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    posted a message on Unit Purchasing his own Passive/Active Abilities?

    @nodgene: Go

    First off, you would need to create a new Ability - Research type, for each unit.

    Take a look at Fleet Beacon - Research in the Abilities Tab. It has 2 upgrades, Flux Vanes and Graviton Catapult. These 2 upgrades are linked in the Research Ability's Info + field, and then Fleet Beacon - Research is linked to the Fleet Beacon (in the unit tab) by giving the building the Fleet Beacon - Research in the Abilities + field, and then adding them in the Command Card + field.

    Just cross reference Fleet Beacon - Research(the ability) and Fleet Beacon (the unit) and go from there. (Or cross reference Hydralisk - Research & Hydralisk Den. Or any other building with a research capability.

    For your passive/detector ability, that requires a behavior being placed in the Behavior+ field of the unit, and then linking a requirement in your Behavior's Requirements field something along the line of 'Has Researched Custom Detection Ability' or whatnot.

    For giving Concussive Shells to the marine, should be as simple as adjusting the Command Card + field, then giving the marine's weapon the Marauder - Punisher Grenades (Apply Slow Behavior) effect to his weapon. Again, cross reference the Marauder's weapon to go into the finer details.

    If you want to go into submenu's, cross reference the Drone/Probe/SCV. They all have access to submenu's... it's not complicated. You just set the Button you want, link it to Submenu, then a Command Card(like 2 for example). Then you would throw the researchable upgrades into Command Card 2 and the marine would have access to CC2 to research whatever he needs.

    You are pretty much set for nearly anything now!

    Posted in: Data
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    posted a message on New Campaign "Rebirth of the Protoss"

    @Reefer8144: Go

    Here's my honest opinion, I am trying to be constructive, not harmful.

    Map 1

    • The writing is not the greatest. When you have dialogue, maybe have the speaking unit's portrait up, that way I don't have to read "Jim Raynor: <insert text>" I can ignore the bad writing since English must not be your first language, but the portrait would have made the intro at least a bit better.
    • Right after, I'm thrust into a small squad situation(which I happen to prefer over 'build a base and clear the map' type maps) with Raynor, 2 firebats, 2 medics and 2 medivacs. So, I get 3 attacking units, and 4 healing units. 2 attacking units which by the way, suck VS Stalkers & buildings. Vary the team composition. No medivacs(we just crash landed on the planet), a few medics, a few more marines, and maybe a couple firebats would have been good.
    • 'A Warptor has noticed you!' message shows up on my screen, letting me know that these will keep creating and sending units my way until it is destroyed. I find the Warptor, which happens to be a Warp Gate. When it warps in a unit, there's no animation or anything. A zealot pops up and attacks me, all alone, while his friends stand around doing nothing.
    • Firebats SUCK vs Buildings. Raynor + 2 Firebats VS 1 Warp Gate. Long drawn out battle of attrition. Not to mention boring.
    • I finally kill the Warp Gate and I see a Scout! I better get Raynor to shoot at the Scout 50 times.
    • I find an energy pickup and wonder why it's even there? My medivacs are doing all the healing... longer heal range, move faster than medics... my medics are at full energy. Useless pick up.
    • I get 2 pings on my minimap, letting me know that TWO Warptors have noticed me... so for the heck of it, I suicide my medivacs just to see what kind of situation I am going to get myself into... a ton of Stalkers, more scouts, zealots, and of course, 2 Warp Gates!

    That right there was enough to make me quit Map 1 on the spot. I cannot see myself playing through this map and enjoying myself.

    Oh and, I got to choose the difficulty level, and I chose easy, and it seemed to do nothing.

    You've got to create a better squad composition, change Warptor to Protoss just on principle because... how can a building notice me? Still some tweaking to be done on Map 1. Now I'm going to go try Map 2.

    Map 2

    • Same problems with dialogue. Terrible script.
    • I'm given Tosh, and Tosh only to begin with. He witnesses a Hercules flying, and goes "Looks like someone else survived" and then, when he sees Phoenixes attacking the Hercules, simply says "No." Not "Nooo!!!" as if it's his only way off, but simply "No." at first I was wondering who he was talking too, then I got it.
    • I'm forced to cloak right away, seeing as Tosh has a Ghost Gun and can't kill a thing with it, and every group encountered is 2 zealot, 1 stalker.
    • I made my way deeper, and then a cutscene where Tosh can see the top of a Stone Zealot and goes " I'm going to need help to take that out!"
    • heading down the other path, Tosh gets ambushed by some Hydralisks, and it looks bad, but them some Predators bust out of the woods and kill the Zerg! All of a Sudden, Tosh's 'Spawn Predators' button is unlocked!
    • At least they're free, and I can spawn 5 of them(easy mode again)... but it takes 5 seconds to spawn them(channeled spell, only spawns on completion), so 25 seconds total for units that can ACTUALLY kill stuff, since Tosh is using one of them ghost guns. Make the ability spawn 5 right away, but unusable during combat.
    • Scratch that, remove the spawn Predators ability, and give a varied squad count or something that will be fun.
    • Took 1 minute to kill the stone zealot, because he does 50 damage with Colossus beams, splash, vs my 5 predators. I had to send group 1 in to bring him to half life, then respawn another 5(took another 25 seconds) then send those in to finish the stone zealot off.
    • I find a Tauren Marine ally. Nuff said...
    • Eventually I find the survivors of the crashed Hercules, Raynor and Tychus! Tychus gets 'Spawn Firebat' ability! OMG Yay, firebats SUCK vs anything but Zerglings and Zealots! I can spawn 4, which take 10 seconds each(channeled, again).
    • Try making my way towards a base, and lo and behold, the protoss are allied with Hybrid Destroyers!! Nothing like a crap load of Hybrid Destroyers, Scouts, Immortals and Colossus to really kill the fun!

    I must have lost the Tauren Marine in battle bcause it was Game Over all of a sudden! I look at the objectives posted in the top left, and there's nothing about 'Tauren Marine must survive' or even any of the other Heroes.

    In the End, once again, work on the little things, increase the fun factor, varied squad composition, and your 'enemy forces' feel very... static. Every group was 2zealot 1stalker until they were just 1immortal and then it started with the Hybrid Destroyer/Immortal/Scout/Colossus combos which just cannot be handled by 4 heroes, let alone with useless summoning abilities which take too much time to get them up. This feels like old SC1 RPGs, follow the path, kill the units in the path, HOPE you live, not because it's balanced, just because you might get lucky.

    I'm sorry but I'm not going to try the third map.

    Posted in: Map Feedback
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    posted a message on Line of Sight Doodad

    @BorgDragon: Go

    Bumpy Bump. Anyone??

    Posted in: Data
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    posted a message on Line of Sight Doodad

    I need a Doodad that CANNOT be shot through, that the units literally be face to face or whatnot before they can shoot... having a cliff between Ghost#1 and Ghost#2 and them being able to shoot through(threw?) the cliff is just stupid. However, I need it to affect "straight" shots only, IE machine guns and whatnot. I have an idea for Artillery unit/ability that shoots up into the air and then the missile comes back down, like a mortar, over the cliffs. Not like a nuke, I'm having(or hope) to have my missile leave the unit, go up, then come back down)

    Is there anyway of making one? I can't seem to figure it out, or if it's even possible.

    And oh ya, it would have to work with most abilities too! (no Psi Storming through cliffs, although I won't have Psi Storm in my map)

    Posted in: Data
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    posted a message on Multi weapons

    @Hookah604: Go

    oh! I'll have to dig through some posts! I had this problem with lazers!... lemme find the link....

    And I've had 1 unit fire 2 weapons simultaneously. It's in a post buried in here somewhere.

    Simultaneously Firing Weapons

    And sorry.. the laser problem won't be helpful, it was slightly different/different solution than this.

    Maybe create an invisible turret for each ship, and when you buy a weapon, add that weapon to the turret. That seems to allow independent targetting/multiple weapons. Don't know how the tooltip would look like though. Here's the post about the Turret/multi weapons.

    Posted in: Data
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    posted a message on More data editor problems!

    @Farmrush: Go

    In your ability - arc field, it's default 0, or should be... make that 360.

    scroll down to stats - flags and make sure Allow Movement, No Deceleration and Transient are checked. I just tried this out with queen transfusion and I was able to transfure while patrolling out of attack range but within cast range WITHOUT interrupting / overriding the patrol order.

    Posted in: Data
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    posted a message on Multi weapons

    @moonwerewolf: Go

    go to your weapon, look up Weapon - Flags, uncheck Linked Cooldown for all your weapons that they can buy. Getting them to fire and cycle properly, might take a bit of work. Start there :)

    Posted in: Data
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    posted a message on Unit Ability -> Structure

    @verchiel33: Go Easy Peasy!

    go to the Ability Tab, look for Ghost - Nuclear Strike. Ability - Arc field is default 0, because the ghost must be facing the target. Change the arc to 360 and your barracks can calldown nukes all day long.

    Posted in: Data
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    posted a message on [?] Stop Auto-Turret Rotation

    @XLIIVI: Go

    Data Editor -> Units Tab -> Auto TurretTurret -> bottom left box -> select Auto-Turret -> modify Idle field in the right box.

    Posted in: Data
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    posted a message on Chain Lightning Bounces Fail if Targets Die

    If you make a button call a submenu, this is what it should look like

    • Command Type: Submenu
    • Requirements: (None)
    • Command Card: #
    • Learn Ability: (None)

    It would seem you put Learn Abilities in the Learn Ability field.

    Posted in: Data
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    posted a message on [Solved][Behavior] Adding x damage to a weapon?

    @Quelex: Go

    Does doing this update the damage in the tooltip? When you hover your mouse over the weapon, does it say "base damage" + "X damage" ? Or does it just say "Total Damage" ? Or just "base damage" but you are actually dealing Base + Bonus ?

    Posted in: Data
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    posted a message on Making a unit spawn when another unit dies

    @Colt556: Go

    Hey Colt, as per the PM, here's the attached map! For anyone else interested, the Advanced version of my SpawnKills map is as follows.

    • If a Marine, Medic, or Reaper dies, it spawns Jim Raynor (Marine) Hero. If a Marauder or Firebat dies, it spawns Tychus Findlay (Chaingun) Hero. If a Ghost dies, it spawns Nova Hero. If anything else dies, nothing spawns.

    Weather the Tank you start with, or Raynor, or Tychus or Nova kills any of the above targets, it's all the same.

    Fairly simple once you get the hang of it all. Took about 20 minutes to setup.

    Posted in: Data
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    posted a message on Simple Question (I hope)

    @zeldarules28: Go

    I always put my campaign story dependency at the bottom... I don't think it matters anymore? Never heard of that bug, though...

    Posted in: Data
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    posted a message on Weekly Terraining Exercise #12: Under da Sea

    Ok well, I'm a complete noob at terraining in SC2, I was really good at it in SC1/BW... but this Terrain Editor is just so much more complex.

    I made an underwater city, except it won't be blue, and you'll see why. I was unable to add fog and crap... cuz... well.. I don't know how!! So I just played around with the colors mostly.

    Story:: A Battlecruiser went down over an ocean on some world. During the fighting, the Terrans received a comm signal from the sinking Battlecruiser, saying that they were in a part of the cruiser that still had air, pressure, and was sealed off from the rest of the ship. So after the fighting, the Terrans send in an Underwater Submarine, but have lost contact except for the locator signal. Following it deep into the ocean, what they find "nesting" at the bottom is something they never dreamed of. Oh... and the battlecruiser settled into some magma flow deep in the ocean, where the heat and pressure is so much that the magma remains liquid and hot, despite the water!

    Hey... I went for something different, and I tried :P

    Screenshot taken in the Editor, hence why I can't place the 'Fog' doodads... stupid white circles!

    Posted in: Terrain
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    posted a message on Simple Question (I hope)

    @Farmrush: Go

    File -> Preferences -> Video. You can put a check mark at the 'Match Game Settings'.

    My PC is alright, not the best, so I have a custom mix of Medium/High/nothing Ultra for my ingame. But for the editor, I have this unchecked and have all fields set to High or Ultra. Sure, it's slightly laggier in the editor, but at least I can see what it REALLY looks like. Just customize this to your hearts desire.

    And if you are talking about all the units you can place while in the Terrain - Unit Placement when you have all dependencies loaded... well... I don't htink you can fix that unless you search for each unit. That still lags tho.

    EDIT: Oh... Brush List... as in painting terrain. I don't know, I have no lag even when set to High/Ultra.

    Posted in: Data
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