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    posted a message on Give an individual marine a shield?

    via triggers I want to give individual marines shields, whats the best way to do it?

    Right now the only way I know how to do it is create a different unit and have it morph into that unit. I really don't want to make a whole nother unit if I don't have to. Does anyone know a better way?

    I understand covering the shield is an event in the marine actor. How I get the shield to uncover for a specific unit I don't know.

    Posted in: Miscellaneous Development
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    posted a message on Unload animation for my colony ship

    To Jim: Well all units unload properly except Dominion Kill Team.

    To Stragus: I'm using the medivacs ability so no new abilities here. I don't know what event calls on or creates the unload animation. The Dominion Kill team lacks it but I can't find what it is.

    Posted in: Data
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    posted a message on Unload animation for my colony ship

    I should probably let this go but I don't like defeat.

    My unload animation, it works for marines, however I am also using Dominion Kill Team Marauders and they just teleport to the ground instead of dropping out of the drop ship like they should. I'm looking through all the events/actors/macros but I still don't see what gives marines the animation so I don't know what to give me marauders to enable it.

    Posted in: Data
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    posted a message on Map File Size?

    Ok, so I know the limit is 10mb or so, but does that make downloads too long? I know with wc3 as a rule of thumb I wouldn't go over 3.5 mb on my map because downloads took to long, but that was also before blizzard map downloading and beautiful fios.

    I ask because I currently have a hoT song I want to add to my map but its long, 6.8 mb and I'm wondering if I should cut it down or avoid doing it entirely.

    Posted in: Miscellaneous Development
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    posted a message on Unit comes within range of unit type

    @DrSuperEvil: Go

    That sounds like what I want but I don't know how to do it. I gave my egg the infested terran campeign unburrow ability which should morph it into an infested terran right? but it does nothing.

    My first attempt I took the Larva - spawn unit, and tried converting that into spawn infested marine, I gave the unit the ability and button but the button doesn't even show up on the unit in game. Theres no requirements that I can see. blah!

    Update, I'm able to get the Larva - spawn unit ability to work, don't know how to get the morph ability to work.

    Posted in: Miscellaneous Development
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    posted a message on Unit comes within range of unit type

    I thought this would be an easy trigger but I got stumped. What I want is event, unit comes within range 2 of unit type, egg, order the egg to hatch.

    I'm not sure if triggers could call on the egg unit unless I make a separate trigger for each one. Is there a behavior / ability or something I need? I don't even know how to get the unit type in the event, only individual units.

    I suppose I could do regions but a unit coming into range of the egg would be better.

    Posted in: Miscellaneous Development
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    posted a message on Turrets not unburrowing

    I had this same problem and somehow I solved this. A did a few things so not sure exactly which fixed it but the last thing I did was:

    Under Abilities: Perdition turret unborrow: Stats: check Ignore Placement and uncheck move blocking units.

    The sentry gun unburrow works so I was basically going through and making them the same. See if the above works though.

    Posted in: Data
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    posted a message on (Solved) Sentry turret building blocker

    Got it! The underground version had no footprint so I was kind of baffled by it, but I found out if you give it Footprint 1x1 (underground) it works.

    Unit, Movement, Pathing Footprint, Footprint 1x1 (underground)

    Thanks!

    Posted in: Data
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    posted a message on (Solved) Sentry turret building blocker

    So when my sentry turret goes underground it blocks building structures in all adjacent squares to it, instead of the 1x1 square its unborrowed counterpart has. How do I get rid of this? I just want it to take a 1x1 square all the time (and continue to not block unit pathing when burrowed)

    Probably a simple fix, if you know your way around the incredibly unsimple data editor.

    Posted in: Data
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    posted a message on Create Custom Achievements

    So starcraft 2 has some nifty achievement displays that pop up when you accomplish something, I want this on my custom map.

    Event, players rescues medics. Unlock achievement medics rescued! Display achievement unlocked icon using the pic of a medic.

    I guess first I want to learn how to display those achievement messages. I found the icons but I don't know how to get them to pop up.

    2nd I want the achievement to be stored in the bank so next time the player plays my map, he will have medics unlocked.

    Anyone know how to do this?

    Posted in: Miscellaneous Development
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    posted a message on Unload animation for my colony ship

    Well, sort of solved anyway, I found a workaround. I still don't really know how to find the Event Macros but I just realized I can do what I need with triggers.

    Issue Order, unload units

    Issue Order, move to region, After Existing Orders* (forgot tiggers can do this), then event once it enters the destination region. This way my unit has no idle time to go pick up units.

    Thanks for helping guys.

    Posted in: Data
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    posted a message on Data Mineral/cost bug That logically doesnt make sence

    Hmm, I don't know how you did it but the Minerals cost doesn't show up or effect any unit. Gas still works.

    Posted in: Data
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    posted a message on Data Mineral/cost bug That logically doesnt make sence

    Without going into your map there's two places you have to adjust for a units cost, Unit editor, Cost

    and then in the Ability, Spawning pool training (or whatever you named it) double click on the Ability Command, Train Zergling and there should be another set of costs for using the ability at the bottom.

    Are both of those set correctly? Ideally the Unit Cost is set to 1 mineral and ability cost is set to 0 minerals.

    Posted in: Data
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    posted a message on Unload animation for my colony ship

    How do you view the macros? I don't know where to find UnloadDropAnim.

    I've encountered a new problem though: If a unit doesn't load into my transport in time, after the transport unloads at its new destination it will go back and pickup the straggling unit which I don't want.

    How do you make it so a transport doesn't move to any unit that orders it to pick it up?

    Posted in: Data
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    posted a message on Unload animation for my colony ship

    @GreyHunter4: Go

    Well I still don't know why my custom ability didn't work but I found removing the colony ships load/unload ability and just replacing it with the medivacs did the trick. I hate how simple solutions can be after spending hours on this stuff.

    Posted in: Data
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