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  • _ForgeUser5980866
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  • Member for 10 years, 2 months, and 13 days
    Last active Sat, Dec, 31 2011 01:16:35
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    Sep 24, 2011
    _ForgeUser5980866 posted a message on [Not Question] 1.4 fixed dependency pre- and suffixes

    For all of you who haven't noticed. The Editor Prefix and Editor Suffix of objects from a dependency now appears correctly. I am SO happy with this change and my depended object will not mess up anymore.

    Posted in: Data
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    Sep 19, 2011
    _ForgeUser5980866 posted a message on Ability that removes a behavior from single target - how to?

    I would use a channel ability for that (like Neural Parasite maybe)

    I don't have editor access now. I will answer in more detail later

    Posted in: Data
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    Sep 18, 2011
    _ForgeUser5980866 posted a message on Ability that removes a behavior from single target - how to?

    As far as I can tell from that text description, reduce the Range field of your destroy persistent

    Posted in: Data
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    Sep 8, 2011
    _ForgeUser5980866 posted a message on Community Project #2- Data Thread

    Seems that when a large number of beams is present, beams start to disappear

    Again, those direction problems and most bugs are solved if we use immobile buildings (map attached)

    Now I have to figure out how to cut all links and power down the grid when a tower dies

    There is no pre-made physical beams in the editor (may be someone will make it for us?)

    Alternatives include Colossus Beam, Domination Beam, Hunter Seeker Tracking Beam, ......

    PS How to view bones with the previewer?

    Posted in: Data
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    Sep 7, 2011
    _ForgeUser5980866 posted a message on Community Project #2- Data Thread

    Time to input something into this

    IMO, a tentacle doesn't fit "Robots", so I used the Void Ray Beam, and I think Domination Beam is also an alternative

    Used some Validators to make the beams appear and disappear correctly. Still some bugs. WIP

    The infinite range power relay problem is still there, but again, it doesn't matter if we are using buildings

    PS Seems that the Search Area interpret 6.5 as a 7, so I increased the power range to 7.

    Posted in: Data
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    Sep 4, 2011
    _ForgeUser5980866 posted a message on Weekly Data Exercise #19 - Show me how you build!

    Just came up with a new way to build

    I don't bother to post a map. Just set the range of Probe's Build ability to 500

    That's what the Protoss should be able to do

    Posted in: Data
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    Sep 3, 2011
    _ForgeUser5980866 posted a message on Effect - Instant (pulling parameters)

    Never tried that but you can probably use Behaviour abil instead of Effect Instant?

    That could be a cleaner way

    Posted in: Data
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    Sep 1, 2011
    _ForgeUser5980866 posted a message on Testing a Mod

    Not sure if there is a better way, but this is how I do it

    First, save your mod under Program Files > StarCraft II > Mods

    Then, create a map, add your mod as a dependency, and save it under Program Files > StarCraft II > Maps

    Finally, in the Editor, go to File > Preferences > Test Document. Enter the name of the map (xxx.SC2Map) to the "Default Map" field

    Now, you can test the mod locally

    Posted in: Data
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    Sep 1, 2011
    _ForgeUser5980866 posted a message on Community Project #2- Data Thread

    @DrSuperEvil: Go

    I've found a bug in that.

    If 2 lings has power, they can run off to anywhere and relay power to infinite range as long as they stay in range of each other

    But that should be fine as u will be using structures

    Posted in: Data
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    Aug 31, 2011
    _ForgeUser5980866 posted a message on Weekly Data Exercise #19 - Show me how you build!

    Had some difficulties in the animations, lucky enough to come across the solution by random clicks.

    The OP Star Cannon (u all know I tend to make thing OP) and Powerbuilding Armory

    Building a Star Cannon requires 5 Siege Tanks to be sacrificed using to Sacrifice ability of the Tanks.

    By powerbuilding, you can get an Armory for FREE and in 15 seconds. Requires a Star Cannon in 5 range to provide weaponary

    Posted in: Data
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    Mar 31, 2011
    _ForgeUser5980866 posted a message on Weekly Data Exercise #13 - May the force be with you
    Embed Removed: https://www.youtube.com/v/zJPV8yeEweo?fs=1
    Posted in: Data
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    Jan 28, 2011
    _ForgeUser5980866 posted a message on Weekly Data Exercise #7 - Boy it's c-c-cold in here!

    Lazy this week. Simple spell that freeze (disable all abils) enemies.

    Embed Removed: https://www.youtube.com/v/GhXASOm1sR4?fs=1
    Posted in: Data
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    Jan 22, 2011
    _ForgeUser5980866 posted a message on [Solved] Gradually changing unit height

    You can also use a Modify Unit effect, which I personally thinks is simpler as it need only an effect. A Modify Unit effect has Height and Height Time fields. Height is change in height and Height Time is the time for the unit to rise the specified height.

    Posted in: Data
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    Jan 13, 2011
    _ForgeUser5980866 posted a message on Weekly Data Exercise #6 - The Ubers

    I was in full exam mode for a couple of weeks and now it's finished. YAY!!! Here is my (late) submission of the challenges

    Posted in: Data
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    Dec 31, 2010
    _ForgeUser5980866 posted a message on How to Prevent Siege Tank in Fog of War

    @grenegg: Go

    Tried. Doesn't work.

    If you want to disable that only for siege tanks in siege mode, find effects Crucio Shock Cannon Blast and Crucio Shock Cannon Directed and change their Effects - Visibility to Hidden

    Test map attached.

    Posted in: Data
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