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    posted a message on Disable "Resource Drop Off" temporary?

    @DrSuperEvil: Go

    Does not work. A few possible solutons that crosses my mind ...

    • I have to "morph" instantly the town building to a dummy town building of the same type ... and this dummy will not have the resource drop off ability.
    • Make the town building not reachable. Maybe by placing a invisible Sentry Force Field on top of the town :P
    Posted in: Data
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    posted a message on Warp In Units with the Mothership like the WarpGate

    I have added a new abilty to the Mothership to warp in Zealots within a small range around the Mothership. The WarpGate ability is not used, because I could not limit the range and I could not make the Mothership not to count as a Warpgate. Instead of the WarpGate ability I am using a altered Launch Point Defence Drone ability. The zelots are "fired" with a beam to the target position. There is a supply check, Minerals are used, The Mothership can only drop up to 10 Zealots within a period (Ammo is slowly recharging). Late the other WarpGate units will be added, too. There is only thing missing:

    I want to have the Warp In Effect for the Warp In without a build time. How could this be achieved?

    Posted in: Data
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    posted a message on changing wraith armor?

    @strhsxx: Go

    Do you want to change the amount of the wraith's armor? They are the same already! The starting level, too ... Don't understand your problem, sry.

    Posted in: Data
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    posted a message on Max hero per player

    @Rice87: Go

    • requirements are individual. Each player's heros are counted separately.
    • you can't add multiple requirements to a single ability. But requirements can be more complex to cover more complex problem (see below). What do you want to add?

    example 1 Limit number of Brutalisk to "1 Brutalisk per Hive + 1 additional Brutalisk" and have the prerequisite to build them (Hive + Queen + Ultralisk Cavern)

    use
    CountUnit(UltraliskCavern,CompleteOnly)[TechTreeCheat] && (CountUnit(Queen,CompleteOnly)[TechTreeCheat] || {Have at least a queen}CountUnit(QueenBurrowed,CompleteOnly)[TechTreeCheat]) && CountUnit(Hive,CompleteOnly)[TechTreeCheat] >= {1 Brutalisk per Hive + 1 additional Brutalisk}CountUnit(Brutalisk,QueuedOrBetter)
    show

    example 2 "Learm Protoss Air Armor Level 3" (No changes in prerequisite, but if you have started Level 2 you can already click Level 3, if it is the same CybCore)

    use
    CountUpgrade(ProtossAirArmorsLevel2,CompleteOnly)[TechTreeCheat] + CountUpgrade(ProtossAirArmorsLevel2,QueuedOrBetterAtUnit)[TechTreeCheat]) == {Protoss Air Armor Level 2}1 && CountUnit(FleetBeacon,CompleteOnly)[TechTreeCheat}
    show
    CountUpgrade(ProtossAirArmorsLevel3,QueuedOrBetter) == 0

    example 3 "Terran - Limit Structure Damage AddOn Upgrades (Individual)" (Used to specilize Terran buildings: 1 AddOn @ Level 1, + 2 AddOns @, + 3 AddOns @ level 3, making 6 possible assembly levels in total)

    use
    CountBehavior(AddOnWeaponDamageBuff,QueuedOrBetterAtUnit) < {1-3 addon levels per research level}(1 * ((1 * CountUpgrade(TerranBuildingWeaponDamageAddOn1,CompleteOnly)[TechTreeCheat]) + (2 * CountUpgrade(TerranBuildingWeaponDamageAddOn2,CompleteOnly)[TechTreeCheat]) + (3 * CountUpgrade(TerranBuildingWeaponDamageAddOn3,CompleteOnly)[TechTreeCheat])))
    show
    CountBehavior(AddOnWeaponDamageBuff,QueuedOrBetterAtUnit) < 6

    I love requirements ;) They are just pure logic ... But I hate the UI of the requirements: Why is it so difficult to copy them from the expression view? Sonetimes I need a dozend attempts to copy them into the clipboard *grrrr*

    Posted in: Triggers
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    posted a message on Max hero per player

    I have something similar created ... and ran into more problems I have suspected: I made a display panel showning the number of workers (total = active + in training + in transports).

    Most of these problems do not apply to your task. But maybe you have to keep in mind that a player can cancel the training progress, the training building is destroyed during traing, a hero changes its owner due to a mind control ability ....

    Why do you not use a requirement to control the training ability within the data modul? This would be a very easy job and it would be fail safe because the counting of the heros is transfered to the game engine.


    expression view of the requirement

    use
    (CountUnit(Raynor,QueuedOrBetter) + CountUnit(Swann,QueuedOrBetter) + CountUnit(TychusChaingun,QueuedOrBetter)) < {Not more than 2 heros are allowed at a time}2
    show
    (empty)

    Or in the tree view ...

    • "Limit number of heros"
      • use
        • less than (tool tip: "Not more than 2 heros are allowed at a time")
          • sum
            • count unit "Raynor" queued or better
            • count unit "Swann" queued or better
            • count unit "Tychus" queued or better
            • ... ( more heros can easily added )
          • constant 2
      • show

    If you restrict at the training ability of each hero training with this requirement your job is done ;)

    Posted in: Triggers
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    posted a message on very strange units spawned?

    @AdrianXtra: Go

    SM = Story Mode. These props and units are used for the story sequences betweem campaign maps.

    Posted in: General Chat
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    posted a message on Disable "Resource Drop Off" temporary?

    I have made some kind of stasis field. Almost all kinds of effects I have planned for it are already working. Only one important thing is missing:

    If the stasis field is cast on a town building, the building still serves as a drop off point. I know the behavior flag "Resource Drop Off". But this is not a standard behavior. I can not disable it by adding it to the Stasis Field buff.

    Any ideas how I could disable "Resource Drop Off" behavior temporary?

    Posted in: Data
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    posted a message on wait for key press command during trigger action

    @Nerfpl: Go

    If there is only one player, you there is no need to use the boolean variable. The trigger "SpaceCheck" could be set up without any action. You only have to

    use in the play transmission trigger
    General - wait for Trigger to execute and wait/don't wait until it completes
    (Trigger is SpaceCheck, and the wait condition does not matter in this case)
    instead of
    General - wait for (Conditions), checking every 0.5 Game Time seconds

    Side note

    To use the event in a multiplayer game

    "UI - Player Any Player presses Space key Down with shift Allow, control Allow, alt Allow"

    is not very wise, because Blizzard warns

    Quote:

    Only register for this event when you absolutely need it, as it will generate network traffic from all players for every key they press.

    it would be better to use a custom dialog with buttons "Repeat transmission", "Next transmission", "Skip transmission" or something like that.

    Posted in: Triggers
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    posted a message on unit specialication/upgrade/ammunition question

    @PsychoMC: Go

    I have used the Specialize - Command to make individual upgrades. E.g. The Terran research Hull Framework AddOn for there buildings. But these upgrades do nothing directly. They only allow to use a special Specialize - Command (*g*) up to a specific amount. First level research 1x +100 hp, second level research the 2nd and 3rd +100 hp ... and the last / third level research the 4th up to the 6th +100 hp. Each of these Specialize - Command upgrades must be applied individual for each building that should be boosted. That costs some (little) resources and time.

    For your carrier upgrade, I would make it this way: The carriers have ALL the time X types of "ammo" intercepters. But it uses for the players vision only ONE type at a time, disabling the the other by hiding them. If the carrier upgrades, it switches to the next level ammunition. There will only one difficulty: You have to transfer somehow the count of living interceptors for one level to the next. Maybe this could be handled in a fancy actor. But in that topic I am still a bloody noob :o)

    Posted in: Data
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    posted a message on Make chrono boost increase attack speed of cannon?

    @Kabelkorven: Go

    You have to do 3 things:

    Behavior: "Nexus - Chrono Boost"

    • Modification - Attack Speed >= 1.0
    • e.g. 1.15 means 15% faster

    Duplicate one of the "Time Warp - Is ..." validators

    • change its name
    • change its "Value" to "Photon Cannon"

    Add this new validator to the validator

    "Time Warp Viable Targets"

    This should make your Photon Cannons faster under the effect of a Chrono Boost.

    Posted in: Data
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    posted a message on Howto inherit continued the position of attachment points?

    @DrSuperEvil: Go

    Thanks, I will try this out and report, how it have worked.

    Posted in: Data
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    posted a message on Short List of Qs

    @Monictor: Go

    Sorry, but at most of your problems, I would not be a help. Only at (4) I am able to tell, that it is easily possible to change the mover type: I have integrated an upgrade ("Metabolic Boost Level 2") that changes the mover type of Zerglings to an adjusted cliff mover. The only changes of this mover to its parent (reaper jump) are a less steepy flight curve for the jump and in the related actors are different sounds called.

    Posted in: Data
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    posted a message on Howto inherit continued the position of attachment points?

    I am working on an self assambled animation for my fortification cannon "Crusta". I want the turret to emerge for / descent into the ground.

    To achieve this, I have added a dummy model between the turret and its base. When the animation starts, I scaled the dummy model in z-axis. But the position of the attachment point is not updated. Has anyone tried something similar before?

    Animation startanimation end
    Dummy Sphere is scaled smallDummy Sphere is scaled big, but turret is not moved
    Dummy Sphere is scaled smallDummy Sphere is scaled big, but turret is not moved



    I have used the following actors:

    NameTypeSpecials
    Shaft ActorTurret
    Turret ActorTurret
    Shaft ModelModel (Addition)Host: _unit, SOp Attach Turret Z, SOp Adjust Shaft, Scaled @ creation
    Turret ModelModel (Addition)Host: _unit, SOp Attach Overhead, SOp Adjust Turret
    SOp Attach Turret ZSOp AttachmentQuery Method Turret Z
    SOp Attach OverheadSOp AttachmentQuery Method Overhead
    SOp Adjust ShaftSOp Local Offset
    SOp Adjust TurretSOp Local Offset

    If I do not scale the dummy model after creation, I can adjust the z-position of the turret by scaling the dummy model direktly: The attachment point seems to be correct. Only its position is not updated during the scaling.

    Posted in: Data
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    posted a message on (workaround) Worker Counter: Cancel training order not correctly showing

    @LaxSalmon: Go

    Drones' training can not be queued. Probes and SCVs can be queued. And the trigger event makes a different between a canceled training process and a canceled queued training (that is not yet started).


    Edit

    I found a "solution", but it is not really satisfying: If a player is training a probe, the training of a Mothership is disabled in this Nexus and vice versa → If anything is queued, it musr be a probe. And I can determine the difference between an training in progress. :|

    If someone find a better solution, please PM me, thanks!

    Posted in: Triggers
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    posted a message on "Build In Progess" interferes with attachment rotation

    To who ever might be interested ... Here is an updated version of my Crusta Unit Demo Map. There are still some things to do (e.g. The cannon should raise from the subsurface. There should be different cannon types available). But these are other topics and I hope, I will manage most of them before I run into the next problem ;)

    Posted in: Data
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