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    posted a message on Missile Impossible

    The unit to which I added the ability to is called "Plunder Crab" (It is the Crab Beetle thing), map also has auto - respawn, so no need to worry about dying while checking the ability.

    Posted in: Data
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    posted a message on Missile Impossible

    I tried to make a pun with "Mission Impossible" :p

    Basically I made my first Missile ability following this wonderful tutorial (This wonderful, painful, unforgiving tutorial http://www.staredit.net/starcraft2/Creating_a_Missile_Ability). I am really bad with tutorials it seems.

    My setup launches a missile in a straight line, is supposed to detect the first unit it comes across with and applies an effect to it.

    My current demo setup uses:

    1) Launch Missile<sub>,2) Missile has Behavior (Behavior fires a periodic Search Area Effect, excluding the caster)</sub>,3) Missile has a Throw Mover (That's the straight line right?)<sub>,4) The Search Effect (From the Missile Behavior) applies a Set Effect to the impact unit</sub>,5) The Set Effect currently only applies a Damage Effect which does 1000 acid damage.

    What actually occurs ingame: 1) Missile appears for 0.1 seconds and then deals 1000 acid damage to a unit adjacent to my caster. (At this point I'm pulling my hair out)

    I will my map to this post in the hopes somebody can point out what I did wrong in my setup. All the components of my Missile have the editor suffix "Bull Charge" (If you are curious about the name, I plan to later change this ability to order my caster to cast an ability against the impact unit).

    Posted in: Data
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    posted a message on Help with linking a new unit to weapons and card

    I'm a new mapmaker, but I think I can help you out with what you are trying to do (Oh me).

    If you want to make a weapon (Though from reading your post you seem to already have made one?, but then again you mentioned actor and ability tabs), you want to go to the weapons tab by right clicking on the last tab (with a green plus sign), then selecting "Edit Game Data" in the droplist, then selecting "Weapons".

    If you already knew that, great!

    In order to link a weapon to a unit, you have to go to the "Unit tab" (The one with the unit's information such as Life Maximum, Movement Speed, stuff).

    Type "Weapon" in the field to the right and the only field visible will be "Weapons+" or something, you edit that field and a window will pop up. You have to click on a "green plus sign" to add a weapon, THEN select that weapon in the weapon list and choose your desired weapon. You can add as many weapons as you want in this list.

    I hope that was your problem, otherwise I completely misinterpreted what you said.

    Posted in: Data
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    posted a message on Making behaviours modify the actual vitals

    Have you tried giving them 1000 maximum shields while giving them 0 starting shield & shield regeneration while disabling the display of the shield status bar (In the unit actor)?

    That way, the unit will have a base for you to base the percentage off of, but it won't really have or display shields in the main screen.

    EDIT: You can probably re-enable shield display through the unit's actor events. I saw a Show Status Bar action there, you can probably use an event such as when a "behavior" is created on the unit or when an "upgrade is finalized".

    I really think that could work, you can use/not use it.

    Posted in: Data
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    posted a message on My Flying Units can't fly over cliffs.

    I have set a custom unit with the "Fly" mover, but it cannot fly past cliffs.

    I tried googling, but no look so far. Just a bunch of reaper jump threads.

    EDIT: I fixed it. The problem was that my unit had Flying and Colossus collision (Units with Colossus collision can't go over cliffs), I wanted to give it colossus collision so that it would collide with big units that share the colossus flag. What I am going to do is just give my flying unit "Flying" collision only while giving both "Ground" and "Flying" collision to my big units (So they can collide with air units, but no go over cliffs).

    Posted in: Data
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    posted a message on Model Swap destroys movement Animation

    I had the exact same problem when Swapping my Crabeetle model for a Roach Model (And back) where the Crabeetle model would sometimes disappear after the ability was used (And reappear for half a second at random intervals XD).

    I just used @TyaStarcraft's method and now my Crabeetle's don't disappear (Sweet, problem fixed).

    Is there a known reason why using animation baseline works for fixing this problem?

    Posted in: Data
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    posted a message on I'm trying to make a "Learn" ability.
    Quote from Downsizer: Go

    I cannot suggest a complete solution, only partly...

    When the ability is used, it should give this stat bonus to ALL THE UNITS, not just the unit that used the ability.

    Maybe it will not completely suit your idea, but don't you want to try creating just multi-level upgrades?

    As for learn points... You can detect learning upgrade with triggers and subtract a learn point. When they equal zero, disable/disallow upgrade abilities.

    I found out how to add multi-level upgrades. My bad.

    Next question which I can't solve, is there a way to DISPLAY upgrade costs (Which are not Minerals / Gas) through triggers / data?

    Posted in: Data
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    posted a message on I'm trying to make a "Learn" ability.

    For the map I am making, you control a group of units of the same type.

    I want to give these units a "Learn" ability where they can upgrade different things such as:

    Life, Attack Damage, Movement Speed, Attack Speed etc.

    When the ability is used, it should give this stat bonus to ALL THE UNITS, not just the unit that used the ability.

    I also need to find a way to make a requirement where you need to use points to learn new abilities (Which are not earned with kills, I have these points stored in variables).

    I am having trouble finding a tutorial and I have no idea where to start (I tried making a "Learn" type ability, but it only displays fields for learning other abilities, nothing for stat increases).

    I found a lot of tutorials which require you to earn points through levels earned from experience earned from kills. But I can't use those.

    Is this something I have to use triggers for? Data seems awfully limited.

    EDIT 1: I found a way to make all my units benefit, instead of using a "Learn" ability I am using a "Research" ability, now I just need to figure out how to give it a cost based on the information stored in my variables.

    Posted in: Data
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    posted a message on Where is the Turret direction set?

    @Freddy2287: Go

    I am probably wrong, but maybe what he meant to say was that you should:

    1) Disable the Colossus' "Attack" ability first 2) Then disable the Colossus' weapon.

    Since the Colossus can't attack, I think the turret would return to its default facing.

    Then again, I might wrong.

    Posted in: Data
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    posted a message on Unit Group Question

    Thank you for the detailed response (You're so knowledgeable and wise D: ), I really appreciate it.

    The rules you just posted seem to work perfectly for what I had in mind for my monster map. (Basically units belonging to the same player but belonging to two different unit groups, each unit group fighting the other unit group as if hostile towards one another.

    I managed to make it work (1 trigger for each unit group, and 1 trigger to enable hostility), I made units from the same player fight each other with 3 triggers.

    Posted in: Triggers
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    posted a message on Unit Group Question

    Hi guys, I have another question which would help me a lot if answered. XD

    If a Unit in a Unit Group dies, does it remain in the unit group? If the unit is removed from the unit group, how is the unit order in the unit group change?

    Say I add a zergling to Unit Group "X", he is now Unit 1 in Unit Group "X", then I add a roach to Unit Group "X", he is now unit 2 of Unit Group "X".

    Say the zergling dies, is he removed from the unit group?

    If the zergling IS removed from Unit Group "X", does the roach take the place of Unit 1 of Unit Group "X" which the zergling left available?

    If the zergling is NOT removed from the unit group, would adding too many units to a unit group cause lag (Requiring me to manually remove units who die from a unit group?

    I need information on this so that I can try and experiment with unit group manipulation (To simulate organized AI for small groups of nonplayer units, say a group of 3 roaches).

    Posted in: Triggers
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    posted a message on Data Editor is messing with me again

    @intanjir: Go

    Thanks intanjir, I will use the close/reopen method if I encounter this in the future.

    Posted in: Data
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    posted a message on Data Editor is messing with me again

    I have already tried searching for both "Marine" and "Soldier2" (The ID name) in the search field.

    When I search "marine", it does not appear. When I search "Soldier2" it shows the folder where it should be in, but it doesn't show the unit XD

    Here's the map so you can see what I am talking about.

    DO NOT CONFUSE SoldierB (Which I made after not being able to solve my problem) with Soldier2 (The hidden marine unit which I can't find but exists and can't be accessed therefore can't be deleted.).

    Try to find "Soldier2", if you can't, try to add an object unit and name it "Soldier2" in the ID field, the editor will tell you the name is already in use.

    Posted in: Data
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    posted a message on Data Editor is messing with me again

    Example:

    When I use "Add Object" and name it "Marine" and ID Name it "Soldier", the unit doesn't appear in the data list and the ID Name is then considered "already taken" by the editor if I try to do it a second time.

    When I use "Add Object" and name it "MarineX" and ID Name it "Soldier", then change the name back to "Marine" from "MarineX" after the object has been created, the unit will successfully appear in the unit list.

    This happens whenever I try create an object that shares a name with an already existing unit, despite me creating it with a different ID Name.

    Posted in: Data
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    posted a message on Data Editor is messing with me again

    I added a new unit object based off the marine.

    I gave it the same name "Marine" but gave it a different editor name or ID. New unit doesn't. When I tried to make it again, it said the ID (The alternate one I used) is already being used.

    So the unit was created, but the editor doesn't feel like letting me use it because of reasons?

    Posted in: Data
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