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    posted a message on How can a unit be immobilized (not even sway)

    I would like to use a trigger to freeze/immobilize a unit and prevent the unit from reacting to enemies and even stop all the little idle animation that make the unit move a little and switch stance while waiting so it freezes like a statue. Any clues? (I tried pause unit but it didnt work, either thats what its suppose to do and Im not doing it right or its not suppose to stop the idle animation)

    Posted in: Miscellaneous Development
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    posted a message on Changeling

    I have a few basic questions

    1- If you click on an enemy Changeling in disguise do you see "changeling" in the center HUD? Is there an easy way to change the appearance of that info screen to mimic a marine with the name "marine" instead.

    2- How does the computer player's AI recognize a changeling?

    An idea I had which might look awful or not too bad, I havent tried, is to encase the initial unist in a cocoon (like the one the Leviathan zerh hero uses), then replace the unit type thats in the cocoon and then remove the cocoon. With a little luck it might look ok and slightly better than instant change without a transition animation.

    Posted in: Miscellaneous Development
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    posted a message on [Request] Dark Protoss

    This is a great idea, I hope the Dark Colossus can be available first!

    (neet to see theres a trigger for the others)

    Posted in: Artist Tavern
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    posted a message on Replacing AI's move-and-ignore w move-and-attack?

    The AI in a melee map is moving units around back to his base without attacking as they travel, they get shot without fighting back and bump into enemies and walk around to move back to base (basically getting slaughtered without fighting back).

    Is it possible to make a simple change that will make all AI computer player's movements move-and-attack instead of the move-and-ignore?

    Posted in: Galaxy Scripting
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    posted a message on Player groups help!

    I have the same lack of understanding as the OP, except I dont understand the answers :(

    I have made many players allied with each other on a 1 on 1 basis, and then go over all that with another set of players, then have to set each individual player in group 1 be enemy with each player in group 2, there really has to be an easier way to set a bunch of players mutually allied, and to declare 2 groups enemies. I figured Player Groups might help (I dont know what a player group is but I figure players in the gourp can be allies without having to say for each one hes an ally with each and every other one)

    but when I click on Player group theres no create group, and when I click on add player to playergroup, I get 'add player 1 to playergroup, I click on playergroup in the hope of naming this player_group_1 or something but I dont get a choice of values (ex: 1, 2, 3) but variable something and other choices that I cant figure out.

    Any tip would be welcomed

    Posted in: Miscellaneous Development
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    posted a message on How to remove a computer place in the startup of game.

    Theres a good chance I dont understand your spartan sentence or what you mean by it but I take a shot

    Select "points" instead of units in the map editor, click the starting location you wish to remove and it should be highlighted by a circle, then hit the delete key and that starting location is removed for computer player as well as any other player. Or if you mean you want to remove a computer player go to the map info menu and select player information and change one of the player currently set to "computer" and set it to something else that or another setting in that window will remove that computer player from the starting lineup.

    Edit: I just saw your clarification and the text above probalby wont help, I cant answer your question atm (might be able to later on)

    Posted in: Miscellaneous Development
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    posted a message on Veterancy + Splash damage =

    Im curious to see someone give feedback about this because Im wondering how Splash damage works and how it can be applied to a weapon or as an ability(Hail of Lead). I gave a marine unit the Hail of lead ability that Tychus mini-gun hero has but when I test it theres no sign that any splash damage occurs, maybe an answer to your question will shead light on the splash damage mechanics.

    Posted in: Miscellaneous Development
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    posted a message on Trigger to Bioplasmid-cocoon a unit?

    The Leviathan zerg hero monstrosity has an ability(bioplasmid or something like that) that throws a ball of blob that hits a target and creates an organic cocoon around the target to immobilize it.

    All I want is a trigger ex: Cocoon_target that just direclty applies the (bioplasmid) cocoon itself to a target (no projectile, no hitting, etc)

    I've looked around in the data editor theres a lot of elements related to the bioplasmid effect/weapon/ability I dont know wheres the cocoon and Ive looked from the trigger editor side and have a hard time locating the element that leads to the cocoon effect itself (is it a behavior?)

    If I double click on action in the trigger editor, select unit(I guess) to choose triggering unit, what action function do I need to select to end up with the triggering unit being encased in the cocoon?

    thanks

    Posted in: Miscellaneous Development
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    posted a message on Sniping a passenger inside a transport?

    Thanks for the detailed information, if you could post a basic map with the trigger it would be super!

    Posted in: Miscellaneous Development
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    posted a message on Sniping a passenger inside a transport?

    Does anyone have an idea on how to create (if its even possible) an ability similar to Snipe, (Armor Penetrator Snipe) but if the target transports 1 unit inside its the Unit inside that gets killed? I have tried making a trigger but Its a bit complex because you have the unit that initiates the ability, the target, and potentially a unit inside.

    Posted in: Miscellaneous Development
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    posted a message on Anti-camping Region

    I dont know how to prevent units from being bunched up in that tunnel but the map looks good. What tileset is that, Mar Sara something?

    Posted in: Miscellaneous Development
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    posted a message on condition or and in folder tree form?

    cant delete, I will read view tutorial about structuring conditions before asking questions ;) (will be back if problem persists)

    Posted in: Galaxy Scripting
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    posted a message on Vehicle piloting: marine getting in and out of Hellion

    "Instead of using share you could try setting up a trigger that just gives you the unit completely when a marine enters it, and gives it to neutral when one leaves." good idea, though I dont know how to setup a trigger like that. I will look around the editor and poke around in case I get lucky and find it by accident.

    Posted in: Miscellaneous Development
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    posted a message on Vehicle piloting: marine getting in and out of Hellion

    Hi there, Im using the tips I got for a neutral bunker to create a vehicle a marine can enter and exit

    I added a transport ability "CombatVehicle_transport" based on the bunker (which had boxes to check allies and neutral, but which I could not find in medvac for example), so that combat vehicle could take a pilot(if empty) or a passenger(until I make it only applicable to neutral units thus empty), I added this ability to the Hellion, and added the sharing ability made for the bunker; type:interact, flagged for shareed-control, auto-cast, share-vision, i set the rage to 1, but could not find auto-cast range.

    To simulate an empty vehicle I use a neutral hellion

    I can enter and exit a hellion of mine to travel about faster, I can enter and exit a neutral Hellion (as if it was empty) and almost do the same;

    while in the neutral hellion a) I can move with right-click, but I can only attack by clicking the attack button and cannot attack with right-clicking an enemy unit b) enemies dont fight back (probably due to neutral, ill try to make neutral enemy with enemy AI but then i fear the enemy AI will attack neutral structures) c) for some reason, once I exit, I can still command the neutral hellion and make it move half an inch before it stops and a message mentions I cant control that unit(after its normal and I can not control it until I get in)

    Ill try making the neutral player enemy vs computer to see what happens but any ideas or comment would be welcomed

    edit

    Ok I tried with making empty vehicles player 7 (unused) instead of player 0, and making player 7 neutral with player 1 (main player), and its much better, I can control the Hellion normally(right-click to attack works), enemies attack it

    theres only two minor issues; a) enemies now attack it (and the bunker) even if its posing as being empty which is a bit odd b) I can control for a wee bit of time (or get it moving half an inch) the Hellion after exiting it (when its supposed to be empty)

    Posted in: Miscellaneous Development
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    posted a message on Neutral Bunkers (usable by allies)

    Thanks for the detailed instructions! with these I managed to mostly get what I wanted; I can enter the neutral bunker the marine inside fires at enemies I can exit the bunker same thing for allies

    there's just a little thing i need to tweak; in the map the neutral objects are not being attacked by the enemy AI, since I dont want the enemy to start attacking empty neutral structures for no apparent reason, but when I enter the bunker and fire at enemies, the enemies stand there and dont fight back probably because the building is neutral I guess. Is there an easy way to make the enemy consider the building mine(thus an enemy unit) while Im in it and stop seeing it as a threat when Im out?

    Posted in: Miscellaneous Development
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