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    posted a message on Make a unit drop an item?? How?

    It seems so hard to keep a unit from dropping items when they die and yet, to get a unit to drop an item while they are alive seems even more impossible.

    You can't move a unit instantly while it's in inventory. You can't kill a unit and have it persist, if you kill a unit that has persistence it will not die in inventory until it's countdown ends at which point you cannot revive it. You cannot issue an order or apply an effect that issues an order that both affects the holder and targets the item and then targets a point.

    If you disable the inventory ability, it will only keep the unit from being able to manipulate items in it's inventory.

    Steal item ability looks like it's not gonna happen. :(

    Posted in: Miscellaneous Development
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    posted a message on [Data] Interact Ability Bug?

    If the building you are giving the ability to is neutral who is it's enemy?

    Posted in: Data
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    posted a message on [Lobby/Game modes] The complete guide/reference

    I'm not quite talking about lobby teams being even, I am talking about when you create the teams in the map (team placement) you have to make the teams composed of equal number of start locations and corresponding players.

    As far as I have seen if you use fixed starting locations you can't arrange teams in lobby anyway. If you move a player they will only appear to be moved in the lobby.

    You have to use random locations (fixed for neutral and hostile so they don't interfere) and then set up team placement settings then in game variants set (player)team to player 1 team1[1] unlocked, player 2 team1[2] unlocked, player 3 team1[3] unlocked... for each player on each team and teams have to be even.

    Then when your in the lobby the game won't change the teams that are arranged there, even if they are unfair as far as I can tell(so long as you are under the mode that corresponds to your game variant settings) but when the teams are place in the map they may be in any location designated for a team rather than a specific one.

    Posted in: Tutorials
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    posted a message on [Lobby/Game modes] The complete guide/reference

    It seems like there are 3 problems that people will run into when trying to get lobby arranged teams to work.

    The first problem is Neutral and Hostile aren't given their own fixed starting points. These invisible players will displace other random player start locations and cause confusion and mess up team groupings. Someone on one team will still be allied to their team but their start location will be with an enemy team.

    The other one is that it seems due to blizzard design that although a team arranged in the lobby can correspond to a team in game, it will be a *random* team from the ones created in the map's team placement settings.

    Another thing I noticed is that if you set the map up to support uneven number of players on teams everything gets messed up. I don't know what to do about this :(.

    Posted in: Tutorials
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    posted a message on [Data]Macros?

    @InfestMe: Go

    It looks like a macro is just another actor. Look at the "Zerg Burrow Mobile Anim" actor maybe to get some clues to see whats going on.

    Posted in: Miscellaneous Development
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    posted a message on [Misc] How to get your mom to allow you to play Starcraft 2
    Quote from Dystisis: Go

    Is there any way to do this through Triggers?

    Though in my case it would have to be GF, not mom.

    Why use triggers when you can do it with a behavior. Just copy the "good" behavior and change it so that it modifies the "target lets you have StarCraft 2" property.

    Posted in: Tutorials
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