awesome! My laptop is all Starcrafted out.

    I have a suggestion with the arrows and the text highlight cursor. The arrows should be moved to the left, and the text highlight cursor should be moved up. I found with the text cursor that it would appear about halfway through the text vertically and the bottom half would stick out below the text. If you look at the default cursors, you'll see that Microsoft has their text icon bumped upwards. The same thing goes with the arrows for dragging windows.

    Keep up the good work though, this is fun stuff.

    Posted in: Art Assets
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    posted a message on Using Variables to Store Behaviors

    I need to be able to apply a specific behavior to a unit each time it makes a kill, up to 150. From my knowledge of the data editor, the only way to do this is to make 150 different behaviors.

    It would be nice if I could store all the behaviors in an array of 150, but I don't see any data structures that could store a behavior. Is it possible to do this using game links or something? Does anyone have a more sensible solution?

    Edit, more details: I have an ability where every kill a unit makes increases its damage by 2%, up to a maximum of 300% (or 150 levels). I want the unit to have one behavior with the accumulated damage bonus, not 150 stacked behaviors at 2% damage each.

    I would like to be able to have an array of length 150 that stores each level of this damage boost, and then on a kill I would use a trigger to remove the previous behavior and add the next level behavior from the array.

    I don't know of a way to store a behavior in a variable, and I don't know of a better way to do this using the data editor.

    Posted in: Triggers
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    posted a message on Help with Trigger that Updates Scoreboard(Kills and Score)

    Variable - Set Player Score Count[(Killing player)] = ((Player (Killing player) Point Value of Units Killed score) + (Player (Killing player) Point Value of Units Killed score))

    This is probably irrelevant to your problem, but what is this line right here doing? Why do you add the same value together twice?

    Posted in: Triggers
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    posted a message on Rotating In-Game Models

    Blizzard added a number of quirky models, and I would like to take advantage of the "$" symbol model. The model by default just lays flat on the ground, does anyone know of away to have that model rotated so it stands upright and spins around? I believe the spinning can be accomplished with a mover, but I don't know how to get it upright.

    Thanks for any help

    Posted in: Miscellaneous Development
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    posted a message on Best Way to create new towers in the editor

    1. Get creative, there are more towers than you might think. Protoss have the photon cannon, but other robotic units like the immortal would make a good tower. Zerg have sunken and spore cannons, but also some campaign units like the infectors on the New Haven mission. Terrans have a ton, other than the missile turrets, auto turrets, bunkers (with or without turret on top), and siege tanks, you also have hidden sentry guns (secret mission), the fire-based turret (hero mission), the perdition turret, both zerg-based towers at the top of the zerg tech tree, the planetary defense fortress, and even a grounded viking or goliath would make a good tower.

    2. Duplicate the base unit you want, but you usually don't need to check anything for duplication other than the actor. If you check everything when duplicating you'll get " Copy" units all over your game file.

    If damage is done but you don't see the weapon missile, the problem is in your actors. Among other things, make sure the specified missile for the actor matches the same missile unit specified for the weapon.

    Posted in: Miscellaneous Development
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    posted a message on [Data] Unit Afterimage Effect

    @uncassiel: Go I'd love a dynamic solution that could work for any unit. Any idea how that was done in the video?

    Posted in: Tutorials
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    posted a message on Need Help with TD

    @Entex775: Go

    Can you provide more details? Be very specific about what you are trying to do.

    Did you give your tower a weapon?

    Posted in: Project Workplace
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    posted a message on Amplifying Sounds

    I had the same problem. I downloaded Goldwave, loaded up my sounds and adjusted the volume in the actual sound file. The program can also convert audio file types to .ogg or whatever you need.

    Posted in: Miscellaneous Development
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    posted a message on What to change in the Galaxy Editor

    Very simple, I would like a way to change the mechanics of armor. Currently points of armor indicate the amount of damage reduction a unit has, and each weapon can have a greater or lesser damage penalty for each point of armor. I'd like a way to change it so that each point of armor makes a percentage reduction from all attacks.

    Also I think each premium map should allow the map author to award a small number of achievements that actually count towards the player's achievement score.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Mysterious Building Shadow

    @SystemSe7en: Go

    Bingo, it was the splat actor. I had a splat actor copied from two months ago, and something in the patch made it appear for the tower.

    I deleted the splat actor and everything is great :)

    Posted in: Miscellaneous Development
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