• 0

    posted a message on Make creep tumor unable to reproduce?

    How do I make the creep tumor unable to reproduce. It's not in the command card of the creep tumor and the "creep tumor build" ability is linked to the creep tumor through actor events. I thought I removed all of the actor events somehow linked to the "creep tumor build" ability but the ability still shows up.

    Edit: This is SO stupid. I found the fix literally seconds after posting this thread. For others trying to do the same thing: Remove the ability from the creep tumor(burrowed)'s command card. I might as well leave this so other people with the same question can find this(If that's okay)

    Posted in: Data
  • 0

    posted a message on Ability to increase speed but stuns the unit when the effect ends.

    Thank you, I'll try it out.

    Posted in: Data
  • 0

    posted a message on Ability to increase speed but stuns the unit when the effect ends.

    So, I want an ability that increase the unit's movement speed but after 10 seconds it becomes stunned for 5 seconds. How would I accomplish this?

    Posted in: Data
  • 0

    posted a message on Creating an upgrade that changes the weapon used by a unit.

    That sounds like an awful overkill, but I'll try it out. Thanks.

    I thought I found a better/easier way to do it. I added both weapons(the one the unit has at the start and the one it changes to after the upgrade finishes)

    I made the upgraded weapon have the option "disabled" and "hidden". I then made the upgrade hide and disable the first weapon and show and enable the upgraded weapon. This seemed like a good way to do it but unfortunately I can't get the disable/enable to work through upgrades. There's a field for it but it doesn't seem to work.

    I go into the upgrade's effects and add a new effect. I chose the type Weapon and choose the upgraded weapon. In the fields, I pick "Options [Option=Disabled]: Enabled" I choose the operation "Set" and I don't have the Enabled box checked.

    I thought this would disable the disabled field, however it doesn't work. I tried changing it to enable instead to no avail. I tried changing the operation to add or subtract but it doesn't seem to work either.

    Posted in: Data
  • 0

    posted a message on Creating an upgrade that changes the weapon used by a unit.

    I still can't find a way to do this. Basically, what I need is an upgrade that will make the banshee shoot while moving and another upgrade that gives the High templar an attack and lots of other upgrades. In the upgrade effects menu I can't change all the fields I want, I can't change the weapon used by a unit.

    Posted in: Data
  • 0

    posted a message on Creating an upgrade that changes the weapon used by a unit.

    I'm sorry if I was unclear. I meant a unit type. Not a specific unit.

    Posted in: Data
  • 0

    posted a message on Creating an upgrade that changes the weapon used by a unit.

    As the title states, how do you make an upgrade change the weapon type used by a unit. I've found ways to modify the weapon(although I don't seem to be able to modify everything)

    Posted in: Data
  • 0

    posted a message on Greatly increasing game speed over "faster"

    @happy04: Go

    Actually, I'm working on something like that at the moment. However, making it through genetic programming really intrigues me and it would be a lot more interesting and challenging to code.

    Posted in: Triggers
  • 0

    posted a message on About IA wave attacks [Help]

    Wait, when you say "IA" do you mean AI?

    AI = Artificial intelligence

    Posted in: Triggers
  • 0

    posted a message on Greatly increasing game speed over "faster"

    What do you mean with scripts? Scripts in the Galaxy editor?

    Posted in: Triggers
  • 0

    posted a message on Greatly increasing game speed over "faster"

    I got enough projects already, I was just wondering if it is possible since I didn't find a way to do it myself.

    @s3rius: That sounds like what I would like. Thanks.

    @Mogranlocky: I thought about it and quickly decided not to.

    @PredaN00b: No typo. I meant genetic programming. http://en.wikipedia.org/wiki/Genetic_programming

    @SouLCarveRR: Like other people mentioned, it would be to learn the AI and measure success. Since for it to be successful, it would need to play lots of games. That's why I want to speed it up. However, if I fast forward it in 100x game speed, a normal human being wouldn't be able to keep up. That's why it'd start with playing against the standard AI.

    @happy04: I know that. Basically, I need some way to describe it's play as parameters.

    I start off with different random parameters and measure the success(End score + possible bonus points if it won) The successful randomly chosen parameters are kept while the bad ones are trashed. Then I'll mutate the successful parameters and combine them. Rinse and repeat and we have an evolutionary process.

    Of course there's a lot of questions marks here.

    • Is it even possible to describe a playstyle for a game as complex as Starcraft 2 with just parameters?
    • Are the amount of parameters within a reasonable amount(Changing and mutating 1000+ parameters would be close to impossible)
    • Is it possible to make some script that plays the map again and again and again and records the result for the AI to use?
    • Etc

    I think it's an interesting idea. Add to this some advanced micro(which should also be far from impossible although everyone always seem to think so)

    Posted in: Triggers
  • 0

    posted a message on Greatly increasing game speed over "faster"

    Is there any way to increase game speed(normally played on faster) to something 10 or maybe 100 times as fast?

    I was thinking of the possibility to use genetic programming to create an AI for SC2. However, it would need to play lots of matches and increasing the game speed and making it play against very hard/insane computers would be a good start and it would go a lot faster.

    Posted in: Triggers
  • 0

    posted a message on Changing Graviton beam to negative height to bring air units down to ground.

    Unfortunately, putting 0 in the field is relative to the current height of the targetted unit. Therefore, if I put 0 and use the ability on an air unit, it will stay in the same position instead of going down to the ground.

    Posted in: Data
  • 0

    posted a message on Changing Graviton beam to negative height to bring air units down to ground.

    I'm trying to make an ensnare ability which will basically be an inverted graviton beam.

    I already fixed the part that makes it get targetted as ground instead of air and so you can only target air units.

    However when I try to change the Height field in "Phoenix - Anti Gravity Height>Behavior modification>Unit" from 3.75 to -3.75 it changes to 0. This make the air unit stay at the same position instead of going down to the ground.

    Is there any way to make the data editor accept negative input?

    Posted in: Data
  • 0

    posted a message on Changing default unit from campaign to melee.

    I'm having the same problem with the marine. Basically, I want to use the standard melee marine and marauder but when I place it, it's the campaign version(without stimpack icon or concussive shell icon)

    Posted in: Data
  • To post a comment, please or register a new account.