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    posted a message on XP sharing tutorial question

    http://forums.sc2mapster.com/resources/tutorials/1646-data-create-a-wc3-like-experience-sharing-system/

    For that tutorial it was said that it doesn't work for kills scored by heroes. Would it work if you set the fraction to 1/5th and set the exp from the mob kill to be 5 times what you actually want to give? Would that give the killing player 1/5th of the experience as well or the full 5x while giving 1/5 to everything in the share radius?

    Posted in: Data
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    posted a message on Duplicate Stalker - no projectile/damage

    Yet another Duplication thread. Sorry, I know there's a ton of them I've been sifting through them for a few hours now...

    I successfully duplicated a Marine by following OneTwoSC's Photon Cannon Duplication video tutorial and am not trying to do the same with a stalker. As far as I can tell I have everything set that was instructed in the video (link below.) I've got duplicates of the stalker unit itself, stalker Attack, Stalker Attack Missile, the effects Entropy Lance (Set) and (Damage), the stalkers weapon and weapon unit (I think thats all.) I followed all of the steps in the tutorial, restarting from scratch several times with no luck.

    I get a stalker that shows up, moves around, makes an explosion sound when it dies and goes through the attack animation when it has a target all like the original. What it doesn't do is create the projectile or cause any damage to its target.

    At the moment I'm out of ideas and not knowledgeable enough to figure it out on my own. Help would be greatly appreciated.

    EDIT

    Never fails, ask the question, find the answer. Just did a duplicate only duplicating all of the actors. Renamed the unit w/out changing the ID. Put in game. Worked perfectly. Took 2 minutes to do. ; ; *cry*

    Posted in: Data
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    posted a message on 2 quick things

    Yeah, right now he can blink anywhere on the map and I don't ever want him leaving his platform.

    Posted in: Miscellaneous Development
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    posted a message on 2 quick things

    Ahh, that would explain why the problem didn't happen with the barracks lift off. I only changed the prices of the factory and starport. I'll try to muddle through the blink thing as well. Seems simple enough. Thanks.

    Posted in: Miscellaneous Development
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    posted a message on 2 quick things

    So I've never touched anything to do with the lift off abilities for the starport and factory but for some reason they require or refund minerals or vespine. I know I'm probably overlooking the obvious but I'm missing where I can zero those costs out.

    Also how do I constrain blink to one region? I want the unit to be able to blink anywhere on his own platform but not on anyone elses.

    Thanks in advance.

    Posted in: Miscellaneous Development
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    posted a message on Siege tanks autocast siege mode out of range.

    Not sure how to load the Campaign AI, asked about that when I first started but never got an answer.

    I more or less want to know why they were sieging out of range. I have things working I just messed around with the turrets range a bit. I don't have anything balanced yet so it probably would have gotten changed anyways so no big deal. I just don't like not knowing why my tanks were being dumb.

    Posted in: Miscellaneous Development
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    posted a message on Siege tanks autocast siege mode out of range.

    I'm not using triggers. I tried and started getting too many thread errors. I'm doing all my abilities through autocast now.

    Posted in: Miscellaneous Development
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    posted a message on Siege tanks autocast siege mode out of range.

    So after wrestling with my tanks for a little while I have them sieging, unsieging and continuing on to their destination when they become idle. One problem I have though is the last line of defense has two turrets with a larger range than the siege tanks and as soon as the tanks get hit they jump into siege mode and sit there doing nothing while they die. If I shorten the range on the turrets, the tanks behave as expected.

    I could give the turret the same range as the tanks but I would prefer to figure out and know why the tanks are sieging out of range.

    Siege Tank - Siege Flags = Auto Cast, Auto Cast (On), Ignore Placement, Suppress Mover, Wait Until Stopped

    Ability - Auto Cast Filters = Required: Visible; Excluded: Player, Ally

    Ability - Auto Cast Maximum = -1

    Ability - Auto Cast Minimum = 1

    Ability - Auto Cast Range = 8

    Everything else is still the default values.

    Posted in: Miscellaneous Development
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    posted a message on NPC player not using abilities

    Went to sleep, woke up took another crack at it and realized I'm an idiot. Either that or I should stop trying to work when I'm so tired my eyes are burning and I can't think straight. I didn't set the flag for auto cast on and auto cast. Once I set that and both the ability validators and ability autocast validators it worked.

    Thanks for the help.

    Posted in: Miscellaneous Development
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    posted a message on NPC player not using abilities

    I see the fields Auto Cast Validators and Validators, but nothing to turn on the auto cast. I also don't see anything about range so I may not be looking in the same spot as you. Do you think you could break it down Barney style and step me through what your talking about?

    Right now I'm in the 'Abilities' tab looking at 'Ghost - Personal Cloaking' I've set the validators to very simple things like just plain 'has energy' if you have the energy, then cloak and I still get nothing.

    EDIT: Just took a look at snipe and it has the auto cast range and a few other fields to play with. I'll keep tinkering...

    Posted in: Miscellaneous Development
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    posted a message on NPC player not using abilities

    Yeah, I don't think triggers are going to work. I've started to get errors that shut every thing down saying too many threads are running. Do I do that in the data editor for the ability?

    Posted in: Miscellaneous Development
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    posted a message on NPC player not using abilities

    So I've got quite a few abilities up and running, my cloakers cloak, my ravens spit out their turrets, Marines use their stimpack, etc...

    My siege tanks don't come out of siege mode though. I've tried a bunch of different things with the idea that I want the tank to go back to tank mode when their are no more targets in range. I haven't been able to find a trigger that does this yet. It would be nice if I'm dumb and just missing it...

    What I currently have that makes them dance back and forth from siege mode to tank mode after they go into siege mode the first time. It's on a periodic timer. "Unit - Any Unit dies" produces similar results. The problem with it is the acquired target part, it's not the acquired target of the picked unit but I don't see anything that gives me that information.

    Actions
     Player Group - Pick each player in (All players) and do (Actions)
      Actions
       Unit Group - Pick each unit in (Any units in (Entire map) owned by player (Picked player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
        Actions
         General - If (Conditions) then do (Actions) else do (Actions)
          If
           (Acquired Target) == No Unit
          Then
           Unit - Order (Picked unit) to (Siege Tank - Tank Mode) (Replace Existing Orders)
          Else
    

    TL;DR In short, how do I get my tanks out of siege mode once the enemy is out of it's attack range?

    Posted in: Miscellaneous Development
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    posted a message on NPC player not using abilities

    Thats going to get annoying for every ability each unit has. ; ; I guess I was assuming that functionality would already be present seeing as how it can use abilities in player vs AI melee matches. Seems a little odd to me. Either way, I guess it's off to the triggers menu I go.

    Thanks for the explanation.

    Posted in: Miscellaneous Development
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    posted a message on NPC player not using abilities

    I'm just trying to get my NPC ally to use a units default abilities. Nothing custom, just the basic stuff like the ghosts cloak. When I give myself a ghost it has the cloak ability by default, if I spawn a ghost for my NPC ally, it should have cloak as well but it wont use it and I don't know why.

    What am I missing and how can I make my NPC ally use the basic abilities?

    Posted in: Miscellaneous Development
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