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    posted a message on Reaver Scarabs

    I am not using the original carrier hangar, I created a new ability for it. Contrary to what I thought, I also didn't tick Define Default Values it seems.

    Is there any tutorial that explains actors? I get why actors exist and I have more or less of an idea of how they're supposed to work, but I haven't been too successful attaching it to my unit.

    Posted in: Data
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    posted a message on Reaver Scarabs

    Ask your brother^^

    But I linked the mod so that someone could tell me what I'm doing wrong. Tell me, is it bad to make a new object define default values (I think that's the option, not sure right now)? Because every object for which I tick that option always malfunctions in some way. Remember me saying a unit would not show up on any lists? I had made it define default values. I have this feeling that I might end up duplicating the carrier hangar, make both my current and the duplicated abilities' fields match completely, and the latter will work while the former won't. It's annoying how an editor this complex screws up in such small things.

    Posted in: Data
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    posted a message on Reaver Scarabs

    I think the problem is in the ability, given that the ability has no effects and the error occurs when the Scarab finishes building. Anyway, do you mind trying to use my mod in a map? Someone else reported it ordering you to be «taken to a menu which no longer exists»? Also, how do I get internal magazines to still display ammunition available? It's set to 0 no matter how many I have, like you see in the screenshot.

    Posted in: Data
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    posted a message on Reaver Scarabs

    I set the external flag on, but that only makes the available ammunition not show up. The unit was using the Ground mover, I changed it to Colossus mover but it does not fix the walk animation, neither does the turnable flag; that one was already enabled. The unit turns correctly, it just doesn't move the colossus's legs.

    Additional info: If, after I purchase a scarab, I try to use Attack with the Reaver, it says: "Error". Here are a few screenshots: (the mouse was hovering over the weapon, notice how no tooltip shows up)

    Posted in: Data
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    posted a message on Reaver Scarabs
    Quote from peranzormal: Go

    @Wc3SRui: Go

    If you're just starting the data editor I would be inclined to suggest watching a few tutorials (try onetwo's) first to familiarize yourself with it rather than just jumping right in and attempting to make something like this.

    I don't understand spoken English very well because of accents, but I'll give it a shot, thanks for informing me. If you know of any which has got subtitles... =P

    Quote from DrSuperEvil: Go

    (...) Do your ammo units launch from the internal magazine when your unit attacks?

    Depends on what "launching from an internal magazine" means editor-wise. By that I mean that I'm inclined to say yes, but I do not know if my settings are correct.

    Quote from DrSuperEvil: Go

    What weapon did you give the ammo units exactly

    Brood Lord - Broodling Escort. Oh and it didn''t have the Attack ability, but now it does. It's still not it, though, and, given the error message, I'm inclined to think that the problem is in the ability itself and not the projectile unit.

    Quote from DrSuperEvil: Go

    What is the exact error message.

    «Trying to create a missile directly and not in the context of an attack», I believe. Maybe it has got to do with the scarab being in the projectile folder?

    Also, another question. I've copy-pasted the Colossus actor and assigned everything I saw in reference to the Colossus to my new unit, but it still refuses to move its legs. Why? I've seen a similar problem in the most popular map right now: "Squadron Tower Defense"; the creator was equally unable to get his Colossus unit to play the walk animations properly.

    Posted in: Data
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    posted a message on (Solved) Buttons won't show up

    On the third screenshot, see the three fields below the command card interface? «Command Type», «Ability», and «Ability Command». The latest ("Ability Command") is empty, it is probably why it's not showing up.

    Posted in: Data
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    posted a message on (Solved) Buttons won't show up

    It'd be a good idea to go to the unit's command card (inside the Data Editor), select one of the buttons which aren't working, and take a screenshot. That'll make it easier to diagnose. ^^

    EDIT: And then upload the screenshot for us to take a look at, obviously ._.'

    Posted in: Data
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    posted a message on Reaver Scarabs
    Quote from DrSuperEvil: Go

    [...] It has detailed info on all the abilities and effects needed. (...)

    Needed for what? I imagine the wiki must be great for people who are already into the Editor to figure out the fields without wasting the time to test, even though a few of them remain unknown, but it loses its usefulness for people who are starting: sure I can know what a field does if it's more or less well explained (and not all are), but I still lack the understanding necessary to connect the dots.

    So far I've given my main unit an arm magazine, the queue ability and a Launch Scarabs weapon, and the Scarab unit the Broodling Escort weapon just for the sake of testing, but in-game, the weapon lacks a tooltip when you hover the mouse over it and after purchasing a scarab, the game yells at me for trying to «create a missile not in the context of an attack» or something.

    Geez, so much time just to get started with an ability. >_<

    Also, the weirdest thing happened. I purchased an interceptor for the carrier in the same game and, after a few seconds, the carrier magically gained 4 more interceptors. Does this have anything to do with the cooldowns being linked...?

    Posted in: Data
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    posted a message on Reaver Scarabs

    The problem is that I have no idea how to do any of that, I can look into the Seeker Missile and understand it; the Carrier arm magazine, well, more or less, but not really. What is even harder as a newbie is trying to imagine a Carrier arm magazine, a Brood Lord attack and a Seeker missile all mingled together to create the Reaver attack, it's just kind of impossible for someone at my stage. I'm always wondering, what fields are relevant and what fields are not, how do I go from effect A to effect B, and is the way I made it the right one?... I need to run trial-and-error tests in order to learn, I know, and I'd gladly do it, but my computer is not too fast, it takes ages just to open some stuff, even more to load up the map after going for Test Document, and I don't really have that much time. Sorry for the inconvenience =\ So, if you can explain in detail, step by step, I'll be very much thankful.

    Posted in: Data
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    posted a message on Reaver Scarabs

    No no, I just wanted to create the normal Reaver ability, but I was toying around with other stuff. If you don't have SC1, I think I can explain.

    Also, I have to use raw data because the editor does not show the new unit on the lists. How am I supposed to make references to it without both these things? =S

    Posted in: Data
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    posted a message on Reaver Scarabs

    Argh, I get so frustrated at this Editor when it screws up over such elementary things; the new Reaver unit I created does not show up on the lists, so I cannot assign it an actor, or anything else for the matter. Using Raw Code makes the Editor erase everything within the field. And when I try to set the unit's name to Reaver, it appears as if it registers the name correctly on the bottom left window, but if I use table view and go to the field, it is empty. Is this supposed to happen?

    Posted in: Data
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    posted a message on Reaver Scarabs

    So far, I've managed to create the unit and the projectile with the Seeker Missile mover (will change later) and an arm magazine ability, though I'm kind of clueless as to how I'd do it from here, Effects are still a tad confusing to me.
    I was attempting to create a Behavior for the Scarab that applies a Search Area around the Scarab with an EnumArea(IsEnemy) validator (I'm not even sure that that works how I think it does) that detonates the Scarab and deals all the damage, though I know that'll make the Scarab detonate at the first enemy it encounters if it does work.
    The Scarab used to detonate after a while if it didn't reach the target, I suppose the timed life will be done with a Behavior? I'm going to search for the right fields but I assume there's no effect to make the unit suicide itself or deal damage to itself?

    Posted in: Data
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    posted a message on Reaver Scarabs

    Hello!

    I was searching for help on making the Reaver attack from the original StarCraft, but I have no idea where to start.

    Help is appreciated, thanks in advance!

    Posted in: Data
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    posted a message on Rearranging dependency "layers" | Making text references in tooltips

    Oh, damn, no answer for the dependencies? I really needed an answer to that one. Meanwhile, I think I might need help creating the Reaver's Scarabs =P

    Posted in: Data
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    posted a message on Rearranging dependency "layers" | Making text references in tooltips

    Hello again!

    I am trying to make my mod use the latest melee patch definitions while using campaign stuff. I've managed to somehow keep the changes for Ghost and the Battlecruiser, for example, but other changes, like Marauder health, are set to campaign definitions (in which the Marauder has 100 HP, his +25 HP comes from Kinetic Foam). It is possible that I screwed up the order of dependencies, but isn't there a way to rearrange the dependency "layers" so that it applies melee game definitions on top of campaign ones?

    Another thing completely unrelated: is it possible to make text references in tooltips? While mimicking the Scarabs ability from the StarCraft 1 Protoss Reaver, I tried making a button containing a formula to get the unit's name, but surprise surprise, something as elementary as that was not present in the formula builder. I toyed around with the formula in an attempt to make it work, but with no success (at least according to the previewer). Any ideas?

    Thank you in advance.

    Posted in: Data
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