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    posted a message on Duplicated unit/actor/ability not working?
    Quote from ctccromer: Go

    map attached.I'm not very bright when it comes to the data editor, so I don't know how to do the actor events, but that might be it

    Well, unfortunately I couldn't figure out what was going wrong with your new zealot that you duplicated, but the good news is that if you just switch the changeling's ability back to the regular Disguise as Zealot, all you have to do to allow to zealot to attack is add the 'attack' ability to the Changeling (Zealot) unit and remove its 'Changeling Disable' behavior. This will make it so it can freely attack using the normal zealot weapon and it won't get instantly killed when the changeling is attacked.

    Posted in: Data
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    posted a message on Detecting Game Host

    @playpong: Go

    Should probably just lock the post, the OP's question is answered and everyone is just confusing themselves now :)

    Posted in: Triggers
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    posted a message on Duplicated unit/actor/ability not working?

    @ctccromer: Go

    You probably didn't change the changelings actor events and something is conflicting there with the new zealot actor. If you want to post your map here I can take a look, not much else I can really say other than look at your actor events and make sure everything is right.

    Posted in: Data
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    posted a message on Ability buff damage
    Quote from barbar777: Go

    I just wonder,how can I create a buff like (stimpack) but with the effect of adding damage and atk speed.Like a frenzy skill who give 100 damage to weapon and double atk speed.Any idea,tips,trick?

    THX for the help!

    Yes, this is very easy and there's stuff explaining how to do this plastered all over the world wide web. Basically just make a Buff type behavior and have the unscaled damage modification field be 100 and set the attack speed modifier field to 2.

    Posted in: Data
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    posted a message on Create unit at point of triggering unit
    Quote from playpong: Go

    @Trieva: Go

    Err... I used that in the above code.

    Can two different units die at the same instant? In which case, maybe that's the problem?

    I would, in my opinion, opt for a data solution to this as it would be much cleaner. But, to answer your question, yeah dealing with global variables is a problem when things happen synchronously (like two units dying at the exact same time) and you don't have any mutual exclusion protecting those variables.

    Posted in: Triggers
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    posted a message on (Solved) Blink change the direction of caster?
    Quote from Forge_User_62748943: Go

    You know Zeratul's blink works like you want, I think simply because it has Ability: Arc = 0, Stalker blink has 360 so he can blink backwards, but Zeratul will instantly turn to the right direction before blinking.

    :) I think DrSuperEvil needs a break

    Posted in: Data
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    posted a message on Ability: Automatic mass teleport to start location
    Quote from Ranuglin: Go

    I found several threads describing how to set up a teleport to a target location. But what I want is an ability that searches for units around the caster and teleports them (including the caster) automatically to either the start location or a previously defined point (maybe via points in the terrain editor or something like that). Important is, that the target location for the teleport cannot be chosen by the player. The units should just teleport when the ability button is used.

    Any ideas how to get this to work?

    This is going to require a trigger solution.

    Posted in: Data
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    posted a message on [Data] Ultralisk Morph to Brutalisk/Omegalisk

    @TheEschatologist: Go

    You need to add the Queue(1) ability to your ultralisk as well, you only have it on the cocoon units. All the other problems are just having to do with getting your actor events straight.

    Cheers :)

    Posted in: Data
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    posted a message on lol i feel like an idiot
    Quote from SkedarLord: Go

    I've been stumbling with sc2's new trigger editor when all i had to do was use blizzard's preset triggers and make some minor modifications for my map... lol. you may all laugh at my expense now if you want... but yea i was making things more complicated then they needed to be... lmao thank god i figured it out finally... lol.

    Solid general chat post. 7/10.

    Posted in: General Chat
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    posted a message on (Solved) Tinting the mutalisk death model...
    Quote from Ranuglin: Go

    So I should edit the events of this generic actor? I'm not sure what to do now :/

    So I think what DrSuperEvil is saying is do something like this in the mutalisk unit actor:

    Event: Unit Death

    Action: Set Tint Color

    and right above the "Msg Type:" in the action where it reads "Target:" type in "Unit Death Model" (maybe without spaces)

    Posted in: Data
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    posted a message on Detecting Game Host
    Quote from jcraigk: Go

    @SouLCarveRR: Go

    I already implemented a voting system and now would like to implement an alternate mode where the player who has privileges as Game Host in the Lobby also has special privileges in-game. Your statement "B.net is host" seems misplaced here...I understand bnet is hosting the game but that has nothing to do with this issue, which involves detecting who was set as Game Host in the Lobby (not what service/network/computer is "hosting" the game). Apparently it is not possible to detect who was game host in lobby then. Another shortcoming of b.net.

    Player 1 is the first person who joined, aka the person who "hosted" the game. If player 1 isn't there, then he left, and thus there is no longer a "host". Since games are hosted by battle.net now and not limited to players hosting and joining games (like in sc1 or wc3), there is no more need for a "host" and thus the concept becomes irrelevant. I would suggest either abandoning the idea of working with a host or simply make it so your game goes down the line and finds a person to select the modes (i.e. the minimum player of 1-14)

    Posted in: Triggers
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    posted a message on How to make % triggers

    @Trieva: Go

    Trieva: The guy with a patience hat so tall he has trouble ducking through doorways :)

    Posted in: Triggers
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    posted a message on (Solved) Projectiles don't collide with targets
    Quote from Ranuglin: Go

    @StragusMapster: Go

    Everything is linked correctly. All I did was copying the "weapon - backlash rocket" unit (projectile and not the weapon), tinted it blue via actor events, and switched the "ammo" value of the backlash rockets effect to the new projectile.

    I did it twice with the same effect: The rockets start from the exact ground location of the banshee (perpendicular to the flying banshee) and hit the ground location of the target (also perpendicular to whatever the target is). I had the same problem with the stalker one year ago when I switched weapons but I solved this somehow by taking attachment points into consideration... but tragically I cannot remember what I changed to make it work.

    haha, well firstly you need to change the bashee's missile actor events to now be created when your new weapon unit is created, not the old. also you need to check your action actor (banshee attack) and make sure nothing funny happened to any of those actor events

    Posted in: Data
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    posted a message on Variating models
    Quote from Neonsz: Go

    How do I single out one model from, for example, the 'Xel'naga Turret' doodad? If I want the fully assembled one - one of 4 models, how do I create a model that only holds that one? The model seems to be 4 models in one, so is it not possible at all?

    Duplicate the xel'naga turret model then first change the Variation Count to 1 and then set the Model to be the model file of the exact one you want, it should be just below the model it's set to originally.

    Posted in: Data
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    posted a message on (Solved) Setting Max Supply

    @N33b: Go

    A simple google search yields: http://us.battle.net/sc2/en/forum/topic/1083750004

    Google, people :)

    Posted in: Data
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