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    posted a message on Movement/Attack Speed Bug with Leveling

    Your timescale for the Health attribute is set to 5. This means the unit does everything at 5x normal speed. Set it to 1 to fix it.

    Posted in: Data
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    posted a message on To all the tutorial writers and video makers out there...

    Hello all. I am drafting a website about game development and modding, and thought Starcraft 2 would be a good game to start the site out with. What I would like to do is have a website that houses tons of video tutorials for the editor and also has generic gaming videos such as trailers, matches, etc. I would like to do this because instead of having to rely on the search features of Youtube/Google to find relevant material (or the search features of this forum), you could find everything in one place organized in a more intuitive way (example: you want tutorials relating to unit abilities, theres a category for that. You want tutorials relating to validators, there's a category for that. You want basic trigger tutorials, cat-eh-gore-ee.).

    Before I get myself too far into this project, I am wondering who would use this free service? If you used it and liked it, would you exclusively use it? What would it need to have in order to pull you away from Youtube et al?

    If you want some more info, let me know and I will post away.

    Posted in: General Chat
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    posted a message on Creating a Refinery on a Vespene Geyser

    @jabbedxorz: Go

    Got this working by modifying Blizzard's Drop Pod function and adding 2 parameters: an ability that targets a unit and the unit to target.

    Posted in: Triggers
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    posted a message on Creating a Refinery on a Vespene Geyser

    I am trying to get a drop pod to drop an unconstructed refinery on top of a vespene geyser. I am using the campaign Create Drop Pod function and I am creating the drop pod at the position of the geyser.

    I've tried the following:

    Unit - Create 1 Automated Refinery for player 1 at (Point(0.0, 0.0, 0.0)) using default facing (Under Construction, Ignore Placement) Campaign - Create Terran drop pod at (Position of Vespene Geyser [127.50, 127.50]) with (Last created units) (Wait until it finishes)

    AND

    Unit - Create 1 Automated Refinery for player 1 at (Point(0.0, 0.0, 0.0)) using default facing (Under Construction, Ignore Placement) Campaign - Create Terran drop pod at ((Position of Vespene Geyser [127.50, 127.50]) offset by (-0.25, 0.0)) with (Last created units) (Wait until it finishes)

    Neither works as desired. I can still build a refinery at the vespene geyser after constructing the one dropped, and if the one dropped is destroyed, it will spawn a vespene geyser underneath it. I've tried shrinking the size of the geyser to be smaller then the refinery, but i still can't position the dropped refinery on top of the geyser. Is it possible to do this or no?

    Posted in: Triggers
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    posted a message on Auras???

    The way I've done auras is as following:

    1. Create 2 apply behavior effects and a search effect.
    2. Create a behavior that does what you want the aura to do on the caster unit. Give it a periodic effect (maybe every 0.5 seconds.. something low like that) that applies the search effect. I do this specifically because I add energy degen to the aura (it costs energy to keep the aura up basically).
    3. Create a behavior that has the desired aura effects for the allied, enemy, whatever units. Give it a duration of 1 second. This duration should be a little more then the period effect in the source behavior created above.
    4. Set each apply behavior effect to the behaviors created in steps 2 & 3.
    5. Set the search behavior to apply the behavior effect that points to step 3's behavior.
    6. Create an ability whose effect is the apply behavior effect that points to step 2's behavior.

    Posted in: Data
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    posted a message on Energy Shield - Lose energy, instead of hp, when damaged

    @Photoloss: Go

    I somehow missed that post. Will try that now. Thanks.

    Posted in: Data
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    posted a message on Energy Shield - Lose energy, instead of hp, when damaged

    Thanks for the replies. Yeah, I thought of the trigger idea, but there will be too many units in the map to make it feasible. I might just make the ability grant shields to the unit with a high cost (1 energy = 0.75 shield exchange). That will sorta give me what I want.

    Still be curious to hear if anyone has gotten something like this to work, though.

    Posted in: Data
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    posted a message on Energy Shield - Lose energy, instead of hp, when damaged

    Is an ability like this possible? I thought it would be a simple damage response behavior, but there doesn't seem to be a good choice for that there.

    Posted in: Data
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    posted a message on WC3 Mechanics ?

    @progammer: Go

    I'm trying to add percent-based damage reduction, but I just can't seem to figure it out. How did you do it?

    Posted in: Miscellaneous Development
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    posted a message on Another duplicating thread

    Sorry guys,

    I've searched long and hard for any help on this subject. I've read the numerous threads here, spent hours trying everything I could think of, and alas, I am still unable to resolve this issue.

    I need to be able to duplicate the ultralisk, hydralisk, roach, queen, and zergling. Using the above mentioned resources, the only unit I was able to successfully duplicate was the zerging. The ultralisk's, hydralisk's, roach's, and queen's attack sounds and animations aren't working, and the hydralisk's, roach's, and queen's projectiles aren't showing. I've tried duplicating the actor's for each unit's "attack" actor and the other actors (like the ultralisk's head attack actor) to no avail.

    Has anyone been able to duplicate these units and if so, would you be able to list the steps you took to do it? Or is there an addon that can do this process more easily?

    Posted in: Miscellaneous Development
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