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    posted a message on Need detailed info about footprints

    @Sherlia: Go

    This would be a good place to start

    http://www.sc2mapster.com/wiki/galaxy/data/footprints/

    Posted in: Data
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    posted a message on Creating a divine shield-like ability?

    @johnfloyd: Go Copy Guardian Shield from the Sentry and set the Behavior to flag to invulnerable.

    Field Sentry - Hallucation (Basic) Behavior: Suppress Invulnerability Disabled

    Enable this to receive 0 damage.

    Autocast properties would be located on the "Ability"

    Set the "Autocast Validators" to

    Caster LT50%

    Enemy Near by - with a radius set to 6.

    Posted in: Data
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    posted a message on Make auto cast be displayed on a button? (pictures)

    @Kabelkorven: Go

    hmm, Im pretty sure its the same 'buttons' on both Barracks so that wouldnt be an issue. Thinking it probably has to do with the "Ability" section. Not sure though. Just for the HECK of it, i have a high templar that has autocast psi storm. i disabled all flags on the 'button' such as "show autocast" And it still showed autocast when i controlled the unit. meh~ lol.

    After testing something a couple times, I find that it goes towards the lesser of the two. Meaning if one is autocasted and the other is NOT autocast then its NOT going to show when both are selected as appose to what you want it to Show it~

    So not to sure how to get it to 'show' when it defaults to 'no show' -

    Posted in: Data
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    posted a message on Make the cooldown of an ability go faster if the player has few workers?

    @Kabelkorven: Go

    Maybe you have the "event:" Set to a long duration so it only fires once in a while. Try changing it to:

    Unit - Any Unit dies

    OR

    Unit - Any Unit Enters (Entire map)

    So it fires the Cooldown pretty much ASAP.

    As far as the Mid cycle Restart

    Unit - Reset All cooldowns on ability "Ability" on unit (Triggering unit)

    then add what i posted above

    Unit - Add 0.0 seconds to cooldown Cooldown on unit Unit

    Posted in: Data
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    posted a message on Unit Information when selected not showing up

    @FunkyUserName: Go

    Field Cave Troll (Basic) Unit: Unselectable Disabled

    It has the same "Flags" as another unit that you can see the Stats on

    Field Cave Troll (Basic) Unit: Flags + Turnable, Movable, Cannot Be Clicked, Cannot Be Highlighted, No Tooltip, Prevent Destroy, Use Line of Sight, Kill Credit, Show Resources, Keep Rally On TargetLost, Army Select, Revivable

    Field Zealot (Basic) Unit: Flags + Turnable, Movable, Cannot Be Clicked, Cannot Be Highlighted, No Tooltip, Prevent Destroy, Use Line of Sight, Kill Credit, Show Resources, Keep Rally On TargetLost, Army Select, Revivable

    Can't see the "Cave Troll" But you can see the "zealot". idk why, lol.

    Posted in: Data
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    posted a message on Make auto cast be displayed on a button? (pictures)

    @Kabelkorven: Go

    My best guess is to make sure that the Flags on the Buttons themselves are able to "see autocast"

    EG

    Field High Templar - Psionic Storm (Basic) UI: Tooltip Flags + Show Name, Show Hotkey, Show Level, Show Resources, Show Supply, Show Usage, Show Time, Show Cooldown, Show Requirements, ""Show Autocast""

    Posted in: Data
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    posted a message on Unit Information when selected not showing up

    When I am in-game you can click on an enemy unit and see its information like Health/Shields Weapon/Armor and the like. But i have a 'custom unit' that when clicked it doesn't show up the information. I have a trigger that 'shares vision' of these units but when you click on it you dont even see how much health it has. There anything in the Flags of the unit or anything that might show this information. Thanks.

    Posted in: Data
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    posted a message on Make the cooldown of an ability go faster if the player has few workers?

    @Kabelkorven: Go Triggers. Unit - Add 0.0 seconds to cool down Cooldown on unit Unit You just need to create a Variable for the Scv's. more info?

    Posted in: Data
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    posted a message on Increasing Building Cost

    Is there a way to have the same structure cost additional minerals for each time you build it. such as. 1st barracks is 150 minerals, 2nd barracks is 200 minerals and so on.

    Off the top of my head i am thinking i make the build barracks ability over and over and stack the buttons on the command card so each button disappears as its a 1 time use ability....

    yes/no?

    Any suggestions?

    Thanks.

    Posted in: Data
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    posted a message on Rock the Cabinet 2015
    Quote from TyaArcade: Go

    Are you entering?

    Do you have something planned or in progress?

    What do you want to see?

    I am entering, missed it last year because i didn't know when it was or what to do. But i know now~ lol

    Its in progress currently but i am close to finishing it, only doing User Friendly stuff to make the game more enjoyable and noob friendly.

    I would love to see games that think outside of the box. Its interesting and inspirational. :D

    Posted in: General Chat
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    posted a message on Not sure where to put this. Data/UI question.
    Quote from FunkyUserName: Go

    search terms: change race dynamically, change race ui

    you can hook up the image with triggers and then change it, or download renee's war3 mod and check how he did it.

    the best i could find is to basically cover up the starting Console Panel with another one.

    What guess i am looking for is the location of where the game loads the Console panel on map initialization. such as you start a normal melee game as terran, it has to recognize that your terran and then loads the appropriate panel for your race. idk where that is. lol.

    Posted in: General Chat
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    posted a message on Not sure where to put this. Data/UI question.

    I am currently working on a game where you choose your race in-game and not in the lobby. The problem i am running into is that the Panel you see is getting miss matched with the race you pick. Such as you pick protoss and the Terran comes up. Can I change this in triggers or Data or UI, i simply dont know. Help?

    What i mean by panel is the outline at the bottom of the screen that the mini map and unit info and buttons are on. Thanks.

    Posted in: General Chat
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    posted a message on Army to small need to add more, suggestions?
    Quote from Juxtapozition: Go

    Chimera

    Quote from MaskedImposter: Go

    Dragon. Those flying monkeys from wizard of oz, but with guns or something lol. Phoenix/fire bird (though they're usually portrayed as good). Some sort of fire based being.

    Excellent. :D

    Chimera, about slapped myself for not thinking that one, haha.

    Posted in: Map Suggestions/Requests
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    posted a message on Attach a Validator to a Weapon?

    Marine:

    Field Marine - C-14 Gauss Rifle (Basic) Effect: Effect Marine - Guass Rifle (Damage)

    Field Marine - Guass Rifle (Damage) Effect: Validators + (Is Fungal Growthed)

    But would this stop the marine from attacking a unit that doesn't have the fungal growthed and causing no damage?

    Posted in: Data
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    posted a message on Attach a Validator to a Weapon?

    What the goal is to have a weapon only fire/attack against a unit that has a behavior.

    Such as: Marines only attack a unit that is fungal growthed.

    I am just unsure where to use or put a validator that identifies potential targets.

    Thank You for any feed back. :D

    Posted in: Data
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