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    posted a message on Stacking buildings.

    @PiercingGoblin: Go

    Anyone?

    Posted in: Data
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    posted a message on Stacking buildings.

    Only thing is, when I remove every check mark from the "Movement - Collide" field, I can stack buildings, but not directly on top of each other. For instance, they can be 1 square to the left or right, but not right on top of each other.

    Posted in: Data
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    posted a message on Stacking buildings.

    @Vexal: Go

    Cool, and thanks. Really nice to see examples of it in use.

    Edit: I just changed the pathing footprint, and I can't seem to place the building at all. What should I do?

    Posted in: Data
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    posted a message on Stacking buildings.

    Bump.

    Posted in: Data
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    posted a message on Stacking buildings.

    I have a melee map that I want certain buildings to be stackable in, (such as the photon cannon and pylon). I just unchecked all the movement flags for the building I want to stack, and that works except I cant stack directly on top of the building, only slightly next to it, because the builder cant reach to stack on top of it. Any way to fix this? Thanks.

    Posted in: Data
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    posted a message on [trigger]Making AI not stop.

    Anybody?

    Posted in: Miscellaneous Development
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    posted a message on [trigger]Making AI not stop.

    Or, is there any way to disable Defeat conditions for a player, so when player 14 loses the base, they don't lose the game? Hopefully that would make the AI continue.

    Posted in: Miscellaneous Development
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    posted a message on [trigger]Making AI not stop.

    I have a map (it's a fastest map), but It's played on custom. I have 1 player, player 14, who I want to give units to when a command is typed. When I give 14 a unit (zergling), it doesn't do anything because I have its base killed at the start. When I don't kill the base, the zerglings just try to run to the base which is outside the camera bounds and on an island. Any way to have a player have AI and not a base?

    (I have tried using a trigger that enables melee ai, that doesn't work for some reason.)

    Posted in: Miscellaneous Development
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    posted a message on [Data/trigger]Creating some Buffs.

    Wow, I feel dumb... the whole time it wasn't working because I had it applying to last created unit instead of picked unit in unit group... thanks for everything though.

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] Instantly build everything

    You could edit all of the units build times to as little as possible. or try this trigger, I haven't tested it, but It might work.

        Events
            Unit - Any Unit training progress is Started
        Local Variables
        Conditions
        Actions
            Unit - Set progress of (Triggering unit) slot 1 to 100%
    
    Posted in: Miscellaneous Development
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    posted a message on [Data/trigger]Creating some Buffs.

    @gemGreg: Go

    What about armor or damage?

    Posted in: Miscellaneous Development
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    posted a message on [Data/trigger]Creating some Buffs.

    Anyone?

    Posted in: Miscellaneous Development
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    posted a message on [Data/trigger]Creating some Buffs.
    Quote from gizmachu: Go

    You would 1st have to create the buffs in the data editor.

    That's the part I'm having trouble with... I don't know how to make the buffs I specified, but I know how to apply them if they were made.

    Quote from PiercingGoblin: Go

    I want to make one for increasing armor for 30 seconds, and one for attack, and one for movement speed. How would I make buffs that would get applied to the unit when that is typed? (In the data editor I'm assuming.)

    Posted in: Miscellaneous Development
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    posted a message on [Data/trigger]Creating some Buffs.

    I want to have 4 buffs that activate when a chat message is typed. I have one set already for cloaking, it's as so:

    Cloak
        Events
            Game - Player Any Player types a chat message containing "-cloak", matching Exactly
        Local Variables
        Conditions
        Actions
            Unit Group - Pick each unit in (Selected units for player (Triggering player)) and do (Actions)
                Actions
                    Unit - Add 1 Ghost - Cloak (Free) to (Picked unit) from player (Triggering player)
                    UI - Clear All Messages for (All players)
            Sound - Play Custom - Cloak Engaged for (Player group((Triggering player))) (at 300.0% volume, skip the first 0.0 seconds)
    

    I want to make one for increasing armor for 30 seconds, and one for attack, and one for movement speed. How would I make buffs that would get applied to the unit when that is typed? (In the data editor I'm assuming.)

    Posted in: Miscellaneous Development
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    posted a message on 2 Questions

    When you say "In Modification, just add +1 armor", I am unsure exactly what to do. I got to the Modification +, but I don't know how to add +1 armor to it.

    Posted in: Miscellaneous Development
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