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    posted a message on Remove game alerts

    Cant find anything there that relates to specifically to the wreckage. There has to be some command ordering the wreck to alert in the UI, the sound being played is ThorWreckage_What. Just want to disable that alert, but not for any other units.

    Posted in: Data
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    posted a message on Remove game alerts

    I'm trying to remove a "X unit is under attack" sound and map alert for one specific unit, cant find it.

    Where are those settings located? (its for the odin wreckage)

    Posted in: Data
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    posted a message on Parasite aura

    I am making a debuff aura for zerg, here's how its going to work. It is a toggle function aura originating from a building reaching all over the map, which when active, reduces all terran and protoss ground units movement speed and armor, but only when walking on creep.

    I would like it to only affect enemy terrans and protoss units, and if possible, to affect zerg units aswell. The problem is, i dont think creep has any "owner" tag meaning there is no way to determine if a zerg is walking on enemy creep or friendly creep. Dont know if im right here.

    If "parasite aura" is active, all protoss and terran ground units will suffer armor and move-speed penalties _on creep_. It is very important that the aura can be deactivated, because it might cause some disadvantages in team games. If possible, make it work versus enemy zergs aswell.

    Posted in: Data
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    posted a message on Unit under attack

    I'm looking to make a passive ability for a building, that will automatically repair the building whenever its _not_ under attacked (approx. 3 sec delay). I cant seem to find a proper validator for it, whats the easiest way of solving this?

    to be clear - its the "fire suppression" behavior from the campaign and i want the little flying robots to be active only during downtime.

    Posted in: Data
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    posted a message on Immortal Odin?

    The odin has a behavior called "odin dont die" and i think its supposed to change the regular model to the wreckage when the odin reaches 0 hp. But the problem is, it gets stuck at the last hit, meaning that it turns virtually immortal at low hp. On top of this, there is a way to actually kill it, with spell damage. What can i do to make it die normally and still turn into a wreckage?

    Posted in: Data
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    posted a message on Auto-harvest at start of game

    I actually got it to work now. I had to set a very short "wait" delay before triggering the select larva and morph to drone. Dont know why, but i guess larvas arent created instantly by the melee triggers.

    Posted in: Triggers
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    posted a message on How did you learn to use the editor?

    What experience did you have before using the editor? Where and how did you learn to use all of the features? What is it that you do NOT know?

    Posted in: Miscellaneous Development
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    posted a message on What are Data Sources for?

    can some one explain what the difference is between the data sources? Im talking about Liberty.SC2Campaign, Liberty.SC2Mod, LibertyMulti.SC2Mod and Core.SC2Mod.

    Posted in: Data
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    posted a message on Auto-harvest at start of game

    I've made the the command center and the nexus to start building a worker at the start, but i cant make it work for zerg.

    I'm using the exact same trigger but the target is Larva and the order is "Larva - morph to drone", and it doesnt work... Oh the frustration.

    Posted in: Triggers
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    posted a message on Newbie question

    How do i modify the color of a unit? as seen in most TD maps. I want to make the Roach look just a little different.

    Posted in: Artist Tavern
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    posted a message on Concussive shells on light units

    @Eiviyn: Go

    Great explanation! I'm really trying to get a hold of how things are linked up in the editor and this helps alot, never thought of units and actors this way. Thanks.

    Posted in: Data
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    posted a message on Concussive shells on light units

    @Eiviyn: Go

    Hmmm... I did exactly what you suggested and now the marauder launches ITSELF towards any light target. And dies. wtf?

    Posted in: Data
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    posted a message on Concussive shells on light units

    @Eiviyn: Go

    I figured the best way to familiarize myself with the editor is to just get started, i hope i'll learn everything i need by trial-and-error and by you guys here in the forums.

    I cant find any tutorial that really suits me because most of them are about making hero arenas, TDs and such. If you have any links please post them.

    Posted in: Data
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    posted a message on Concussive shells on light units

    wheres the weapon entry? (to hide it)

    where are the target filters?

    (edit: found it)

    Posted in: Data
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    posted a message on Auto-harvest at start of game

    It works, and i noticed the best range for finding a mineral patch is 4, that way they dont cross paths. Thanks alot, now im gonna try and make the cc/nexus/hatchery to start building a worker at the start aswell.

    Posted in: Triggers
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