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    posted a message on Anybody know a clean way to enable tech by a trigger?

    @progammer: Go

    Aha I see, the upgrades themselves apply changes to already existing abilities, blizzard really did think ahead with this particular feature.

    This will make my project much easier to work on.

    Edit: Unbelievable, it actually allows me to adjust cost and build times!? I was about ready to lose hope, guess blizzard didn't let me down after all.

    Posted in: Miscellaneous Development
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    posted a message on Automated Refineries setup, Two resources at once?

    @RuleSC2: Go

    Hey I found an alternative, you don't even need the automated refinery for this, if you just want a periodic income with no cap, create a periodic behavior that calls an effect periodically.

    For the effect, choose a ModifyPlayer effect and make it's effect to raise a resource by a certain value. It can be on any building, it won't matter if it's a refinery or not.

    If you want a step by step process on making the little resource icon popping up I can show you, I just got it working myself. Really relieving to finally figure out how these annoying actors work at last.

    Posted in: Miscellaneous Development
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    posted a message on Second Text Actor won't move

    @Molsterr: Go

    Hmm it never cross my mind that the mover might not work on 2 at once, I'll try duplicating the mover and swapping it over.

    Edit: Huh... that's pretty funny. Yeah it was a Site (Mover) actor, but the funny thing it actually has a Cap 1 that all I had to do was raise the cap. Question, what is the purpose of this cap, has anyone seen an error from having the cap raised too high?

    Cause if there's nothing holding it back I don't see why there has to be a cap here. At any rate that fixed my problem, thank's Molsterr.

    Posted in: Miscellaneous Development
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    posted a message on Looking for a guide for income wars

    @wowacesucksmassivekok: Go

    Um... what is income wars, can you explain it a little? Maybe I can help you.

    Posted in: Miscellaneous Development
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    posted a message on Anybody know a clean way to enable tech by a trigger?

    I'm making a kind of civilization style game, and at the start of the game players get to pick traits that they specialize in with their civilization.

    But what I'm asking isn't how to do this, but rather how to make this clean and quick, I want to have certain behaviors on the units that only enable when the players have these traits, and I intend to grant players the ability to enable these traits by spending points at the start of the game.

    So what I'm asking is, after the player presses the button to spend the point, whats the cleanest kind of boolean statement I can use to enable the behaviors, units, abilities, etc that go along with the trait that they have decided?

    An example is I could just have the trigger raise an upgrade that enables alot of things, or create a unit that does nothing but act as a tech requirement. But I want to know if anyone knows of an even cleaner way to make it happen in Starcraft 2 before I start using the quick and simple methods.

    Posted in: Miscellaneous Development
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    posted a message on Second Text Actor won't move

    Ok so I just played around with automated refineries and managed to make my own little custom automated refinery. I got everything down to the text actor that moves upward with the resources.

    Now everything works just fine, so I decided to make a copy of the text actor and have it activate over another periodic effect. But after I get everything all straightened out and go to test it out. Both text actors spawn at their designated times, but the second text actor doesn't move, it simply appears and then disappears when it expires.

    Anyone have a clue as to why this second text mover isn't moving despite being practically EXACTLY THE SAME as the other one that's working perfectly?

    The only difference is the effect's that are causing their actors to trigger, but they are both being created just fine it's just the event's in the second text actor refuse to make it move.

    Posted in: Miscellaneous Development
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    posted a message on Automated Refineries setup, Two resources at once?

    Gah... I'm over complicating these things.

    I indeed found a work around for what I had intended, but as it turns out I had an unneeded step.

    Unit's can only have 1 type of resource assigned to them at a time, but the thing is, you don't need to even harvest their resources. I just realized I could use a separate periodic behavior that triggers a MODIFY PLAYER effect that just add's the second resource. but before I was having minerals being harvested from a resource while replenishing it by the same amount that was being harvested, a completely unneeded step.

    Gah, I should have just realized this from the start, it's just like working with triggers.

    Posted in: Miscellaneous Development
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    posted a message on Automated Refineries setup, Two resources at once?

    @Molsterr: Go

    But that's just the problem, theres no value anywhere in the behaviors or the effect that mark whether or not it's gathering gas or minerals, it seems that value is entirely controlled by the unit that the behavior is associated with.

    Posted in: Miscellaneous Development
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    posted a message on Automated Refineries setup, Two resources at once?

    Hey, I'm playing around with the automated refineries and while figuring out how they worked I noticed that their entire design is just from extracting the resources from the unit that possess's them, but it doesn't really care which resource it gathers. This made it really easy for me to setup a custom auto refinery to gather minerals but the problem I have is.

    I want my custom refinery to gather both Minerals and Gas, but also to gather them at different intervals.

    Example being I want it to gather 10 minerals every tick and 1 gas every tick, but I can't seem to figure out how to make such a thing happen.

    Anyone have any suggestions that only involve the data editor? I could just make a separate unit to handle the gas but I want to see if I can make just a single unit handle both of these incomes at once.

    Again no triggers, I could do a trigger for this easily but I'm not at the trigger portion of my project yet, I'm saving triggers for things I ABSOLUTELY need triggers for.

    Thank you in advance.

    Posted in: Miscellaneous Development
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    posted a message on I completely screwed up zergling.. help!

    @KillerGymSox: Go Hey I don't know if this will help but maybe this might help you get your base zergling back, try reloading the dependencies for the map.

    Under File where it says dependencies, shuffle those around with the arrows and then hit ok, save the map, close it, and try reopening it.

    I've only noticed that sometimes when I set the dependencies for the campaign units, sometimes when i load up the map they don't appear in the editor even though their dependencies are enabled, when I shuffle them around they show up, but yeah I think it's kind of retarded that this editor makes it so easy to screw over a project like this.

    Maybe after you shuffle the dependencies it will let you reset it to it's original Zergling form.

    Though, I'm not sure if this screws over the map or anything, so save a backup before trying it, I don't want you losing all your progress because of this.

    Posted in: Data
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