• 0

    posted a message on (Solved) Help with Warpig (Merc Marine) Combat Shield

    Warpig's Combat Shield on actor does not appear after I research Combat Shield.

    I duplicated Combat Shield Upgrade to upgrade Warpig.

    I thought it was some error in the KelmorianMiner(unnamed) Actor, where the "Cover" Animation does not clear.

    But it seems everything in KelmorianMiner(unnamed) Actor regarding Combat Shield is the same as Marine.

    If I remove the ActorCreation > ValidatePlayer NoMarineShield, then Warpig would have the Shield actor on, meaning it does come with the Shield option.

    But, the AnimClear does not seem to be working, although the same thing works with Marine.

    Why?

    Posted in: Data
  • 0

    posted a message on Help with Select All Warp Gates button

    Guess it is "hardcoded" into the "Ability > Warp Train".

    Having 2 different Warp Train ability on different unit/structure does not create 2 different Select All Warp Gate button.

    Anyway to duplicate/alter the button?

    Posted in: Data
  • 0

    posted a message on Help with Ability Duration

    I am currently running with Negative Energy Regeneration Rate with my Behavior trying to solve this Cost thing.

    Any ideas, work-around?

    Posted in: Data
  • 0

    posted a message on (Solved) Help with Cloak/Decloak Button

    @BorgDragon: Go

    muchas gracias

    Posted in: Data
  • 0

    posted a message on (Solved) Help with Cloak/Decloak Button

    @BorgDragon: Go

    Ok, so the appear and disappear is only Ability (Behavior) specific. (with Flag = Toggle)?

    Posted in: Data
  • 0

    posted a message on (Solved) Help with Cloak/Decloak Button

    This one should be easy, but I can't figure it out.

    For the unit Ghost, how does the Cloak button disappear once you click on it, then the Decloak Button appears, and vise versa?

    Posted in: Data
  • 0

    posted a message on Help with Ability Duration

    @dragooness: Go

    I got everything working, except one - cost.

    Cost is usually calculated at beginning where Ability (Effect-Instant). But for my varied Ability Duration, I require varied Ability Cost.

    I tried to put Energy Cost under Behavior, so the Cost matches Behavior duration, but it does cost any energy when I use ability. Why?

    According to http://www.sc2mapster.com/wiki/galaxy/data/behaviors/buff/

    • Cost are not functional
    Posted in: Data
  • 0

    posted a message on (Solved) Help with Auto-Taunt Ability

    @DrSuperEvil: Go

    O, that is very thoughtful of you. Thank you.

    I was just trying to make a unit into a meat shield, to defense against another player.

    That attack-move thing is just a example, I just want to make sure the another player can not attack-move pass the unit with taunt; because the unit with taunt would be weak offensively.

    Thanks very much for the attention to detail. Much love & appreciation.

    Posted in: Data
  • 0

    posted a message on (Solved) Help with Auto-Taunt Ability

    @DrSuperEvil: Go

    Why doesn't the AoE Taunt ability require the Unit Order Queue validator?

    If it does, can you upload a working passive taunt map?

    Ty ty.

    Quote from BorgDragon: Go

    Uh...

    Your Marauder has no behavior set in the Behaviors+ field in the Unit tab. Might that be why? I'll keep looking if it's not... :P

    LOL, I am such an idiot, I put the Behavior in Unit Tab, guess what, it works. Sorry for the clumsiness.

    Posted in: Data
  • 0

    posted a message on (Solved) Help with Auto-Taunt Ability
    Quote from BorgDragon: Go

    You issue an order, to ""Attack on Source Target"" ? So, which one is it targetting? The source unit, or the target unit(IE, the enemy unit)?

    • Effect C (Issue Order) commands enemy unit to use Attack on Source Target.

    Excuse my wording, what I meant to say is -

    • Target: Target+ - (None):Source Unit
    • Unit: Unit+ - (None):Target
    Quote from BorgDragon: Go

    EDIT:: Impact Location Value and Launch Location Value as default. For your search effect, just modify the search area+ and the Search Filters, and maybe the Search Flags depending on the caster unit's size.

    Effect (Search) > Flags

    • Extend By Unit Radius
    • Offset Area By Angle

    Should solve the problem.

    Quote from BorgDragon: Go

    got it working on the first try.

    Did not work.

    I will upload the map.

    The AoE Taunt ability on marine works, the AoE Taunt behavior on marauder does not.

    Posted in: Data
  • 0

    posted a message on (Solved) Help with Auto-Taunt Ability

    Hihi,

    I need help with an Auto-Taunt Ability.

    According to the following -

    http://www.sc2mapster.com/forums/development/map-development/4977-solved-need-help-creating-aoe-taunt-ability/'

    I was able to get the Ability to work.

    But I desired a Passive Taunt ability with AOE of 1, basically for any enemy unit attack-move pass said unit.

    I tried to created a behavior to modify unit Attack Target Priority, but it is not under Behavior > Buff to modify.

    So the idea behind the Auto-Taunt is that

    • Create Behavior A (Buff) to Effect - periodically apply Effect B (Search)
    • Effect B (Search) detects enemy unit within 1 AOE of Source unit, then apply Effect C (Issue Order)
    • Effect C (Issue Order) commands enemy unit to use Attack on Source Target.

    It did not work, and I have no idea why.

    I believe it is the same problem as the correct definition of Unit > Value, and Target > Value.

    • What should Effect B (Search) Impact Location Value be?
    • What should Effect B (Search) Launch Location Value be?
    • What should Effect C (Issue Order) Target Value be?
    • What should Effect C (Issue Order) Unit Value be?

    Or does it have to go through

    • Effect (Search) > Effect (Apply Behavior) > Behavior (Buff - Apply Effect) > Effect (Issue Order)

    Like what the Taunt ability did?

    Any help is much appreciated.

    Posted in: Data
  • 0

    posted a message on (Solved) Help with export
    Quote from SoulFilcher: Go

    For custom art and files just export them all using the editor and import them to your new map using the editor. For dependency you have to add them manually to your new map. For data using the Components is a possibility but I dont know if its as bugged as copying things using the editor. I usually export the XML files using a MPQEditor, manually copy all the data I want and then import the new XML files using MPQEditor again. This method is bug free.

    Thanks, not sure what a MPQEditor is and how to export with it, but the Button/Text problem was solved, so it is ok.

    @dragooness: Go

    For this, you will need to copy the text files from the localized language folders. Merge them the same way you did with the XML data. <</quote>>

    Thanks, that solved my problem.

    Posted in: Data
  • 0

    posted a message on Help with Select All Warp Gates button

    According to some.

    Quote:

    I found out that the Warp Gate Button is kinda "hardcoded" into the 'Warp Gate - Train (WarpGate)' ability. You can give this ability to any unit and don't even have to edit the Command Card. If you do that, you will be able to select this unit with the hotkey 'W'.

    Is this true? It is not possible to copy/duplicate it? Because I need it for at least 2 different units.

    Quote:

    It's really easy to do (once you know how, of course!) via triggers... You'll simply have to hide the frame of the UI displaying the warp gates icon. In order to do this:

    set a Map Initialization trigger with the action "UI - Show/Hide UI Frame" set the action parameters like this: "Hide Pylon Button for (All players)" The Pylon Button is the part where warp gates (and ONLY warp gates) are displayed when you own at least one). It works 100%, I used it in my Sand Worm Survival map to hide the super warp gates respawning killed units... :)

    Not looking to hide it, just looking to change the button to locate at least 2 different units

    Quote:

    For the description, search your text editor. It should be somewhere in there.

    For the icon, you can have a look at the assets.txt file and eventually import an override file.

    Where is assets.txt file? And how to "import an override file"?

    Posted in: Data
  • 0

    posted a message on Help with Select All Warp Gates button

    @SoulFilcher: Go

    The Select Warp Gate button, that will count the number of Warp Gate not in CD and display them.

    Posted in: Data
  • 0

    posted a message on Help with Select All Warp Gates button

    I wanted to create a structure that have Warp Gate Like abilities, namely, barrack with Orbital Strike.

    I use Info - Cooldown - Time Use instead of Info - Time.

    Then I linked all CDs with Info - Cooldown - Link.

    I am stuck on 1 problem, how to create that Button that is located on the bottom right of screen, right above the command slots?

    Posted in: Data
  • To post a comment, please or register a new account.