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    posted a message on Grow my minion! Ability help

    I am currently working on some heroes for a map and am having trouble working out how to make the abilities for one of the heroes. Without getting into its backstory and all that jazz the abilities i am trying to give him are the following:

    • Passive, every time he kills a mob, they have a chance to drop an item, when he picks up the item he grows a little larger and his max hp increases, But if his Size exceeds his Strength attribute he begins to move slower. (perhapse creating a invisible attribute called size?)
    • Active, He sheds a percentage of his size (gained through the previous ability) and reduces his max HP, but removes debuffs and such. (I know the second part of that can be achieved through buffs/modify unit)
    • Passive,a permanent debuff that causes him to lose size until he reaches a base size, after which he starts taking damage.
    • Passive,a related buff to prior, reduces the rate of loss of previous size loss.

    Are these possible using only data or do i have to make some triggers for them? If i do have to make triggers for them is it possible to make them scale with the abilities rank/level? Thank you in advance for any help.

    Posted in: Data
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    posted a message on How do I add, and change models and units?

    Dragoons model are not in the game data, anywhere.You have to import them into the editor once you find and download the models. Cant give you a link cos i don't know where to get it, though i know that there is a dragoon model or two out there. There is also a model or two that hasnt been used but was left in the game under odd names. Browse through the Previewer.

    Posted in: Miscellaneous Development
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    posted a message on Fire Suppression Bot [model]&[animation]

    I would like to request the separating out [model] and [animating] the small bots that are used in the fire suppression upgrade, which at one time served as the targeting drone for the old raven. The model used for placement of the old targeting drone is still in, though it of course is that green wire model. It would be nice to see a complete version of that little bot that could be used as individual units.

    Posted in: Requests
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    posted a message on Question about attaching units

    I was wondering if it is possible to attach units to other units, but maintain the ability to select them separately. In my case I am trying to make a giant worm like creature that is segmented (a head and multiple body parts that follow along.) While it is one thing to just have the body units follow, i want them to partly clip into each other so it looks more like a single entity. Additionally i wonder if it can be done without using triggers, just data. If it is possible, than a little guidance would be appreciated (as the main attachment tutorial seems to be missing from the uberlisk thread).

    Posted in: Data
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    posted a message on [UltiDrgn]'s Request Corner

    Might i request the small bots that are used in the fire suppression upgrade, which at one time served as the targeting drone for the old raven. The model used for placement of the old targeting drone is still in, though it of course is that green wire model. It would be nice to see a complete version of that little bot.

    Posted in: Art Assets
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    posted a message on XML Problem

    I tried opening it in Ladiks MPQ editor but it keeps saying that it is an incorrect format.

    Posted in: Data
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    posted a message on XML Problem

    Recently i was working on a map when all of a sudden units stopped loading. No matter what i did, they would not load. When I reopened the editor today they were complete gone from the map and data window, BUT they are appearing as blots on the Mini-Map. Whenever I load the map now I get the following

    Error: Error (XML: unclosed token) occurred while loading Units from game data file 'Base.SC2Data\GameData/UnitData.xml'

    Warning: Base.SC2Data\GameData\UnitData.xml(442,5) : XML: unclosed token: Source: Untitled Map

    What does this mean, and how do i get all my stuff back?

    Posted in: Data
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    posted a message on [REQUEST] Unarmed Ghost (or Marine)

    The best I can recommend is to take the ghost and set him to stand/walk morphed, which has him with his hands empty and gun collapsed in his back pack.

    Posted in: Artist Tavern
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    posted a message on Custom Maps....Where?!

    I am not sure if it is just me, but I dont see any Custom maps when on BNet. All I see are standard Blizzard Melee maps. When custom map hosting was first activated I found only two "Custom" maps being hosted, and Both were just reskins of Blizzard maps and were done by the same person. What Gives? Is there something wrong with my account or are there actually no public custom maps being played?

    Posted in: General Chat
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    posted a message on List of Players for Customs

    EvilTiki

    See yall soon.

    Posted in: General Chat
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    posted a message on how to make a flying grenade?

    @vi3tbomba: Go

    The best I can guess is to create a new mover with a parabola and fiddle about with the motion phases.

    Posted in: Miscellaneous Development
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    posted a message on how to make a flying grenade?
    Quote from vi3tbomba: Go

    Instead of it going in a straight line, is there anyway that the grenade can arc?

    Yeah, you have to change the "movers +" on the launch missile effect I believe. That and the mover effect of the projectile being launched. I used the Infestor Infested Terrans mover which causes a large ark. The key thing to look for in Movers is the word "Parabola"

    Posted in: Miscellaneous Development
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    posted a message on how to make a flying grenade?

    Thats a heck of a lot simpler than the version i made. I have it so that the grenades draw from a magazine and must be made before launching; and what a pain that was to do.

    Posted in: Miscellaneous Development
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    posted a message on Ability with charges

    You could try setting the ability to autocast. In cases like Arm Magazine Abilities you can set them to autocast so that it is constantly using the ability after the casting/cooldown ends. So long as there are no conditions set that will stop the casting (like a Requirement of having less than X of the created unit) it will keep going.

    Posted in: Miscellaneous Development
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    posted a message on [Data]Load Magazine external

    @Pierropierro: Go

    You need to use a trigger that says (in essense):

    Event:

    when a unit creates another unit using X (the ability in question),

    Action:

    Created units height is changed to Y over Z seconds.

    This doesn't change the created units actual stats,movers, collision or anything.

    Posted in: Galaxy Editor Bugs and Feedback
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