I imported some music into my map, but it made the map too large. After closing the sc2 editor, my import window no longer shows what's been imported. Anyone know how to remove imported files?
So intercepting every move action and reissuing the order, replacing the existing order bugs things out. I hope there is a queue depth setting in the editor somewhere.
I just finished remaking Escape from #%$ Heaven from WC3. Just search for it to play it.
If you aren't familiar with it, it's a bound map. You walk along a thin path dodging enemies and obstacles. Leaving the path leads to death. Touching enemies leads to death. Get to the end to gain XP. You can level up to 10 and gain health at each level. If you find any bugs, post them here.
I'm trying to disable queuing actions like move, attack, and patrol. I made a trigger to look for these 3 actions and then put
if shift key pressed == true and then I redo the action to the new point replacing existing orders.
But I get this run time error "EventKeyHasMetaFlags has no matching event".
Googling shows that the error means I have to use key pressed to check for shift. But the key pressed event doesn't continually fire while a key is down, only on the instant of the press.
Is there any way to get the current state of a key? Or anyone know of another way to do this?
Edit: Nevermind. I didn't think this through enough. I don't need to check for shift. I can just always redo the action targetting the new position.
I figure I'll keep all my questions about nukes in 1 thread.
Does anyone know how to get rid of the "Nuclear Launch Detected" notification? I sampled all the sounds under TacNukeStrike, but it isn't any of those. The only thing that made sense that I could find is the AINotifyEffect. I removed that, but it didn't change anything.
I think I got it. I found the expiry effect that causes suicide. What is the target called? I thought it was a footprint. I want to rescale it, but I can't find it.
I replaced the requirement to don't have 330mm Barrage Cannons and that one stuck and is letting me shoot nukes. Nuke is a weird ability though. I remove the channel flag and every time I move after casting it, the unit dies and the nuke never falls. If I don't move/don't remove the channel flag, the unit dies shortly before the nuke hits.
Anyone know how to remove the nuke requirement from the ghost? All the guides I find are outdated. I've tried removing Have Nuke from TacNukeStrike (Ghost - Nuclear Strike) in the CmdButtonArray_Requirements, but I won't stay deleted! It always comes back if I select some other ability and then go back to TacNukeStrike. I tried adding the triggers that remove all tech tree restrictions and explicitly allowing Tac Nuke Strike. I've been able to get the command card to light up, but it always says it can't do the calldown since the nuke count is at 0.
The units are on the same team. Don't know what you mean by disabling the AI in the melee initialization. If you're referring to the default trigger, those are gone.
@Dalemil: Go
Try learn galaxy. When you're familiar with it, coding becomes much faster.. It doesn't take 15-30 seconds to create one variable. *click click click* Just type int i = YourNumber
You can declare vars in galaxy? Maybe you do it in a diff way, but I add the General->Custom Script action in a trigger and code there. That doesn't let me declare any variables.
To the OP, as you get more familiar with what functions are where, the GUI editor gets less tedious because you aren't spending so much time looking for the function you want.
Is there a way to allow a unit to be attacked while burrowed? I'm trying to make a colossus attack a point forever by having it attack an unkillable burrowed unit. But the unit unborrows as soon as it's attacked!
I found out that I have to add the behavior to BehaviorArray_Link not BehaviorLink. Or at least BehaviorArray_Link since I left both set. The immolate is only applied once though. Would be nice it it was periodic, although it's not necessary for my current map, it might be useful later.
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I imported some music into my map, but it made the map too large. After closing the sc2 editor, my import window no longer shows what's been imported. Anyone know how to remove imported files?
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@homer_3: Go
So intercepting every move action and reissuing the order, replacing the existing order bugs things out. I hope there is a queue depth setting in the editor somewhere.
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@Mozared: Go
US
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I just finished remaking Escape from #%$ Heaven from WC3. Just search for it to play it.
If you aren't familiar with it, it's a bound map. You walk along a thin path dodging enemies and obstacles. Leaving the path leads to death. Touching enemies leads to death. Get to the end to gain XP. You can level up to 10 and gain health at each level. If you find any bugs, post them here.
0
I'm trying to disable queuing actions like move, attack, and patrol. I made a trigger to look for these 3 actions and then put if shift key pressed == true and then I redo the action to the new point replacing existing orders. But I get this run time error "EventKeyHasMetaFlags has no matching event".
Googling shows that the error means I have to use key pressed to check for shift. But the key pressed event doesn't continually fire while a key is down, only on the instant of the press.
Is there any way to get the current state of a key? Or anyone know of another way to do this?
Edit: Nevermind. I didn't think this through enough. I don't need to check for shift. I can just always redo the action targetting the new position.
0
@homer_3: Go
I figure I'll keep all my questions about nukes in 1 thread.
Does anyone know how to get rid of the "Nuclear Launch Detected" notification? I sampled all the sounds under TacNukeStrike, but it isn't any of those. The only thing that made sense that I could find is the AINotifyEffect. I removed that, but it didn't change anything.
0
@homer_3: Go
I think I got it. I found the expiry effect that causes suicide. What is the target called? I thought it was a footprint. I want to rescale it, but I can't find it.
0
@homer_3: Go
I replaced the requirement to don't have 330mm Barrage Cannons and that one stuck and is letting me shoot nukes. Nuke is a weird ability though. I remove the channel flag and every time I move after casting it, the unit dies and the nuke never falls. If I don't move/don't remove the channel flag, the unit dies shortly before the nuke hits.
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Anyone know how to remove the nuke requirement from the ghost? All the guides I find are outdated. I've tried removing Have Nuke from TacNukeStrike (Ghost - Nuclear Strike) in the CmdButtonArray_Requirements, but I won't stay deleted! It always comes back if I select some other ability and then go back to TacNukeStrike. I tried adding the triggers that remove all tech tree restrictions and explicitly allowing Tac Nuke Strike. I've been able to get the command card to light up, but it always says it can't do the calldown since the nuke count is at 0.
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@NoPancakeMix: Go
Good idea, but didn't work.
@dubo863: Go
The units are on the same team. Don't know what you mean by disabling the AI in the melee initialization. If you're referring to the default trigger, those are gone.
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@KingofPenguins: Go
What I do is check the flag that makes the item drop when a unit dies. Then spawn a unit with that item. Then kill the unit.
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You can declare vars in galaxy? Maybe you do it in a diff way, but I add the General->Custom Script action in a trigger and code there. That doesn't let me declare any variables.
To the OP, as you get more familiar with what functions are where, the GUI editor gets less tedious because you aren't spending so much time looking for the function you want.
0
Is there a way to allow a unit to be attacked while burrowed? I'm trying to make a colossus attack a point forever by having it attack an unkillable burrowed unit. But the unit unborrows as soon as it's attacked!
0
@homer_3: Go
I found out that I have to add the behavior to BehaviorArray_Link not BehaviorLink. Or at least BehaviorArray_Link since I left both set. The immolate is only applied once though. Would be nice it it was periodic, although it's not necessary for my current map, it might be useful later.
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I'm trying to add immolate onto a unit. I tried following this guide http://forums.sc2mapster.com/development/data/13547-immolation-spell-wc3/ but a couple details were left out of it so I just tried a few things for the missing pieces. What I did was
Then I give an enemy unit the BehaviorLink = Immolate Aura (Buff). But when I put my unit next to it, I take no damage