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    posted a message on Advanced Burrowing Issue Order
    I'm pretty sure any burrow/unburrow order works for any unit that has a burrow ability. Timer - Every 29.0 seconds of Game Time Unit - Create 9 Zergling (Burrowed) for player 10 at (Center of ZergSpawnZone) Unit - Create 3 Roach (Burrowed) for player 10 at ((Center of ZergSpawnZone) Unit - Any Unit Enters ZergSpawnZone Unit - Order (Triggering unit) to (Zergling - Unburrow) (Replace Existing Orders) General - Wait 1.7 Game Time secondspl Unit - Order (Triggering unit) to ( Attack targeting (Point(210.0, 205.0))) This makes both types of units unburrow and move out for example
    Posted in: Data
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    posted a message on Ability with cooldown and mineral cost

    So I want to make an ability on a building that spawns a drone, and has it immediately starting to mutate into a spinecrawler. The way I have it set up right now is I'm just using a (mostly) dummy ability, and detecting that in a trigger. The trigger then handles all the drone/spine crawler stuff which works fine.

    The problem I'm having is I want the ability I have for my building to have a rotational cooldown display (like hero abilities), and also display the mineral cost on the tooltip. I've used ability categories that have one or the other so far, but not both. There's quite a few different ability types though, and I was just wondering if anyone knows what the best one to use for this situation would be.

    Thanks,

    Posted in: Data
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    posted a message on Trigger to only unload some units?

    Well, I'm doing each worm in a separate trigger. Each trigger should be running at the same time, with less than ideal results. It's possible that it might be more accurate if I put it all in the same trigger though.

    UPDATE - That did the trick, lesson learned.

    Posted in: Triggers
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    posted a message on Trigger to only unload some units?

    So I want to set up a trigger that spawns several nydus worms and have each one unload 4 hydralisks from them.

    I have the nydus worms spawning fine, and I'm using the 'Create Cargo Units' action to spawn the Hydralisks inside the worms. Now the problem is they basically all go into the same network. I can make them all 'Unload All' at once, but sometimes I'll get irregularites like 8 coming from one, 3 from another and only one from the third one.

    I know you can unload specific units by clicking on them in the cargo window of the unit, but is there a way to get a trigger to simulate this?

    Thanks in advance,

    Posted in: Triggers
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    posted a message on Ships entering from orbit

    Yeah, I got this figured out now, it was pretty easy. I ended up just giving a hidden unit the same ability as the merc compound and have it call down the units when I need to them to. My brain must've been tired yesterday.

    Posted in: Miscellaneous Development
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    posted a message on Ships entering from orbit

    You know how when you hire the aerial-type mercenaries (vikings, banshees, battlecruisers, etc.) they drop down from orbit? Is there any way to set that up to occur at a specific point without a mercenary building being used? I looked through the triggers, and the closest thing I could find was 'Create Drop Pod' which isn't quite what I'm looking for. The ability doesn't really specify a point either...

    Has anyone tried this before?

    Posted in: Miscellaneous Development
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    posted a message on Excluding units with a buff from Search Effect

    I tried that, but my created validator didn't show up in the dropdown list either.

    Posted in: Data
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    posted a message on Excluding units with a buff from Search Effect

    Ok, I see that there is a validator field for the search effect, but when I open it up there isn't a behaviour count one listed there. If go to the Validator tab in the Data Editor I see it, but it's missing from the dropdown list in the Search Effect.

    Posted in: Data
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    posted a message on Excluding units with a buff from Search Effect

    So I'm trying to edit the Xel'Naga Artifact's Nova attack so that it doesn't damage enemies with a particular buff (Guardian Shield).

    I'd imagine that I have to make the change somewhere in the TValerian03 - Artifact - Energy Nova (Search) effect somewhere, I see an exclude field, but I don't think that's what I'm looking for as I can only enter more effects in there. Correct me if I'm wrong

    I'm still not real familiar with the Data Editor unfortunately, so I'm hoping someone here can help.

    Thanks,

    Posted in: Data
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    posted a message on Duplicate action categories after adding campaign dependency

    Title pretty much says it all, I'm making a custom map with the campaign dependency (because I want to use some of its units) and now when I open the trigger editor, almost every category for all the actions is listed twice. Is there any way to fix this?

    Posted in: Miscellaneous Development
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    posted a message on In-game teams matching the lobby

    So I'm making a 5v5 custom game where each team can has 1 cpu player and up to 4 human players each. I'm running into issues with less than full games however where if I switch to the second team, it still makes me Player 1 and starts me in the wrong place.

    Is there any way to lock the player slots with the player numbers in-game?

    Thanks,

    Posted in: Miscellaneous Development
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    posted a message on setting rally point manually?

    I don't think so, but it's pretty easy to do with triggers. Just use the Unit - Issue Order action, and set the unit and point you wanna use.

    Posted in: Miscellaneous Development
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    posted a message on Trying to publish my map, stuck at 0%

    I do, but I tried disabling it and I'm still having the same problem.

    Posted in: Miscellaneous Development
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    posted a message on Trying to publish my map, stuck at 0%

    So I've been working on a multiplayer map, and I'm at the stage where I want to test it online. I go to publish my map as a minor revision (0.1) with a private release on unlocked settings. After I click OK and the File Transfer Window pops up it just stays stuck at 0% and doesn't move.

    Does anyone know why this problem is happening? Or how to fix it?

    Thanks,

    Posted in: Miscellaneous Development
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    posted a message on Trying to publish my map, stuck at 0%

    So I'm trying to publish my multiplayer map, I have it set as a minor revision (0.1) and a private release with being unlocked. When I click OK to start to publish I get the File Transfers window pop up, but it just sits at 0%.

    Has anyone else gotten this problem? or does anyone know how to get around it?

    Thanks,

    Posted in: Galaxy Editor Bugs and Feedback
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