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    posted a message on Modify Radar Filters

    Bump?

    Posted in: Miscellaneous Development
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    posted a message on Changeling Disguise Toggle

    Bump.

    Posted in: Data
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    posted a message on Changeling Disguise Toggle

    So I got the changeling disguise working as a targetable ability, but now I'm trying to make it toggleable (disguise on, disguise off). I'm not shy on using triggers to accomplish this, and I think I can handle all of it except, I'm stuck on how to remove the mimic flag.

    Does anyone know?

    Posted in: Data
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    posted a message on Modify Radar Filters

    Is there a way to modify radar filters? I'm not sure where to find them by default on a unit, but if you look at any "Buff" behavior, clicking on the "Unit" tab, there's a list of "Radar Filters" about halfway down. I was hoping to add "Is Zerg" to that list. Is it possible to edit it?

    Posted in: Miscellaneous Development
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    posted a message on [Data] Constructing unit requires upgrade

    I figured it out.
    The problem was not with the unit / upgrade itself, but rather with the fact that I was using a "Shop Share" ability (from Biffu's tutorial), which temporarily shared a Neutral structure with the "Hero".
    The problem, of course, was that the upgrades apply to the specific owner of the structure.
    The only solution I can see is to have a modified "shop share" ability that completely transfers ownership.

    Posted in: Data
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    posted a message on Hide Cargo UI

    Bump. Also curious as to how to do this.

    Posted in: Miscellaneous Development
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    posted a message on [Data]Zerg Radar

    I would like to create an ability that works like the sensor tower radar, but specifically only for zerg. There is a "must be zerg" validator which can be applied to an effect that applies buffs, but sensor tower appears to simply operate off the regular game radar, which I don't think can be re-jiggered to filter certain types of units (only certain flags, like "cloaked", or "burrowed"). If custom flags could be made, this could be handled, but I'm not currently aware how to do that.

    Does anyone have any ideas on how one could accomplish this?

    Posted in: Miscellaneous Development
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    posted a message on [Data] Constructing unit requires upgrade

    Regretfully, I must bump.

    Posted in: Data
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    posted a message on Possible to store Items/ranged etc as a string?

    Catalogs are a nightmare and a half.
    I'm not sure what you mean by "Left Click Ability", I assume you are using a First/Third-Person view and left-click essentially attacks.

    If this is the case, then when your unit 'attacks', they play two animations:
    One is the unit's "Attack" animation, which causes it to take a "firing weapon" stance or whatever it does.
    The other is the "effect" created by the weapon, which is bullets in the case of the marine, beams in the case of the colossus, etc.

    Biffu's tutorial will help with the inventory system, equippable weapons, etc. There's a part in there where he has you create "Hero Weapon", and that's exactly this.
    http://www.sc2mapster.com/api-docs/getting-started-with-galaxy-edit/complete-hero/

    Posted in: Miscellaneous Development
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    posted a message on [Data] Constructing unit requires upgrade

    Still having trouble with this :(

    I have several screenshots of what is going on...

    This is the Requirement:

    http://lh3.ggpht.com/_tnrKTHtJY2k/TG3bFhQvbWI/AAAAAAAAABE/YNugqO8xKcQ/upgrade.png

    This is the ability:

    http://lh5.ggpht.com/_tnrKTHtJY2k/TG3bFmqBh-I/AAAAAAAAABA/ODbj7xX0AwI/ability.png

    And this is an in-game screenshot:

    http://lh3.ggpht.com/_tnrKTHtJY2k/TG3bFRVE80I/AAAAAAAAAA8/HEd9SG-4eCs/screenshot.png

    I have a trigger that sets the upgrade level to 1 when I build a siege tank.

    I have another trigger that reports the level of the upgrade when the player types "upgrade".

    In the screenshot, I typed upgrade, built the siege tank (build time was changed to instant for dev), then typed "upgrade" again. The tooltip / button never changed.

    Posted in: Data
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    posted a message on Need to know how to burrow a hero

    @Nashadun: Go

    That could work. I'll have to figure out a way to immobilize them...hmm...

    Posted in: Miscellaneous Development
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    posted a message on Dynamically Expanding Cargo

    Huh. Feel kind of stupid now. Found the cargo size increasers in the upgrade screen, after I had a look at "Nanosteel Frame" (not exactly what you were referencing, but did the trick).

    Still not sure what's up with the bunk range. I took a screenshot of the upgrade:

    Upgrade

    I don't know if I should make a new post for this. I'm not sure I've done everything I can to resolve this yet, though.

    Posted in: Miscellaneous Development
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    posted a message on Dynamically Expanding Cargo

    I have a feeling I know where this is going (catalogs), so I'll just go ahead and apologize in advance.

    I have this ship. It can load and unload. I want it to be affected by two upgrades (I just realized neither of which are working):

    1) Upgraded load / unload range. I modified the values for this, and while it accepts anywhere within range as a valid target (i.e. stops moving and 'casts' the ability), the unit being unloaded is spit out point blank. This is a minor issue I haven't looked much into, and am not as concerned with resolving at this time, BUT I mention it because I want to retain the ability to upgrade the range (which, at face value, was surprisingly easy).

    2) Upgraded cargo size. I can't see anything in Behaviors, Upgrades, or Triggers, and am worried that this is not possible without catalogs, which has seemed in the past to be an indicator of running into a "read only value" in the catalog ><

    TLDR: Cloned medivac load/unload needs to have an upgrade that increases load/unload range, and an upgrade that increases cargo size.

    Posted in: Miscellaneous Development
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    posted a message on Help me select an existing melee map

    @wowacesucksmassivekok: Go

    That'd be great. But one of the reasons the idea I had worked out so well for me is because I really have no idea what kind of terrain I want for the map. I've had ideas on just about everything else, just fresh out of those ><

    Posted in: Miscellaneous Development
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    posted a message on Help me select an existing melee map

    Since I'm too poor at terraining to start from scratch, I've decided I'd like to take one of Blizzard's melee maps and adapt it for my purposes.

    I honestly haven't played more than three regular melee games in SC2, so my knowledge of these is kinda limited. I could go through and look at each one, but the main point I can't get from that is: Which of these maps are the ones that aren't (over)played? I don't want to accidentally pick a de_dust or blood gulch equivalent and have everyone bored out of their minds.

    Preferably, I want something that looks good, but could still pull off being a zerg infested world with little editing. I want something that, as I said, isn't overly played. If it has poor use as a strategy map, even better, as I'll be using an RPG system. Finally, I don't want it to be too terribly tiny / cramped. I want the player to be able to make several runs into enemy territory before finding the heart of the base.

    Posted in: Miscellaneous Development
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