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    posted a message on Editing an Actor's Events - Events + (Morphing)

    Ugh...

    I just came back to this little project after a little break, and I still cannot get this bloody morph working correctly!

    I think I'm gonna skip the whole thing now anyway, and just try to fix this through triggers and an AI player which the infected gets shared control over.

    Posted in: Data
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    posted a message on Kirov style dropship + Limiting amount of a specific unit

    @Nahotnoj: Go

    I meant as in spawning a bomb, then letting it fall to the ground and explode once it hits.

    Quote from Anteep: Go

    I'm (perfectly?) sure you can use a requirement, to stop the player from building/creating/spawning more than three mines.

    I tried that, but I couldn't figure out how to make it set to a maximum of three. I guess I'll have to look again.

    Posted in: Data
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    posted a message on Kirov style dropship + Limiting amount of a specific unit

    @dgh64: Go

    It has to be done through triggers? There's no way to do it with the data editor? I'm not really at the trigger development stage on my map, and I don't like creating triggers before I get to that stage as I only end up having to edit them a lot.

    Posted in: Data
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    posted a message on Kirov style dropship + Limiting amount of a specific unit

    I'm thinking about making a unit for my map that resembles the Kirov from the Red Alert series in many ways. The problem is that I have no idea of how to create such a weapon.

    What it needs to do is to drop a bomb (a missile in editor terms I guess), which does not hone in on it's target, but rather falls straight down below the location where it was dropped. Does anyone know how to do this?


    I was also wondering if there is a way to limit the amount of a specific unit a player can have at a time. I have a controllable Spider Mine on my map, but it would become too overpowered if the player could have more than a couple at a time. Is there any way I can set it to something like max 3 units at a time? I know how to allow a max of 3 units, but I have no idea how to refill a charge when a unit dies.

    Posted in: Data
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    posted a message on Upgrades that effect a single unit?

    @nevjmac: Go

    Aha! I see. I was reading it as if he wanted to upgrade a unit TYPE, and not a single unit. That is a completely different matter :)

    Posted in: Data
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    posted a message on Editor crash :@

    @DotShadow: Go

    I'm bypassing my problem by simply making an upgrade from scratch, as I only need to affect a selected few units for my mod.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Upgrades that effect a single unit?

    Uhm... What?

    Isn't this as simple as simply making the effects of an upgrade only affect the desired unit?

    Upgrades -> "Your upgrade here" -> Upgrade - Effects + -> Add your desired effects

    Then just very, very carefully edit the values in there? I know that part of the editor tends to crash, but I've managed to get the hang of editing in such an hazardous part of the editor.

    Edit: Here's a picture of where I would edit this:

    http://img715.imageshack.us/img715/8343/upgrades.jpg

    Posted in: Data
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    posted a message on mouse wheel wont zoom in

    @mumakille: Go

    The zoom function in the editor only works in specific "selection" modes. For an example, when placing units or doodads you have to hit space, then click the terrain before the mouse wheel can be used for zooming. Selecting a unit or doodad for placement again disables the zooming.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Editor crash :@

    My editor is crashing EVERY time I click the "Terran Infantry Armor Level 1". I NEED to edit this upgrade for my map. Simply clicking it crashes my editor, and I have no idea of how to bypass this crash. It used to crash "only" 9/10 times when I tried editing the "Upgrade - Effects +", but now it's gotten a lot worse.

    Has anyone else experienced this? And please tell me there is a fix.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Hide units from any players (includeing allies)?

    Is it just the one unit? Or the whole team you want to hide? If it's the whole team this could work:

    On the map I'm currently working on, the map starts out with everyone as hostile, but through a trigger I immediately set everyone to "Allies". You can select either Allies, Allies with Shared Vision, Allies with Shared Vision and Control there.

    My trigger is very simple and looks like this:

    Events:

    Game - Map Initialization

    Actions:

    Player Group- Set Alliance for player Group - Make all players in (Active Players) treat each other as Ally.

    The only thing I've noticed is that buildings still pop up through the fog of war. I haven't committed any resources toward solving that quite yet, but I will later.

    Hope that fixes your problem :)

    Posted in: Data
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    posted a message on A couple minor problems (Solved)

    Wow, I actually fixed both my problems on my own.

    Edit: It would appear that using the "Requirements" tab in the Ability - Command Card + nulls out the requirements in the tooltip for some reason. It still costs the same to build, but you just don't get a tooltip with that stuff enabled.

    Posted in: Data
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    posted a message on Editing an Actor's Events - Events + (Morphing)

    @dgh64: Go

    That seems very nice and tidy, the problem is that I have no idea of what to remove. As you can see there's an absolutely ridiculous amount of events for my units. I'd really like to keep the morphing animation.

    Posted in: Data
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    posted a message on Editing an Actor's Events - Events + (Morphing)

    Bump. I still haven't been able to fix the morph :( Help please.

    Posted in: Data
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    posted a message on A couple minor problems (Solved)

    @darkdemondd: Go

    Yes. It costs 75 minerals, and it takes up 3 pop cap, like it should.

    Posted in: Data
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    posted a message on A couple minor problems (Solved)

    I kinda gave up on the editor about a month's time ago, but I recently returned to give it all another try. Unfortunately time has taken its toll on my memory, and I seem to have forgotten two very basic things, which I hope someone can help me with.

    1. Edit: I had a problem with a upgrade being researchable several times. It was simply a matter of me having forgotten to create the necessary requirements in the requirements tab.

    2. I've added the Predator to my Terran faction, but I cannot seem to make its tooltip display the cost, time and population cap requirements. They're all very much there and functional, but the tooltip just doesn't display anything of these things.

    Here's a SS showing what I'm missing: http://img245.imageshack.us/img245/2318/missingcosts.jpg

    I hope someone can help. I'm sure I'm just missing something minor here.

    Posted in: Data
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