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    posted a message on Lives for players?

    Just to guesstimate and totally rip off what he put, you could use something like this i think

    Respawn

    • Events
    • * Unit - Any Unit dies
    • Local Variables
    • * Dying Hero = (Triggering unit) <Unit>
    • Conditions
    • * (Owner of (Triggering unit)) <= 14
    • * ((Unit type of (Triggering unit)) is Hero) == true
    • * (Player (Triggering player) Vespene) > 0
    • Actions
    • * UI - Display "You have used a life." for (Player group((Owner of Dying Hero))) to Subtitle area
    • * Player - Modify player (Owner of (Triggering unit)) Vespene: Subtract 1
    • * Unit - Create 1 (Unit type of (Triggering unit)) for player (Owner of (Triggering unit)) at Point facing 270.0 degrees (No Options)
    Posted in: Miscellaneous Development
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    posted a message on Combat Acquisition?

    You guys just mean changing the range of the weapon? That's simple. Just pull up the weapon in the data editor.

    If you mean having the unit go to attack the unit no matter where it is, then just revealing certain areas is good. Like you can set a button to create a revealer wherever the unit is or something to that effect.

    Posted in: Miscellaneous Development
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    posted a message on Making Infestable Colony Buildings Infested
    • Bump*

    It turns out that making those buildings infested is easier than I could have hoped. Every Infestable building has a behavior called Colony Infestation. This behavior simply needs to be called out in a trigger in order to perform it's function.

    So your trigger would look like this on the screen (I have all my infested buildings set to player 0)

    • Trigger Name
    • Events
    • * Game - Map initialization
    • Local Variables
    • Conditions
    • Actions
    • * Unit Group - Pick each unit in (Any units in (Entire map) owned by player 0 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
    • * * Actions
    • * * * Unit - Add 1 Colony Infestation to (Picked unit) from Infestable Bio-Dome [131.50, 125.50]

    The "Infestable Bio-Dome [131.50, 125.50]" can just be any of the infestable buildings since they all have the Colony Infestation behavior. Hope this helps.

    Posted in: Miscellaneous Development
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    posted a message on Making Infestable Colony Buildings Infested

    Hey, the infestable buildings and the tentacles that go around the buildings are two seperate models. I'm trying to figure out how to add the tentacle model to the infestable building model but I'm not having much luck.

    Posted in: Miscellaneous Development
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    posted a message on Tower Defence Help

    First off, I found this video tutorial on youtube to be pretty straight forward and teaches you basics in making a TD in the new editor. []

    Also, these should help for morphing units: [http://forums.sc2mapster.com/development/tutorials/1198-data-unit-upgrading-into-another-unit/] and [http://forums.sc2mapster.com/development/tutorials/490-data-making-larva-morph-into-new-zerg-units/]

    Not sure about the sounds.

    I've heard that multi-targeting can be done by simply giving the unit more than one weapon. The tricky part I think is making each weapon attack a different unit.

    Posted in: Miscellaneous Development
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    posted a message on Attatch image to unit.

    Since you haven't gotten a reply, I'm going to throw out my best guess.

    It seems that the beam is actually a model called Raynor Snipe Beam. Then that is attached to an actor which is attached to an effect which is attached to an ability which is attached to the unit. So if you can make a new model for the beam or just edit the old one, then I think you would be on the right path. I'm not 100% but no one else answered anyway.

    Posted in: Miscellaneous Development
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    posted a message on Reducing Build Times

    What you are going to do is go to the data editor, in the units data find the factory. In the factory's abilities will be "Factory - Train", select that. Then double click on the "Abilities - Info" in the right menu. Then double click on the train hellion in the new window that comes up. Scroll down in yet another new window that will come up to find "Info - Time". I believe that's what you need.

    Posted in: Miscellaneous Development
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    posted a message on Lost on a Difficult problem

    I believe what you need to do is go into the data editor, go to units, find your building. When you click on the building the list comes up so go down to footprint and click on it. In the right menu, double click on the layers option. A new menu pops up and you have to find your building in the menu in the top left. From there you should be able to set the placement of the building in its footprint. I'm not sure but that is the best thing I could find.

    Posted in: Miscellaneous Development
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    posted a message on A Couple Questions About Structures.

    You don't need the build menu at all. All you have to do is put the Build Supply Depot on the first page of the command card and take the Build Menu button off.

    Posted in: Miscellaneous Development
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    posted a message on Can a tile or cliff be a unit? or a doodad?

    Well, I won't tell you this is impossible, but I will say from what I've seen this seems to be pretty high up there on difficulty. The textures themselves are .DDS files afaik and the Model files are .m3. It won't work out unless you can somehow turn that .dds into a .m3.

    Posted in: Miscellaneous Development
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    posted a message on Help - Enemy Units Following You Around the Map

    OK, so for the life of me I cannot figure out how to make the enemy units follow the player's units around a specific region. All I want is for the enemy units to attack to the player's unit whenever that player has a unit in that region. Basically have the enemy chase him around the map. I didn't think this would be that big of a deal until i tried it. Any help please?

    Posted in: Miscellaneous Development
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