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    posted a message on Alex06's unit, building, ability & upgrade icon workshop

    Nice icons, are the Valkyrie and Stingray models hidden away somewhere in the game files or did you just make those icons from beta screenshots/assets?

    Posted in: Artist Tavern
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    posted a message on Blizzard Map Making Contest

    Before anyone else wastes their time reading the TL posting, this contest ended October 31st, FYI. :(

    Posted in: Melee Development
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    posted a message on Patch 1.4.0 Is out ...

    5 more crashes since last post, I know the SC2 Editor is "free" and "unsupported", but I'm really peeved at how buggy this release is. Blizzard QA is so very very bad.

    Posted in: General Chat
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    posted a message on Patch 1.4.0 Is out ...

    4th crash in the editor this morning... back to saving after every change I make anywhere.

    Posted in: General Chat
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    posted a message on Patch 1.4.0 Is out ...

    Dumb change: selecting a tab does not automatically show the data for that tab... I have lots of regions, and naturally don't want to see their stupid neon pink and green faces all the time, so I disable that layer from showing. it used to be that if you selected the regions tab they would automatically show, now you have to re-enable them. Dumb. Why would I ever want to be on the regions tab and NOT see my regions?

    Posted in: General Chat
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    posted a message on Patch 1.4.0 Is out ...

    Well, there are some bugs after all, in-editor my terrain looks all whack, open areas of space around platforms have ground textures painted onto them, using the 'hide terrain cells' brush on open space now adds ground texture - in editor only. It still looks right in-game, but this is pretty annoying.

    Terrain

    Posted in: General Chat
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    posted a message on Patch 1.4.0 Is out ...

    Phew, looks like the patch didn't ruin my map this time around. Hooray for small favors.

    Posted in: General Chat
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    posted a message on Editor Q&A

    One more "simple" question... when I use the "Ping the Map at XXX" via triggers it doesn't let me press spacebar to be taken to that location instantly, like what happens when other alerts happen in-game (such as a unit being trained, construction complete, etc). Is there an easy way to do this?

    Posted in: Map Feedback
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    posted a message on Editor Q&A

    I've got an air unit using a modified Reaper weapon, the stats and everything work properly, but the weapon's origin point is way down on the "ground" about 5 height units below my unit. From what I understand this is a common problem, how does one adjust the missile point of origin?

    Posted in: Map Feedback
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    posted a message on (Solved) Changing auto-cast state in game via data editor ?

    Are you asking how to turn it off on-the-fly, or just how to disable it completely? I don't know about the first one, but if you're asking about the second...

    Data, Units tab, click on the unit. Look under 'Abilities' on the tree, click the ability, in the right hand window look for "Stats - Flags" and uncheck "Auto-Cast On".

    Posted in: Data
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    posted a message on spell to ake units automatically move to the nearest crystal shards

    Does it need to be an ability? I created a region in my map and via triggers force the units to move to it. Once they enter they are ordered to gather nearby resources.

    MULE Harvest

    Events Unit - MULE [X,Y] Enters Harvesting Zone

    Actions Unit - Order workers in Harvesting Zone owned by player 5 to gather nearby resources

    Posted in: Data
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    posted a message on Turrets not unburrowing

    I've got some Auto-Turrets and Perdition Turrets in my map, both will burrow themselves when idle... but once burrowed, they will never unburrow themselves. I haven't changed any behaviors on the units, the only thing I have changed is that they are now allowed to attack Air units. The units are placed via triggers and have the 'Ignore Placement' flag set. If the turrets encounter an enemy before they burrow they will attack successfully. Anyone run into this before, or have any idea what's up?

    Strangely enough, if I set the 'Under Construction' flag for these units they will spawn fully built, capable of attacking, and will never burrow themselves. Weird.

    Posted in: Data
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    posted a message on (Solved) Activate triggers on upgrade purchase?

    @uiasdnmb: Go

    Short and sweet, works, thanks!

    Posted in: Data
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    posted a message on (Solved) Activate triggers on upgrade purchase?

    I have a set of triggers that allow some SCVs to come out and build new structures after the existing ones have been destroyed, but I'd like to make this a purchasable upgrade. If I set these triggers to be disabled by default, is there a way to after having purchased the upgrade have it turn those triggers on? The triggers already function splendidly by themselves, it's just a matter of having the upgrade button enable them.

    Thanks!

    Posted in: Data
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    posted a message on [Question] Move unit along a xyz

    @zandose: Go

    Still not entirely sure what you want to do here, but this should get your unit moving at least. On map initialization the unit will patrol from it's start position to a point you've created, back and forth. If you want him to move instead of patrol, substitute that command, chain others together and create additional points to have it move in more complex patterns. Game initialization isn't repeatable, so if you want this to happen more than once build in another event as well. If you want to adjust the unit's height (Z) that's a little more complex, but you can do it by using the "Change Unit Height to X over X seconds" action.

    Events Game - Map initialization

    Local Variables

    Conditions

    Actions

    Unit - Order UNIT NAME [0,0,0] to (Patrol targeting Target Point) (Replace Existing Orders)

    Posted in: Triggers
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