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    posted a message on Morph into Multiple Units

    @BorgDragon: Go

    I am not using the create unit effect, that is what confused me. The egg has a behavior that triggers an issue order for an ability, the same way the infestor eggs work.

    Posted in: Data
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    posted a message on Morph into Multiple Units

    @BorgDragon: Go

    I have all 5 buttons pushed in and I still do not see a Spawn Count field. You have the unit's actor selected right? That is where the Spawn Count field is?

    Posted in: Data
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    posted a message on Morph into Multiple Units
    Quote from BorgDragon: Go

    @Rhadamant5186: Go

    If you are using a "Create Unit" effect that, lets say, spawns a zergling when the egg finishes morphing, modify the Unit - Spawn Count field to 2, or something.

    Unit - Spawn Count? Where would I find this?

    I tried the Set Effect method, it did not work. I am not using train so the only viable option is the first one, but I don't know where I can find Unit - Spawn Count.

    Posted in: Data
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    posted a message on Morph into Multiple Units

    Hello there!

    I've created a unit that acts much like an infestor egg and after a certain duration it will morph into another unit. This all is gravy, it works fine. I'd really like the egg unit to morph into multiple units however. I've been trying to go about this by editing the events so that it creates multiple units but I haven't had any luck. Got pointers? Thanks!

    Posted in: Data
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    posted a message on Set Item Flag through triggers

    @Rhadamant5186: Go

    I would still be looking for a solution to this... but...

    Seeing that this is most likely not possible I created trigger that just moves the item back into the same inventory slot if you try to move or drop it. Works pretty much the same way and because the condition is on a boolean I can toggle it to emulate toggling "Can Drop" state. If anyone else needed help on this I think this is a reasonable alternative.

    Posted in: Data
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    posted a message on Set Item Flag through triggers

    Hi there reader!

    I am trying to figure out how to set the item flag states through triggers. Items can be flagged with "Can Drop" "Destroy when Depleted" and "Drop on Death" and I would like to change these flag states through triggers, specifically the "Can Drop" state. If you know how, I'd love to know!

    -A mapper in need.

    Posted in: Data
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    posted a message on Is Wait MUI?

    @HellGateSc2: Go

    Good to know, or more specifically, to be reminded *(Already knew that =] )

    Posted in: Triggers
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    posted a message on Is Wait MUI?

    @zenx1: Go

    It is? Hoooooray! Thanks for the confirmation!

    Posted in: Triggers
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    posted a message on Is Wait MUI?

    Hello helpful friend!

    I was wondering if Waiting is MUI or Multi-Unit Instance-able. In WC3 it was not, but I read somewhere that in SC2 it is. I just want to confirm!

    Thanks!

    Posted in: Triggers
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    posted a message on Data > Advanced Event Editing

    @Rhadamant5186: Go

    Nevermind. I've achieved the same effect turning unborrow to autocast and having a trigger check for idle units and burrowing them if they are idle. Does anyone know how to enable autocast burrow. I enabled it but they don't seem to burrow when idle..

    Posted in: Data
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    posted a message on Data > Advanced Event Editing

    Hi helpful friend!

    I've created a unit that can burrow and unburrow. I would like this unit to automatically burrow when it is idle and then unburrow when a target is in range. I figured this is best achieved using event editing, but I am not entirely sure how to go about this. I was wondering if anyone has any pointers? Thanks again!

    -A mapper in need.

    Posted in: Data
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    posted a message on Terrain Objects a no-no?

    @Rushhour: Go

    It worked... and I love you. Thanks for the reply. God I hope this bug gets fixed, this was PLAGUING my map for the longest time.

    Posted in: Terrain
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    posted a message on Terrain Objects a no-no?
    Quote from Rushhour: Go

    I solved the problem by setting the radius to a value greater than zero and removed the model of the terrain object. Then I could delete them.

    Setting what radius to a value greater than zero? I'm having trouble removing them. When I select the terrain object and delete (trenchdiagonal) they still come back even when I save, close and reopen.

    Posted in: Terrain
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    posted a message on [Partially Solved] Hero Abilities with multiple range actors

    Hi helpful friend!

    I have an ability that had 3 levels with 3 different ranges (5,7,9)

    I need the range actor to only display for the current range.

    I've been thinking about having a "Requirement" setup to check for the Ability Completed At Unit

    and then a "Validator" to check for the Requirement

    and then the actor to have a term "ValidateUnit" for the Validator

    But it doesn't work and I'm still stumped.

    Here is the data anyway.

    Oh PS, I've also tried with the Requirement based on an upgrade and the validator was ValidatePlayer.
    Didn't work either.

    REQUIREMENT
    Field Incendiary Shot Level 1 (Requirement)
    Editor Categories Race:Terran,TechType:Ability
    Editor Comment
    Editor Description
    Editor Name Incendiary Shot Level 1
    Editor Prefix
    Editor Suffix (Requirement)
    Requirement + (|CountAbil(IncendiaryShot,CompleteOnlyAtUnit) == 2)

    VALIDATOR
    Field Incendiary Shot Level 1 (Validator)
    Editor - Editor Comment
    Editor - Editor Description
    Editor - Editor Name Incendiary Shot Level 1
    Editor - Editor Prefix
    Editor - Editor Suffix (Validator)
    Validator - Find Enabled
    Validator - Ignore While Channeling 0
    Validator - Other Player +
    Validator - Player +
    Validator - Result - Failure Error
    Validator - Result - No Player Error
    Validator - Value Incendiary Shot Level 1 (Requirement)

    ACTOR EVENT
    Abil.IncendiaryShot.TargetOn
    ValidateUnit IncendiaryShotLevel1
    Create

    Abil.IncendiaryShot.TargetOff
    ValidateUnit IncendiaryShotLevel1
    Create

    Posted in: Data
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    posted a message on Button Requirements

    I know I'm reviving an old topic, but this helped me a lot and I wanted to make that known =]

    Posted in: Miscellaneous Development
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