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    posted a message on Tanks don't siege vs Colossus?

    Never mind, I think I got it. Ability Siege Mode > Auto cast filters allow ground and air > Auto Cast Validators > Is Colossus.

    I would think this would make it ONLY siege vs colossus but whatever its working.

    Posted in: Miscellaneous Development
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    posted a message on Tanks don't siege vs Colossus?

    Tanks have a behavior / effect to search area in a radius around them with the search filter Ground Required, this makes them give the siege order. Colossus are both ground and air which I think confuses it and makes the tank not siege vs them. Anyone know how to fix this?

    Posted in: Miscellaneous Development
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    posted a message on Burrowed Swarm Host Movement?

    Nevermind, got that too. Actor > Events > Just removed anything with attack animation in it.

    Posted in: Miscellaneous Development
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    posted a message on Burrowed Swarm Host Movement?

    @CybrosX: Go

    Aww hells yeah there it is. Actor > Animation tab > Animation: Baselines > Stand Walk, changed Walk Animation Properties to Stand.

    Is there a way to get weapons to stop showing animations too? I gave it an invisible weapon so it would stop moving forward but it keeps making it do an attack animation that I don't want it to do.

    Posted in: Miscellaneous Development
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    posted a message on Burrowed Swarm Host Movement?

    I'm trying but I'm just not getting this. SwarmHost has a similar animation bracket event but just doesn't behave the same way and keeps visually unburrowing on move. If it helps I don't need the unburrowed model or animation at all - I just don't know how to get rid of it.

    Posted in: Miscellaneous Development
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    posted a message on Burrowed Swarm Host Movement?

    So I got my burrowed swarm host to be able to move, however when it does it visually runs around above ground like an unburrowed swarm host. I'd like it to stay in the ground like a roach and move / slide that way and never come up. How can I do this?

    Posted in: Miscellaneous Development
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    posted a message on Unit walking around rather than attacking

    Alright I fixed this. I did a bunch of stuff so don't know exactly what fixed it but here's what I can remember:
    I believe the last step I took was turn off continuous scanning on the weapon but I know alone a lot of these won't fix it. Pretty sure continuous scanning was off when I first had the problem and I turned it on looking for a solution.

    Weapon: Turn off continuous scanning flag, turn off melee flag, weapon acquire cliff level range -4 +4, scan range 11, disable call for help acquire filters
    Effect: disable same level cliff flag on damage search
    Unit: sight range 11, sight level (cliff level) 4

    Posted in: Miscellaneous Development
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    posted a message on Unit walking around rather than attacking

    Update: my turret line is up on a cliff, the units have colossus movement and can scale the cliff no problem. They also have vision of the turret line.

    I just tried making my turret line on the same ground level as the units and they went ahead and attacked the closest thing as they are supposed to. I'm going to mess with vision / check cliff levels but hopefully I can find a solution soon.

    Posted in: Miscellaneous Development
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    posted a message on Unit walking around rather than attacking

    So in my game I can make a nice row of turrets, and then waves of enemies come, but rather than attack the turret / structure that's right in front of them, they try to walk all the way around the line of turrets to get around. They are usually very close but just out of melee attack range to the turret line. If by chance they enter attack distance, they will begin to attack which is what I want.

    How do I make it so they stop trying to go around and just by default start attacking the closest thing to them? Enemy current orders are attack point behind turret line.

    Posted in: Miscellaneous Development
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    posted a message on Shared Building that can Buy Units?

    I found a work around to anyone interested. I only had one unit I wanted my structure to build so it wasn't too bad.

    Share Unit (unit flag) Create a fake ability (I usually use ceffect instant and just give it no effect). Event: unit uses fake ability. If conditions, mineral check, supply check, Create Unit for triggering player. Else (check minerals or supplies) play error sound, text message warning "not enough minerals"

    Posted in: Data
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    posted a message on How to disable the default gain-resource texttag?

    I'd also like to know how to modify that. For my map I don't use the blizzard bounty system and just did it with triggers so I could get it to look the way I like. Seriously why does the default text tag float up for like 10 seconds?

    Text Tag - Create a text tag with the text "+1" for (Player group((Killing player))), using a font size of 24, at (Position of (Triggering unit)) and height offset 1.0, initially Visible, and fog of war enforcement set to False
    Text Tag - Set Duration time for (Last created text tag) to 1.0 seconds

    Set the text font to your pretty blue and it looks great. I fire this on a unit dies event.

    Posted in: Data
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    posted a message on Lower and Raise Metal gate

    To anyone messing around with this that needs the reverse facing diagonal metal gate, I'd recommend using duplicate unit, duplicate the abilities and actors also. Change the new units facing angle. (Unit, Stats, Facing) or (Basic) Stats: Facing. Change actor events as needed for your new unit / ability. And don't forget to change the ability to morph to your new unit. Can't stress that enough.

    I did all the above steps but the animation kept switching the unit facing then I realized my morph abilities were still morphing to the old raised gate and lowered gate units.

    Posted in: Data
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    posted a message on Warhammer 40k: There is Only War [40k moba]

    Where are your forums? I think I have skype... but don't ever really use it.

    Posted in: Project Workplace
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    posted a message on Warhammer 40k: There is Only War [40k moba]

    I'm a Warhammer 40k fan myself, or at least used to be. Surprised your undertaking this here when Dawn of War exists but I guess that game probably doesn't have the map editor or player base Starcraft does.

    I think I've gotten pretty good at making hero's on the data editor. (if you've played my map you can be the judge) I do kind of want to help you guys out but at the same time, making heros with multi level abilities honestly does take forever which is why I have a lot of shared abilities on my map, but if there's any little bits I can help you with I'd be happy to.

    One Two's tutorials are pretty much a must and can help you on your way:

    Posted in: Project Workplace
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    posted a message on Buttons on Command Card not showing?

    I solved this issue. It's talked about here: http://www.sc2mapster.com/forums/development/data/50171-command-cards-in-hot-s-not-showing-up/#posts

    My notes:
    There is a UI: Hides for Simple Text option on my buttons that is enabled by default.
    I believe it causes the problem. I have disabled it for the Barracks and Armory.
    It is actually an option in each Players Menu somewhere, so that's why only a few have it.
    I can force disable it for everyone with a trigger but I want to see if modifying just those
    buttons fixes the problem first.

    Ew, found the option. It's Enable Simple Command Card. Disabling that mofo with at trigger.

    Posted in: Miscellaneous Development
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