Ok, im going to try something semi-exeprimental. Is there a way to make a unit able to go over buildings but not over cliffs? ( you can go over cliffs not buildings with colossus ability but i want the inverse)
What i want to do is to create an invisible unit thats always a small step ahead from the unit, and the unit is ordered to follow it. If above is possible and i cant make the creeps ignore blockades, ill look into doing this
I have a complex mazing thing in my map, and there are creeps that are sent to the bases. (long story short lol)
The problem is when i order the creeps to go to the bases, the players can blockade their chokepoints and the mobs will clump up at the cliffs. Is there a way to make the creeps ignore the blockades so they take the normal path and attack the blockades as they go to the base?
Cutting to the chase, i want to get the special infested's data editor fields into a mod so i can use in my map. I have a mod that contains the assets themselves and the map, but no mod that contains the data
ok, the errors are linked to different errors that ill catch later. anyway i have a problem with this. If i wall correctly in some bases, the units will bar up at cliffs near the entrance rather than going in the correct route. Is there a way to make the creeps, idk how to explain this but, make it so they ignore buildings and take the path they would take as if there was no buildings blocking?
There are like 18 bases on the map with varied entrances. On creation of a hostile, the first thing done is to determine what corner its in. Once thats done, tis sent to the closest corner of a random claimed base. Once its sent to the base checkpoint (chokepoint), its sent through a loop around the base. (thats about as far as i've gotten, ill add the rest once im done.) My current trigger isnt working to well. Im getting 3 problems
First two are 2 errors.
1) Error in EnterCheckpointFunc: Could not get "region" from parameter in 'RegionContainsPoint' (value: 0)
2) Error in EnterCheckpointFunc: Could not get "point" from parameter in 'OrderTargetingPoint' (value: 65535)
X 3) Mobs that aren't involved in the mix are getting thrown in (belonging to player 15)X
(3 is due to one of the checkpoints being [0][0] and since those are unit custom value defaults, theyre getting in. Ill fix that when needed
Unit Custom Value 23 is the base sent to (-1, so Base 1A would be 0 and Base 1B would be 1)
Unit Custom Value 24 is the base corner (0 is topleft, 1 is topright, 2 is bottomleft, 3 is bottomright)
Unit Custom Value 25 is how many checkpoints the unit has been sent to
Unit Custom Value 26 is the # of the checkpoint sent to
So.. anyone got a clue? lol
its pretty messy. when i get around to it, i'll assign the custom values to variables so its neater
I have a research, but i dont want the player to be able to research it multiple times i just want it to research once than display the upgrade beneath it (like terran weapon upgs) but when i click on the upgrade to research its still there while researching.
Probably been asked before (maybe even by me) but if i did i forgot to bookmark it.
Specifically, how do i reference the repair rate of an SCV in the repair button tooltip? it'll be changed by upgrades so i cant just set it to a value.
(also, time rate is 0 so it wont change based on building HP)
also, anyone know where i find e_cmdNotEnoughTerrazine? O.o. cant find it in the text editor and i wanna change it
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Ok, im going to try something semi-exeprimental. Is there a way to make a unit able to go over buildings but not over cliffs? ( you can go over cliffs not buildings with colossus ability but i want the inverse)
What i want to do is to create an invisible unit thats always a small step ahead from the unit, and the unit is ordered to follow it. If above is possible and i cant make the creeps ignore blockades, ill look into doing this
@Neonsz: Go
Thats incredibilly easy to accomplish,i can just order a unit that goes 10000000 to move from x to y and if the unit isnt at y than its blocked.
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Its going to overlap the Custom Resource icon. l i just need a icon thats an up close of a civillian's face. 64x64 would be fine
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.. of course they do..
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I have a complex mazing thing in my map, and there are creeps that are sent to the bases. (long story short lol)
The problem is when i order the creeps to go to the bases, the players can blockade their chokepoints and the mobs will clump up at the cliffs. Is there a way to make the creeps ignore the blockades so they take the normal path and attack the blockades as they go to the base?
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Cutting to the chase, i want to get the special infested's data editor fields into a mod so i can use in my map. I have a mod that contains the assets themselves and the map, but no mod that contains the data
E/ maod...
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... yes ...
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@Fant0m1: Go
Same..
but none of the rpgs in sc2 amuse me in the slightest bit
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you should always use data if possible because of its flexibility
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ok, the errors are linked to different errors that ill catch later. anyway i have a problem with this. If i wall correctly in some bases, the units will bar up at cliffs near the entrance rather than going in the correct route. Is there a way to make the creeps, idk how to explain this but, make it so they ignore buildings and take the path they would take as if there was no buildings blocking?
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Ok, heres basically how this works
There are like 18 bases on the map with varied entrances. On creation of a hostile, the first thing done is to determine what corner its in. Once thats done, tis sent to the closest corner of a random claimed base. Once its sent to the base checkpoint (chokepoint), its sent through a loop around the base. (thats about as far as i've gotten, ill add the rest once im done.) My current trigger isnt working to well. Im getting 3 problems
First two are 2 errors.
1) Error in EnterCheckpointFunc: Could not get "region" from parameter in 'RegionContainsPoint' (value: 0)
2) Error in EnterCheckpointFunc: Could not get "point" from parameter in 'OrderTargetingPoint' (value: 65535)
X 3) Mobs that aren't involved in the mix are getting thrown in (belonging to player 15)X
(3 is due to one of the checkpoints being [0][0] and since those are unit custom value defaults, theyre getting in. Ill fix that when needed
Main periodic trigger:
Create Units
Unit Custom Value 23 is the base sent to (-1, so Base 1A would be 0 and Base 1B would be 1) Unit Custom Value 24 is the base corner (0 is topleft, 1 is topright, 2 is bottomleft, 3 is bottomright) Unit Custom Value 25 is how many checkpoints the unit has been sent to Unit Custom Value 26 is the # of the checkpoint sent to
So.. anyone got a clue? lol
its pretty messy. when i get around to it, i'll assign the custom values to variables so its neater
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I have a research, but i dont want the player to be able to research it multiple times i just want it to research once than display the upgrade beneath it (like terran weapon upgs) but when i click on the upgrade to research its still there while researching.
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@DrSuperEvil: Go
ty
<d ref="Effect,Repair,RechargeVitalRate"/>
still need other question tho
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Probably been asked before (maybe even by me) but if i did i forgot to bookmark it.
Specifically, how do i reference the repair rate of an SCV in the repair button tooltip? it'll be changed by upgrades so i cant just set it to a value.
(also, time rate is 0 so it wont change based on building HP)
also, anyone know where i find e_cmdNotEnoughTerrazine? O.o. cant find it in the text editor and i wanna change it
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it is that easy, just import the mod and done....
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@DrSuperEvil: Go
pics show (From left to right) the custom light attached, the basic BelShir light, than the far right is the blend of the two.
@adovid: Go
uh.. ill check..
e/ switching the emissive levels to the same value on both lights did not help
2e/ its not emissive