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    posted a message on Requirement making Help

    I'm looking to make a requirement that limit the numbers of probe allowed to the numbers of nexus + the numbers of obelisk built

    Pretty much i'm wanting to have nexus allow 6 probes each, and obelisk allow 2 probe each. Example if you had 1 nexus and 3 obelisk, you would be allowed to have 12 probes total

    Currently I'm using... Probe Requirement Use- And count unit probe queued or better Less thatn or equal to -Sum -Multiplication -Constant 6 -count unit nexus completed -Multiplication -constant 2 -count unit obelisk completed

    Posted in: Data
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    posted a message on One easy question for seasoned editor

    I want my game set to where whenever a probe return a mineral the nexus , the nexus shows "+5" in blue , very similar to the auto harvesting gas from the SC2 Campaign, or when you kill a unit (if the unit has kill mineral value) it would show as +x Mineral in blue

    Posted in: Data
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    posted a message on Smart computer attack wave help

    Basically I want to send a wave of sentry to a target point I don't want them to just go in there and attack. I want the sentry to utilize guardian shield and FF like it would if it was a melee AI

    I've started the AI in melee, but I'm confused of the attack waves and how to send them correctly

    Posted in: Triggers
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    posted a message on Build Ability that would activate trigger.

    @DrSuperEvil: Go

    created effect target, but not sure what persistent effect give the hologram building

    Posted in: Data
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    posted a message on Build Ability that would activate trigger.

    @DrSuperEvil: Go

    I'm clueless, tried it, any chance you can walk me through or create a map that have this ability in it?

    Posted in: Data
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    posted a message on Build Ability that would activate trigger.

    @DrSuperEvil: Go

    thankyou evil, will try to implicate this later

    Posted in: Data
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    posted a message on Build Ability that would activate trigger.

    What I'm looking for is a regular build ability, where the caster can place the see through model of the building on the ground ( Example: When a probe walks to it's destination to build a pylon, you see the see through pylon) but instead have the ability make the nearest probe to the target destination designated from the caster to build it for the caster.

    What I have in mind right now and have no idea how to accomplish it is a build ability as described above, and have a trigger to set to when the ability is used, to command a random probe from Player 1 to build the building at the location targeted from the casting unit

    Posted in: Data
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    posted a message on (Solved) SCV Repair Different building at weird rate?

    @Dragoneles: Go

    Thankyou sooo much. I founded what you were saying in a second. I will put all structure at around 50 to give player the sense as if they're repairing terran structures.

    Posted in: Data
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    posted a message on (Solved) SCV Repair Different building at weird rate?

    I'm trying to set the SCV ability to repair other structures that are non mechanical, so I've set the filter target to building and mechanical is not required.

    Only problem is when I try to repair other structure such as Fleet Beacon, The repair rate is significantly slower??

    What cause the terran building to be repaired at a much higher rate than other buildings?

    I tried setting fleet beacon to "Terran Race" and to Mechanical. No changes.

    I tried giving the fleet beacon all of the Armory behavior, no luck....

    If I modify the repair ability to work at a faster rate, then the rate from terran building to protoss building would still be a lot different.

    SO what am I missing here?

    Posted in: Data
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    posted a message on SCV Repair Rate DATA Help?

    I'm trying to set the SCV ability to repair other structures that are non mechanical, so I've set the filter target to building and mechanical is not required.

    Only problem is when I try to repair other structure such as Fleet Beacon, The repair rate is significantly slower??

    What cause the terran building to be repaired at a much higher rate than other buildings?

    I tried setting fleet beacon to "Terran Race" and to Mechanical. No changes.

    I tried giving the fleet beacon all of the Armory behavior, no luck....

    If I modify the repair ability to work at a faster rate, then the rate from terran building to protoss building would still be a lot different.

    SO what am I missing here?

    Posted in: General Chat
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    posted a message on A specific ability and need help.

    I'm looking to make an ability for the unit "Raynor-Commando"

    I'm too new to the data portion I can't figure everything out.

    What I'm looking for is an ability similar to the "Experimental- Plasma Gun" ability, where raynor would shoot a ball of fire.

    Similarly to that, the ability I specifically want will have Raynor shoot a Phase cannon missile (Photon Cannon Projectile) at target point (Like psi storm, where you can miss a unit), and have the projectile travel maybe a range of 100 before disappearing (And collide with any enemy unit on the way)

    I've been playing around with it, and the only thing I got right was changing the target to target pint instead of unit, and changing the projectile to phase cannon missile. I have no idea where to go from here

    Posted in: Data
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    posted a message on Zergling With Broodling Problem

    yes,there's already been a post about this. but it didn't help much.

    I've added the abilities to zergling so it can have broodling escorts.

    However, when the zergling attack something. It's stuck in hold position queuing up the broodling escorts until it gets to 2 *( which won't happen unless all surrounding enemies are dead since it constantly sends the broodling escorts).

    What data do I modify to have the zergling be able to do it's normal weapon attack and queue up broodling simultaneously

    Posted in: Data
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    posted a message on Melee Mod Override Question?

    @SoulFilcher: Go

    Yup still not working

    My dependencies are in as order

    Melee Multi Melee Liberty Liberty Story

    I rearranged them in every combination >.<

    Posted in: Data
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    posted a message on Melee Mod Override Question?

    @SoulFilcher: Go

    I'll test in game vs editor view when I get back to a computer.

    I have Multi (not sure if this one is necessary) Multi Mod liberty liberty story

    Posted in: Data
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    posted a message on Melee Mod Override Question?

    @SoulFilcher: Go

    I tried that. then closed and reopened editor. It didn't work =[ Nexus still have no energy, which indicate other units didn't change either

    Posted in: Data
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