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    posted a message on Full copy

    @Scythe1250:

    If you edit an original unit, it will automatically make a "copy" of it (in some cases). If it doesn't, you can always right click on the original unit and select "Reset to Parent Value" if you are unhappy with the changes.

    Additionally (and I strongly recommend this), you can right click on a unit you want to modify, select Duplicate Unit, and, well, duplicate it. If you are going to edit the abilities on the unit as well, then check the boxes for the ability and effects too. Make sure to duplicate actors (the ones whose names are in blue or green if the actor was edited) but NOT the actors whose name are in grey.

    If you are not changing the abilities on a unit, then just check the one actor the unit uses when duplicating it and voila.

    Posted in: Data
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    posted a message on A silly question: How can I make sure I didn't modify the original data?

    @akluffy:

    Right click on the thing you changed and select "Reset to parent value"

    Posted in: Data
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    posted a message on Multiple weapons on one unit

    I ended up doing it with behaviors and it worked.

    Posted in: Data
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    posted a message on Simplest way to allow weapon stacking

    What would be the simplest way to allow the stacking of two (OR MORE) weapons? For instance, if you have two Photon Cannon weapons on a unit, only one will fire. What can I do so both fire?

    Posted in: Data
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    posted a message on Multiple weapons on one unit

    What is the simplest way to have weapons stack? Weapons stacking is important to strategy in my  map. I am somewhat open to more complicated workarounds.

    Posted in: Data
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    posted a message on Disabling collision with doodad footprints

    I have created a mover that will be the closest thing to emulating naval units. Basically, it sets map height at air while pathing mode is on the ground so that the unit with the mover doesn't dip and dive with terrain height changes under water but still has collision with ground units/terrain). However, if I place doodads underwater for artistic purposes, the unit will still collide with their footprint. What is the best way to prevent the unit from colliding with doodad footprints? Is there a way to do it without manually having to click on every single doodad on the map and hitting "don't use doodad footprint?"

    Edit: I removed the footprint from the doodads in the Actor editor but I am wondering if there is a way to do it from the unit itself.

    Posted in: Data
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    posted a message on Items "dropped" on purchase; maybe solvable with data

    [reply=2109559]

    I was able to accomplish something similar. Here is a copy paste of my trigger:

    Kill all items >:D (Weapons)
        Events
            Unit - Any Unit creates a unit with ability Item Shop - Buy (Weapons) or behavior No Game Link
        Local Variables
            item = No Game Link <Game Link - Unit>
            Unit with Inventory = (Agent of player (Owner of (Triggering unit)) for (Triggering unit)) <Unit>
        Conditions
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    ((Created unit) is in (All items carried by Unit with Inventory)) == False
                Then
                    UI - Display "Inventory full! Refunding money!" for (All players) to Error area
                    Player - Modify player (Owner of (Created unit)) Minerals: Add (Minerals cost of (Unit type of (Created unit)))
                    Unit - Remove (Created unit) from the game
                Else

    edit: how do I paste code like you did?
    edit #2: after making the trigger, I remembered a unit with an inventory is also known as a hero

    I want to add that this trigger works for ALL items influenced by that shop's item buying ability so I don't have to make a switch statement.

    Posted in: Triggers
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    posted a message on Items "dropped" on purchase; maybe solvable with data

    @BasharTeg: Go

    The shop ability to buy items counts as training units. Would "Unit is Created" still work under this circumstance? Can you also go into more detail about a switch and show an example of how to implement it? Triggers aren't my strongest area in map development so an example trigger of what you are explaining will really help.

    Item purchase does have a cooldown timer (1 second) to prevent lag abuse and unlucky multiple purchases during lag.

    Posted in: Triggers
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    posted a message on Checking for full inventory

    Thank you. I am hoping that what you mentioned can be one solution to this. However, given the complexity of this workaround, I can't help but wonder if there is an easier way to do the same thing. I am on the verge of giving up finding that "easier" method and I might go with what you suggested.

    Is there a way to remove the items placed on the ground if you buy stuff while your inventory is full?

    Posted in: Data
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    posted a message on Items "dropped" on purchase; maybe solvable with data

    Basically, here is the problem and what I am trying to do (this may be fixable with data): When a unit buys an item, it will be placed in the inventory. When the unit buys an item and the inventory is full, the item will be placed on the ground next to the shop, not next to the unit, suggesting it's not dropped by the unit. Please note that the shop purchasing counts as training a unit and I have two different item classes (normal items and consumables).

    What can I do to remove the "dropped" item from the game, have the game give an error message when that happens, and refund the player? I can do the last two things but I haven't found a way to remove the dropped item with triggers. I can remove the item from the inventory when it is in the inventory but if it is placed on the ground due to full inventory, the same trigger (or variation of) will not work.

    Alternatively, if there is a way to prevent purchase if certain item class slots are full (as opposed to a full inventory), it will also solve my problem. Thanks!

    Posted in: Triggers
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    posted a message on Checking for full inventory

    How do I make it so that you will not be able to buy items from a shop if your inventory is full? I also have several item class types so if I just have it check for a full inventory, the purchased items will still be dropped on the floor if the slots are taken for that item class but there are other slots available. I am trying to prevent players from being able to purchase items if certain slots are full.

    Posted in: Data
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    posted a message on Ship models

    Are there any ship models? I know that a couple were exported from WoW but the file size is really big and the textures look really out of place. Do any ship models exist for StarCraft 2? I am working on a Battleships-style map and I am having trouble finding units I could possibly pass off as ships. If there are none, could someone please export the ship models from WoW, animate them, and make the textures work with sc2? Or do something similar with WC3 ships?

    Posted in: Artist Tavern
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    posted a message on [Model Showcase] Warcraft Units

    This may seem like a less usual request but could you do some work with ship models? I noticed that aside from oversized WoW ship models (with textures that aren't starcraftized), there are no ship models for StarCraft 2. Could you export WC3 ship models into sc2 or modify WoW ones to make them more compatible with SC2?

    Posted in: Artist Tavern
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    posted a message on Player names over heroes

    @Freddy2287: Go

    The unit store text tag stores the text tag so I can access it later. I have a trigger in my map that allows for me to sort of swap my hero with the one I am purchasing, kind of like in your Desert Tankbattle map. I store the text tag so I can delete it with the unit that I replaced and attach a new text tag, otherwise it has issues such as the text tag being stuck over one area and not getting removed. I don't know what trigger you use for your hero swapping, so you may not even need it.

    As for attaching it to a point and then to a unit, it's exactly how Zanryu1337 said:

    Quote from Zanryu1337: Go

    @Freddy2287: Go

    If you don't reattach it, the text will float at the position during the creation and won't move with the unit.

    Posted in: UI Development
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    posted a message on Player names over heroes
    Quote from Trieva: Go

    @TyaStarcraft: Go

    I've confirmed that the text tag will hide if created on enemies through the fog. The tag then appears when we see said enemies. Unfortunately the text tag doesn't hide after we've spotted the enemy after the tag is revealed and we leave the area so the blanket of fog falls on the tagged units.

    This is when the text tags created are attached to the units.

    I have fixed this and it does not appear to be a problem. Once unit A leaves the sight range of hostile unit B and goes to an area explored by unit B, unit B cannot see the text-tag of unit A. Here are the triggers I used:

    Text Tag - Create a text tag with the text (Text (Name of player (Picked player)) with color (Color((Current player (Picked player) color)))) for (All players), using a font size of 24, at ((Last created unit) attachment point ("Status Bar")) and height offset 1.0, initially Visible, and fog of war enforcement set to True

    Text Tag - Attach (Last created text tag) to (Last created unit) with height offset 9.0

    Text Tag - Set visibility type to Fog Of War for (Last created text tag)

    I hope this helps some. Additionally, if you want to store the text-tag, use the following:

    Unit - Store text tag (Last created text tag) for unit (Last created unit) at index (Owner of (Last created unit))

    Posted in: UI Development
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