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    posted a message on Abilities that require multiple units.

    @DrSuperEvil: Go

    That makes perfect sense, thank you. I haven't yet tried it.

    One last thing: How then, would I have the additional 2 SCVS go through their build animation on the Command Center to 'help' it?

    Posted in: Data
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    posted a message on Abilities that require multiple units.

    Cheers, thanks guys.

    Posted in: Data
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    posted a message on Abilities that require multiple units.

    Specifically, creating structures. I would like to make an ability where you can only construct a certain structure if you have several workers building it.

    Select 3 SCVs, for example, and instruct them to make a Command Center. Cannot be built with less than 3 Scvs working on it. An additional bonus would be if MORE SCVs worked on it, it would go faster.

    I've got a fair grasp of the data editor, but I can't make heads or tails of how to start this one. Any suggestions?

    Posted in: Data
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    posted a message on Ability usage over multiple different units?

    @aFlyingchicken: Go

    Post the map you're having problems with and I'll take a look.

    Posted in: Data
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    posted a message on Ability usage over multiple different units?

    @aFlyingchicken: Go

    He's incorrect. You can't add abilities to abilities.

    Just download the map I made, and use it as a reference.

    Any ability x needs to be remade with every unit that you wish to be able to use the hotkey for.

    Burrow, for example. Each zerg unit is given a burrow ability. Theres Zergling - Burrow, Roach - Burrow, ect. Each of these burrow abilitys have the SAME Abil Set ID.

    This way, when pressing the burrow hotkey, all of them burrow.

    Posted in: Data
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    posted a message on Ability usage over multiple different units?

    @aFlyingchicken: Go

    You have to create a new cloak ability for the Marauder and link them both together using the Set ID field. If you just copy the ability, they'll be linked anyway.

    Like this:

    Posted in: Data
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    posted a message on [Help] Automating Units with the Data Editor

    @Nardival: Go

    No prob man :)

    Throw a [Resolved] tag on the end of the threads name, in case people are searching for the same problem in the future!

    Posted in: Data
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    posted a message on change an ability to use ammo

    @b0ne123: Go

    I have a solution, but it's kind of hacky.

    What I've done is given the ghosts 'Snipe' ability a charge, and linked it to the C-10 Canister weapon charge. You have to set their charges independently, and you have to manually type Abil/Snipe into the weapons Cost - Charge - Link field, it wont let you select or copy/paste it, and set of the link locations to "Unit"

    It only sort of works, because when the charges are depleted, the ghost still tries to attack, instead of it's attack following through, it just aims its weapon at the target without firing.

    I removed the ghosts scan filters from it's weapon as a work around; You have to tell the ghost to attack, but if you run out of bullets it wont stand around aiming it's gun at enemies. Probably work for an RPG type map.

    Posted in: Data
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    posted a message on How can I change abil set?

    Well, just look at the changes I made in the data editor to see how to do it.

    Posted in: Data
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    posted a message on How can I change abil set?

    @shardfenix: Go

    There are really quite a few ways to go about that one, and it really depends on what you want to do with the unit.

    The easiest route would probably be to use two different command cards for each of your ability modes.

    • Create two new buttons for offensive mode and defensive mode.
    • In the command card, set offensive mode to be a submenu button, which brings you to another command card
    • Recreate all the move buttons in the new command card, and use the defensive mode button to 'cancel submenu'

    Make sure you put sticky submenu on so that the command card stays there when you don't touch your unit.

    This is easy to set up, but has a lot of limitations. You can't have state specific buffs, and you would transfer between the two modes instantly. Really only useful for a micro heavy battlemage type game, or something.

    What would be harder, is to set up a pair of abilities with mutually exclusive command requirements. When one mode is enabled, it disables all of the commands for the other mode, and vise versa.

    I've included an example map. The easy method was done with a high templar, and the more difficult one was done with a ghost. I edited it's Hold Fire/Weapons Free toggle modes to Offensive/Defensive.

    In Defensive mode, the ghost can cloak, run faster and heal, but not attack. (All done by editing his hold fire behaviors) In Offensive mode, the ghost can attack, use snipe and emp, but he's normal running speed and doesn't heal himself. There's also a linked cooldown between the two abilities so they can't be changed instantly.

    Posted in: Data
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    posted a message on Adding Weapon/Armor Upgrade Need help

    @Zoombiekilla: Go

    There are quite a few things you have to set up for this one.

    • You need to create new Upgrades in the Upgrades data field
    • You need a new requirement for each new upgrade (otherwise you'll be able to upgrade 4 and 5 at the same time. Also the button wont go away.)
    • You need to update Info - Upgrade field of the Upgrade ability to include the additional upgrades
    • You need to add new buttons for every upgrade
    • You need to add the new upgrade buttons to the Command Card of the upgrade building.

    Finally, if you have custom artwork for each buttons (or you're simply changing it) you have to edit the actor events in the Effects field of each upgrade.

    I've included an example map that takes care of every point except for the last one. Check the data editor carefully for all of the edited fields.

    Posted in: Data
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    posted a message on Adding Ability Charges When Dmg is Taken? [Resolved]

    @Tobin751: Go

    Awesome mang! Should change the name of the thread to include [Resolved], so that if other people are searching, they'll find the answer too.

    Cheers!

    Posted in: Data
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    posted a message on Capturing Supply Units [RESOLVED]

    @shardfenix: Go

    Thank you sir! That's rockin awesome!

    Posted in: Data
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    posted a message on Adding Ability Charges When Dmg is Taken? [Resolved]

    @Tobin751: Go

    Solved!

    What you're doing wrong is in the modify unit properties, set accordingly:

    • Cost - Fraction - Charge: 1
    • Charge - Usage - Charge count: -1

    I've included a map to demonstrate:

    Posted in: Data
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    posted a message on Capturing Supply Units [RESOLVED]

    Thanks, I will do that! I find myself browsing this forum frequently.

    Yes, triggers will have to do then. I checked the mind control ability, it's the same. I'd say that's officially a bug. Where do I report editor bugs to bilzzard? B.net forum?

    Thanks for the suggestion, Cheers.

    Posted in: Data
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