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    posted a message on [solved] Ability restriction

    You're only using target filter's on the ability itself? Maybe you should try checking the very effect (the one ability is linking to) that causes the controll effect and (from you videos i saw you apply behavior to the unit), you should easily be able to create validator for it (validator type - Unit Compare Behavior Count) then and add it to the effect.

    Also, is your ability flagged for Best Unit? (or sth like that), if it is only one unit from selected will use the ability.

    Posted in: Data
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    posted a message on Medivac Load, need help

    It is, maybe i'll explain a bit more on example i've made (see attachment).

    CanCarry is validator used on transport Load field, and it's of type OR.
    AAUltra combine is one of reqs of CanCarry and is of type AND.

    Posted in: Data
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    posted a message on Time limited behaviors

    Just use "duration" field in the behavior itself. Also behavior you should be using should be of type "buff", then you can easily specify movement speed boost units affected by it will get, as well as damage bonus.

    Posted in: Triggers
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    posted a message on variables in text messages

    Actually you can get player name into text variable, but do note you can't compare those.

    As for writing, while inputting text instead of value choose function above. Use String/Combine text (or combine text multiple) then You'll be able to output (Name of player 1)+": "+ (text(integer value)) by using functions there.

    Posted in: Triggers
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    posted a message on Medivac Load, need help

    Exactly what RCIX said, the way you want to setup validators:
    1 main (combine) validator of type OR, holding all validators below:
    -Is scv (unit type validator, checks if target is SCV)
    -Combine of type AND validators for everything else combining:
    _-Is Ultralisk (for example)
    _-Has Ultra license (validator of Player Requirement type), note the Find must be enabled there

    Then put main validator as Load Validator in medivacs transport ability

    Posted in: Data
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    posted a message on mineral collection

    If you have file downloaded already (I understand that you do, form what i get) and it happens after double clicking the file maybe your sc2 is not properly installed. (.sc2map filetype is not assigned to sc2editor it seems) Maybe you could try dragging and dropping file on top of the editor icon or opened editor itself.

    Edit to your edit: try downloading some other internet explorer maybe, firefox, chrome, opera (which I personally use) or anything else, IE7 is outdated indeed.

    Edit2 to post below:

    Quote:

    It never even asked it I wanted to download a file, just save it or find a way to open it

    Isn't saving file from the internet equal to downloading it? I assume that's from the window that pops up the seconds you click on the attachment file.

    Posted in: Data
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    posted a message on mineral collection

    Validators are type of data (just like abilities, units etc.) just select it from the drop down list. Also what's the problem with attachment? If it's your browser, did you try right clicking on link and "save target as"?

    Posted in: Data
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    posted a message on mineral collection

    The one for transport loading: Create new validator of type: Unit Type, and be sure those fields are setup like this:
    Validator - Find Enabled
    Validator - Unit - Value Target
    Validator - Value Mineral Crystal (Item)
    then at transport ability, at Ability - Load Validator, add it to the list.

    You could take a look at my attachements, and in data editor choose data source to be from map only, so you can easily look up objects i modified. (few effects, 1 ability, 2 validators, 3 units 2 behaviors.)

    Posted in: Data
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    posted a message on mineral collection

    Guys, I don't know why nobody of you came with the idea of... using transport ability.


    • Just remove any ability from the minerals, give them minimum movement & acceleration speed (sc2 doesn't allow loading of immobile units).
    • Create validator that validates unit (type = mineral pickup)
    • Create (or better copy) one of the existing transport abilities, use validator for loading units.
    • Create search area effect that will execute mineral gain when any minerals are found nearby, and give it to the units you want.

      You can even easily create behavior that slows down unit carrying minerals (there's field for it in the transport ability), or even add validator to it so it'd get slower only after certain amount of cargo is used.

    Attaching attachment if you wants to take a look.

    Posted in: Data
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    posted a message on Questions about Localize and ''Issue Order''

    AFAIK game and editor will use default map locale if there is no data for the once it's looking for. I think param/value may come if you do create an locale, but don't keep it up to date, for example string will be only in eng but not copied over for french.

    Posted in: Triggers
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    posted a message on Spells with Dialogs?

    Could u explain more your idea behind "having a custom UI like star Jeweled on the side"? If you don't know how it works (in starjeweled), its pretty much default action bars just repositioned in the UI (no, its not a dialog there).

    Posted in: Triggers
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    posted a message on Spells with Dialogs?

    U might not have noticed that at map initialization every player selects and infestor:
    (in init players)
    Player Group - For each player Player in UserPlayers do (Actions)
    Actions
    Unit Selection - Select PlayerCasters[Player] for player Player

    And yes thats custom ui ( note there's exactly 15 abilities, aka command bar). I don't think theres any way to force unit to "get into targeting mode for you" of ability thru triggers.

    Posted in: Triggers
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    posted a message on trigger questions

    You can setup multiple events in one trigger, then it will fire off when any of them occurs.
    As for dialogs, use event "any dialog item is used". Then you can specify condition "dialog containing used dialog item == your dialog variable". Then in actions you can put switch depending on used dialog item (to take different actions depending on used button).

    Posted in: Triggers
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    posted a message on [Blizzard-made Custom Maps] FEEDBACK

    Aiur chef I played once and didn't feel like replaying, not enough PvP factor. You're just rushing to grab ingredients faster than others, and can use few skillz to annoy your opponents more than harm them.

    Starjeweled played a bit more, i'd say its pretty balanced. Tho atm it's just game of who can spawn more ultras, if you make anything else you most likely will lose. Also they have cleave on air units (bug i assume), so they can even kill hard counters if theres some marines below them to attack. Lots of people undervalue chain heal from what I've seen, healing ultras worth 500 energy for 250 turned the tide of battle for me lots of times.

    Didnt play L4D, can't stand playing terrans.

    Posted in: Map Review
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    posted a message on Damage Per Behavior Count

    What exactly doesn't work here? Have you tried putting both your remove behavior effect and damage effect directly into persistent periodic effects (it has field for multiple so no need for set here), and using periodic validator there? Also you might want to use bigger period than 0, about 0,01.

    Posted in: Data
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