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    posted a message on Blink into the FoW
    Quote from xhatix: Go

    It's a validator issue, blink has a HasVision validator (in the effect)

    Where? I can't find this line to change anywhere. What the hell?

    If you start a new map, go to the effects tab, find "Stalker - Blink (Teleport)", across from "Effect - Validators" you will see that it has NO validators by default.

    PLEASE HELP!

    Posted in: Miscellaneous Development
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    posted a message on collision with own units and no collision with enemy units?

    How do I make a unit type able to walk through enemy units of the same type, without setting its radius to 0?
    Setting the radius to 0 also means no collision between your own units, which is no good.

    Posted in: Miscellaneous Development
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    posted a message on making a unit un-clickable and un-selectable on the fly

    Triggers -> New Action -> Set Unit State

    Posted in: Miscellaneous Development
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    posted a message on Terrain Designing

    Watch the Discovery Channel.

    Posted in: Miscellaneous Development
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    posted a message on How can I stop this? (IMG inside)

    In another thread I had previously written stuff about how to avoid manually entering any information by using Parents. But lately I've been doing this instead:
    http://img40.imageshack.us/img40/2933/47474349.png

    Control+LeftClick on multiple actors to get them in the same window like this. But the actors don't need to be on the same window for you to copy and paste fields (you can switch actors normally).
    I recommend using Control+C and Control+V instead of right clicking on anything.
    You can copy multiple fields at the same time, but on the other actor you need to select all those same multiple fields before pasting.
    If you want to copy and paste the fields with plus+ signs next to them, you need to turn off Combine Structure Values or you won't be able to copy them. Don't copy the Events field (since changing the Token changes values in there) and only copy the fields you need to.

    Posted in: Miscellaneous Development
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    posted a message on How do you make custom footprints?

    Seriously, it just doesn't work. Duplicate a 5x5 footprint, set your structure to it and it'll have no grid snapping.

    WHAT DO??

    Posted in: Miscellaneous Development
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    posted a message on muzzle fire problem

    @TimeIbis: Go

    Yeah, it might look a little confusing with Thor and ThorCopy. I have the Thor renamed and all of its duplicated parts renamed on my real map (and it has the exact same issue), but I wanted to minimize the amount of renaming going on when asking for help, because renaming also has a slight chance to cause its own problems. And I like to reuse default models and sounds and anything else I don't need to edit.

    So here's a step by step guide to recreating this problem, while duplicating absolutely everything:

    1. New Map -> Data Editor -> Data Type: Units.
    2. Search Thor, right click and duplicate Thor.
    3. Check everything, click OK. (it'll rule out any possible issue, but it won't make a difference).
    4. Rename the duplicated Unit to ThorUnit.
    5. Data Type: Actors, find Thor Copy, change token to ThorUnit.
    6. In the Thor Copy actor, change Model to Thor and the Events to point to the duplicated Attacks.
    7. Data Type: Actors, find ThorAttack, right click and duplicate, check everything if you want.
    8. In the duplicated ThorAttack actor, change Launch Effect to "Thor Hand Gun Splash Damage Target Copy".

    All the duplicated Thor parts are now linked up and the issue appears. You obviously don't need to do any of this if you can just answer my simple question of: where do I edit the value that changes the location of the muzzle fire effect?

    Posted in: Miscellaneous Development
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    posted a message on muzzle fire problem

    bump

    I'm hoping 22 hours is enough to not be considered bad mannered bumping. Can anyone spare their time?

    Posted in: Miscellaneous Development
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    posted a message on muzzle fire problem

    problem

    Simple problem, simple answer. The gun muzzle fire animation displays twice on the same gun, rather than once on each gun. I think you can even duplicate the default Thor yourself from scratch and the same issue appears.

    Link Removed: http://www.mediafire.com/?nhyrmwcdkrz

    Help is appreciated.

    Posted in: Miscellaneous Development
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    posted a message on How to make a new Unit
    Quote from redeamed: Go

    @verr82: Go hmm...I am trying to follow you directions but it will not let me modify the token name. When i right click and select modify token everything is greyed out and uneditable.

    I've edited my post to be slightly more clear. Whenever I referred to the "token" I was speaking of the value to the right of the word "unitName", rather than trying to modify the word unitName itself (don't modify the left column).

    Posted in: Miscellaneous Development
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    posted a message on How to make a new Unit

    This is how to reference default models and sounds in your Actor instead of pointlessly duplicating them, or manually entering any information. Believe it or not, SansRegret's method takes longer than mine! I just take a long time to explain things.

    1.
    Switch Data Type to Actors. Turn off Combine Structure Values (combined fields cannot be reset to parent values!).
    Right click below and click Add Object

    Name: MarineActor
    ID: MarineActor
    Actor Type: Unit
    Check "Show Non-Default"
    Based On: Marine
    Make sure "Set To Parent Value" is selected.
    Click OK

    This is almost the same as duplicating/copying a Marine's actor, except for one thing. You can revert settings in this actor to the parent value, meaning you won't need to manually enter any fields for this actor except for obviously the unitName Token Value.

    2.
    In your actor, change the unitName Token Value from 'Marine' to the name of your custom unit. When you change the actor's unitName Token Value, a ton of your actor's fields will all be changed, setting its models and sounds to non-existent ones named after your custom unit.

    Now, what you need to do to avoid manually entering any information is to select all field values in the right column EXCEPT A FEW and then right click and click "Reset to Parent Value -> Marine". As for the exceptional few that you need to absolutely avoid resetting:

    Editor Name (if you reset this field to parent value, your custom actor will replace its parent because the custom actor will have the same Text Key. Don't let this happen.)
    Events - Terms
    Events - Target
    Events - Send
    If you reset the three above, you'll find that your actor won't be linked to your unit anymore.

    You will need to make a few selections to avoid these fields. But it really does take 5 seconds to do this, despite the long explanation.

    3. Your unit now has a model.

    The point of this method is that you no longer need to manually enter models and sounds into the actor after you change the actor unitName Token Value. If you want to reset to parent value you must "Add Object -> Based On" rather than duplicating or copying something which won't give you the option of resetting to the correct parent value.

    Posted in: Miscellaneous Development
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    posted a message on How to check if player exist ??

    You can find 'Left the Game', 'Playing' and 'Unused' conditions in: New Condition -> Comparison -> 'Status of Player'.

    Posted in: Miscellaneous Development
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    posted a message on Problems Remaking TMA

    The damage score interested me, so I tried my hand at that. First time I've used SC2's trigger editor (been only focusing on the data editor).

    I can't seem to work out how to not give score if you attack your own units. Anyone have any ideas? damage score

    Posted in: Miscellaneous Development
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