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    posted a message on How to make a ground unit be a detector?

    4 hours?! I can't believe nobody answered this sooner. Anyway, open the data editor and find the unit type you want to be a detector in the Units tab. Then go to Behaviors - Behaviors + (Assuming Combine Structure Values is pressed) and add Detector (10), Detector (11), or Detector (12). The number is the range at which the unit will detect.

    Posted in: Miscellaneous Development
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    posted a message on Weekly Data Exercise #6 - The Ubers

    There's a problem.... I can see a solution to most of these using triggers. For example, the High Templar? You can Create Effect at Point, and for a point type you can choose Random Point Within Region, and for Region you can have a distance around a unit...

    I need to start thinking about the Data Editor more =\

    Posted in: Data
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    posted a message on Weekly Data Exercise #6 - The Ubers
    Quote from aczchef: Go

    @Whillikers: Go

    doesn't bother me because i didn't create the data challenge but just tht you should know. hey how did you learn triggers i have no knowledge on triggers

    How did I learn triggers? Well, lessee.... a friend requested a kind of a "hero deathmatch" kind of a thing, with each hero getting more powerful as they got kills. I needed a respawn thing, and I had challenged myself to do this without tutorials so I didn't know about all the different ways to do this. After messing around in the data editor for a bit, I couldn't figure it out, so I opened the triggers thing, and found that it had EXACTLY what I needed. An On Unit Death event, and a Create Unit at Point action. As I did other projects for friends I began to realize the full power triggers have... so I've dedicated some of my time to figuring out what different triggers do, and different ways to do things. So basically I've been teaching myself - they're not that hard to pick up on yer own!

    Posted in: Data
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    posted a message on Weekly Trigger Exercise #2: Many Bodies, One Mind

    I really don't know how to make the shared health, or any of that, but I made a group of 4 marines and 1 marauder (small group I know) follow different formations. Formations you can type in: Arrowhead Formation, Box Formation, Free, and Congo Line. The marauder also has buttons for each of these, with the exception of Congo Line. Had to use the Data Editor a TINY bit, just making buttons for the different formations. And if you want something with pure triggers I can have a version without the buttons.

    EDIT: Sometimes the marines will push the marauder or other marines around to get into formation. To reform so that the formations is perfect, just issue the marauder an order to move. If the marines get out of place (you order them to move, they attack something, etc) move the marauder to fix that, too.

    Posted in: Triggers
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    posted a message on Weekly Data Exercise #6 - The Ubers

    Oh, I see. Well, Nukerauder was made entirely with the Data editor... and sorry bout not understanding the "Data only" thing.

    Posted in: Data
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    posted a message on Weekly Data Exercise #6 - The Ubers

    Completed the Marauder Nuke one, whichever that was. Making the NukeRauder was really really easy - all I had to do was increase the marauder's sight and range, then change it's Missile Impact Effect to Ghost - Nuke (Damage).

    Some things I forgot to add to my last post: I've been lurking around Mapster fora while, and I'm a pretty new and inexperienced mapper.

    Posted in: Data
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    posted a message on Weekly Data Exercise #6 - The Ubers

    Hi guys. Yes, this is my first post, and this IS kinda an unorthodox place to put one's first post, but... I'm strange that way. Anyway, I completed Challenge 2. I tried 3 different screen recorders, but they were all recording in awful quality, so here's the map file. If you want to see how I did it... It's mostly in the triggers.

    Posted in: Data
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