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    posted a message on Recreating the stone zealot from the campaign

    Hey peoples,

    Does anyone off handedly know how to replicate the stone zealot gaurdians from the campaign? And I don't mean just the models/units etc, I'm refering mostly to the way they start off as unclickable statues that blend in and seem like a regular doodad, then spring to life when someone approaches them.

    I'm fairly certain you do this with triggers, but so far I've gotten nowhere. I figured it would have something to do with "Set unit state" but alas I've reached a dead end. I'm sure someone has replicated this somewhere.

    Posted in: Data
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    posted a message on Autocast landmine explode not working D:
    Quote from BorgDragon: Go

    First: You can remove 'Smart' from the Stats - Flags field for both Detonate abilities, just to eliminate redundancies.

    Mmmkay. I have a tendancy to be extremely redundant due to how many times you normally need to link stuff together with the silly editor. xD

    Quote from BorgDragon: Go

    Second: Both Floatshroom and Doomshroom REQUIRE ground and EXCLUDE air for them to auto-detonate. Change Floatshroom's Ability - Auto Cast Filters field to REQUIRE Air and EXCLUDE Ground. If you want your Floatshroom to also only damage air units, you would change the damage effect to exclude ground, require air aswell.

    Snap. Thanks for pointing that out. Could have sworn I fixed that.

    Quote from BorgDragon: Go

    EDIT: All those 'copies' hurts my brain! ;P

    I got reaaaally lazy after a while. xD Most of my other abilities have their own actors etc without so much copy spamming. xD Thanks for your help I'll test this up. Will these fixes also make them detonate when just one unit approaches them?

    Posted in: Data
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    posted a message on Autocast landmine explode not working D:
    Quote from Forge_User_59026135: Go

    there are already mines, why don't you use them?

    I've already used spider mines for something, if thats what you're refering to. I'm tempted to reset them back to their parent forms so I can use them for this. :c

    Quote from DrSuperEvil: Go

    Why not just give it a behavior with a an enumerate area validator that just detonates when enough enemies are in the area.

    I have no idea how to do that. :'D

    Quote from BorgDragon: Go

    Um... you write I gave it the validators for smart "Enemies nearby" and I wonder if you put the validator in the Ability - Smart Validators field.

    Smart Validators is for Right Mouse-Clicks.

    You want to put your Validator in Ability - Auto Cast Validators field.

    Also note that the Validator "EnemiesNearby" needs 2 or more enemy units in range before it detonates. The Search Area is set to Greater Than, not Equal To Or Greater Than.

    If you did indeed put the validator in the proper field, perhaps you could send me your map. I don't mind taking a quick peek.

    That explains everything. It works just fine when I send two drones into the mine field side by side. Still, my floating mines (for flying units) detonate when I send two drones as well even though I've tried to spesify for them to ignore ground units.

    And sure, I'll send my map.

    The abilities are called "detonate," they're attached to two units called "Floatshroom" and "Doomshroom" and are spawned with the unit Quagmirran's ability "Volitile Floater" and "Volitile Fungus."

    Thanks, and sorry for the dumb questions I'm really new at this :P

    Posted in: Data
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    posted a message on Autocast landmine explode not working D:

    Hey guys,

    I recently reskinned Swann's Flaming Betty and edited it a little bit so its now a cloaked land mine. I gave it an edited baneling explosion ability and set it to autocast, however its refusing to detonate when enemies get near it.

    I gave it the validators for smart "Enemies nearby" and it doesn't seem to want to work. Oddly, it will randomly function. I made a minefield with them and stuck a drone in the middle, and wiggle the drone around through them, and every so often one will pop. Not sure why its not working all the time.

    I've read several threads on the issue but don't seem to have found anything thats working. I'm tempted to scrap the whole idea as I'm at my wit's end. :C Any tips? Perhaps, if you volunteered, I could send the map to one of you and you could fix the ability for me. Asking a lot of you though. D:

    Thanks in advance!

    Posted in: Data
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    posted a message on Maybe I'm just impatient but..

    Yup. Its a huge convoluded pain in the ass.

    My least favourite part is having to go THIS IS THIS. THIS THIS IS THIS. THIS THIS THIS IS THIS THIS THIS.

    Its like, really? How many times do I have to determine what I want linked together before you can follow the stupid link.

    Recently I Had an issue with a trigger in which I wanted a unit to spawn at a location, if a computer player was in that location. Guess how many times I had to tell the trigger which location. :'D

    Posted in: Triggers
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    posted a message on Annoying trigger problems of doom

    @Obatztrara: Go

    Hey there, yeah i removed the thread. I realized that I didn't do If player 1 = computer, then perform the trigger.

    Alas, didn't fix the problem so I was going to reopen the thread. Didn't think I'd get a response within 3 minutes of posting the thread. x_x

    Instead of making a new thread, I'll just post here...

    In response to the player location removal, no can do. How the map works is, when a player starts, the map determines what hero they are allowed to spawn based on their start location.

    On the map, spot 1 is fire and themed as such, allowing whoever gets that spot to make the fire hero. Such is the same for water, earth and air. I have "If location of player 1 = Water" as a determining factor because I don't want an air player being able to use water's hero, etc etc.

    Secondly, heres updated pictures, still not working, nobody can make hero units yet:

    New Triggers, still broken Old triggers that used to work prior to the new triggers :C

    So basically what its supposed to do is,

    If player 1 is a computer, in water's start location, and has teched to a Lair/Factory/Robotics Facility, then create Water's hero unit at water's start location.

    I think the problem thus far lies with "Owner of Triggering Progress Unit = Triggering Player." For some reason it won't let me determine "Triggering Player" as "Player 1."

    And finally, I have no idea how to do what you suggested with the integer from 1 to 16. :\

    Posted in: Triggers
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    posted a message on AI doesn't use custom units :C

    Welp, been a while and no responses guess nobody knows how to do this. D:

    To the official forums!

    Thanks anyways. If I find out how to do this I'll post the solution so others can search/find/learn.

    Posted in: Galaxy Scripting
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    posted a message on AI doesn't use custom units :C

    Hmmm no responses yet. :c

    Sad part is, I can't seem to find anyone else asking this question.

    Posted in: Galaxy Scripting
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    posted a message on AI doesn't use custom units :C

    O hai.

    I have been polishing a map for the last while (search for War of the Elements if you're curious) and I have 4 hero units.

    Unfortunately, when I play against a computer I'd like the AI to go "LOL HERO UNITS? HELL YES" and build it, but alas, it does not.

    Now, I've gotten the AI to build other things on other maps but I have no idea how I did it and the AI stopped building said units on like the 3rd beta of the map.

    So, my question is:

    Is there any possible (see: Simple) way to get the AI to evaluate a hero unit as valuable and therefore build it?

    Posted in: Galaxy Scripting
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    posted a message on Blizzard is cheating again

    I don't understand what the problem is. Their maps are fun, bug free, and balanced unlike most player made maps (For example, SotIS). Unfortunately, without doing this, their maps would never pop up because all people want to play is SotIS, Marine arena, etc. Doing this gets the maps they made for us (at no extra cost, which was definitely a possibility at one point!) up to the top where people are more likely to play them.

    Yes, I get theres a "sort by blizz" option, but has anyone used it? Not really, people only want to play whats on the popular list because nobody wants to host a game and wait 3 hours for people to join it.

    EDIT: I should also add that blizzard spent money making these maps. They have to pay for the work their employees do when they create stuff like this. I don't think anyone putting out custom maps hires people to make maps for SC2 and pays them. Or rather, I don't think anyone's job title is "Map maker for user x". On this principle alone, its enough to allow them to put their maps where they'll get played - on top of the popular list.

    Posted in: General Chat
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    posted a message on Eye Tentacle Turret is being mean to me.
    Quote from DrSuperEvil: Go

    To get it to turn the model must habe a TurretZ attachment point. What model you use for the eye anyhow? So do you want to have a tenacle with an attachment that fires stuff or do you have an eye with the tentacle as the atachment?

    this is what the Turret turret looks like so far. The laser comes out the base of it.

    And no theres not attachment yet. I see what you're saying though, I need to get a base model and attach the eye tentacle model to the top of it. I think I'll use the one that the Spine Crawler uses... know what its called? I'll look for it and stick this model on top.

    Posted in: Data
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    posted a message on Eye Tentacle Turret is being mean to me.
    Quote from Xtremedesyr: Go

    theres like 2 of those models in wow u can use or base your unit on if u want, but if you just want it to turn u can do that in the data editor, shouldn't be too hard

    Thats what I used. lol The model isn't the problem its getting the thing to turn. I think I might start from scratch and ditch the sentry gun as a "base" for it. As for getting the beam to fire out of the right location, that might take some work.

    Posted in: Data
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    posted a message on Eye Tentacle Turret is being mean to me.

    Harro peoples,

    I have recently begun construction on a custom turret, with a custom model etc. Its basically an eyeball on a tentacle that shoots lasers. Pretty sweet amirite? :'D

    Anyways, I'm having issues with it. I took the Sentry Gun from the campaign and transformed it into the eye tentacle by changing its model, etc. and its weapon, however when the tentacle attacks things, it shoots lasers from its base instead of its eye, and it won't turn to face units when it attacks them. :C

    Does anyone know how to make it turn to face its targets when it attacks (a la spine crawler), OR, does anyone know how to make the beam fire out of its eye? I'm pretty bad with attachments although I've done them before. Can beams have their attachments / launch site changed?

    Thanks in advance!

    Posted in: Data
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    posted a message on [Test me!]Struggle for the Depths

    Herpderp: Major updates, be sure to download the newest version on April 1rst if you plan on playing.

    Posted in: Map Feedback
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    posted a message on [Test me!]Struggle for the Depths

    Screenshots:

    Posted in: Map Feedback
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