How do I make a unit spawn a Spider Mine with each attack it dose? I tried adding a "SpawnSpiderMineSet" to expire effect for a weapon that has a persistent effect and adding the weapon to a unit etc, not working.
I can not find a folder call “Banks” that should be somewhere here ($HOME/Documents/Blizzard/Starcraft II Beta/Banks) I think, and I am using XP and put the Beta on a “Local Disk E” not the default Local Disk C? I need to find this folder so I can put the “Mimic AI” AI data banks in there, plus when I try to use the “Mimic AI” I get error saying something like not recording etc.
Next where can I find the GreenTea ai or DarkTea ai and instructions on how to use them?
Trying to find the “Events tab”/”event list” from the "Data Type" so I can make an actor to play a spell animation? Can not find it in the "Data Type" under the “Actors tab” need help!
Yes and it did not work. Have not looked at the build requirement for the Assimilator yet but, that should not be a problem making it buildable on a depleted geyser. And maybe I just miss something so am going to keep looking.
Not working, I went to “Empty Harvest Ammount” for the Vespene Geyser under Data Editor, Unit and change it to 2. I next went and changed “Empty Harvest Ammount” for a Protoss Assimilator to 2 and steal not working (the game will not even let me build an Assimilator, Refinery etc on a depleted geyser). Any more help would be appreciate.
I am trying to make the geyser(s) when depleted retune 2 units of gas per trip like StarCraft? Also how would I do the same for minerals so before they hit 0 they regenerate 1 mineral et cetera?
First how can I make a custom unit trainable from Command Center, the custom unit in question is based on the Siege Tank so I also would like to know how to remove any tech requirements too. Next how would I make a unit trainable from a unit like the Protoss Immortal etc?
Second how can I make a unit like the Protoss Archon trainable at a Zerg Hatchery and remove any tech requirements for the Archon and since the Archon has no cost, how would I add a cost like 50 gas etc; or how would I make a Larva morph in to a Archon?
Third how would I add an ability like the Protoss Psi Storm to a unit like a Marine (I know how to add the energy) etc?
Please note I have no experience with cardlayouts in the data editor and I know a lot of the questions are redundant.
Steal need help with high ground and moving miss percentage mechanics; I find the Behaviors data and do not know what to do or how to make a damage response. And hare is one attempt I made: first I added a CBehaviorBuff and copy from DamageDealtNone and based it on CBehaviorBuff and race set to Neutral.
Next I set the CBehaviorBuff_Damage Response_Chane to 0.99
Next I set the CBehaviorBuff_Damage_ModifyFraction to 1
Next I set the CBehaviorBuff_DiableValidatorArray to CasterlsStationary and CliffLevelGreater but, at this point I have know idea what to do or change.
And how do you add a Behavior(s) to a unit? I tried to add the Behavior I made to a unit in Unit data at the CUnit_BehaviorArray_Link and at the CUnit_AddedOnArray_BehaviorLink and when I test the map with the unit I changed it dose not look like any of my changes worked.
Thanks everyone for the help. I got the min-max damage to work but, steal having problems getting the chance to miss when attacking a unit on high ground or attacking a moving unit working.
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How do I make a unit spawn a Spider Mine with each attack it dose? I tried adding a "SpawnSpiderMineSet" to expire effect for a weapon that has a persistent effect and adding the weapon to a unit etc, not working.
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Steal need help!
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@Zaeden: Yes I mean how do I play a map without publishing it. And can get any of my maps published anyway (just not working).
@zeldarules28: I know I can use the test map mode but, how do I control the AI difficulty or even start a melee AI using the triggers?
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Help I do not know how to play maps I make in offline made (I mean how do I make them show up in the versus A.I. category etc)?
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I can not find a folder call “Banks” that should be somewhere here ($HOME/Documents/Blizzard/Starcraft II Beta/Banks) I think, and I am using XP and put the Beta on a “Local Disk E” not the default Local Disk C? I need to find this folder so I can put the “Mimic AI” AI data banks in there, plus when I try to use the “Mimic AI” I get error saying something like not recording etc.
Next where can I find the GreenTea ai or DarkTea ai and instructions on how to use them?
Any help with both would appreciate.
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Trying to find the “Events tab”/”event list” from the "Data Type" so I can make an actor to play a spell animation? Can not find it in the "Data Type" under the “Actors tab” need help!
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@Betagame: Go
Just started looking at this again and if any one has any new ideas like how I could make this work with trigger etc, that would be appreciate?
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Yes and it did not work. Have not looked at the build requirement for the Assimilator yet but, that should not be a problem making it buildable on a depleted geyser. And maybe I just miss something so am going to keep looking.
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Not working, I went to “Empty Harvest Ammount” for the Vespene Geyser under Data Editor, Unit and change it to 2. I next went and changed “Empty Harvest Ammount” for a Protoss Assimilator to 2 and steal not working (the game will not even let me build an Assimilator, Refinery etc on a depleted geyser). Any more help would be appreciate.
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I am trying to make the geyser(s) when depleted retune 2 units of gas per trip like StarCraft? Also how would I do the same for minerals so before they hit 0 they regenerate 1 mineral et cetera?
0
Thanks for the help; get the ability I wanted added to the unit and get it trainable now.
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First how can I make a custom unit trainable from Command Center, the custom unit in question is based on the Siege Tank so I also would like to know how to remove any tech requirements too. Next how would I make a unit trainable from a unit like the Protoss Immortal etc?
Second how can I make a unit like the Protoss Archon trainable at a Zerg Hatchery and remove any tech requirements for the Archon and since the Archon has no cost, how would I add a cost like 50 gas etc; or how would I make a Larva morph in to a Archon?
Third how would I add an ability like the Protoss Psi Storm to a unit like a Marine (I know how to add the energy) etc?
Please note I have no experience with cardlayouts in the data editor and I know a lot of the questions are redundant.
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How do I add the Marauder slow effect to the Mutalisk and remove the upgrade requirement.
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Steal need help with high ground and moving miss percentage mechanics; I find the Behaviors data and do not know what to do or how to make a damage response. And hare is one attempt I made: first I added a CBehaviorBuff and copy from DamageDealtNone and based it on CBehaviorBuff and race set to Neutral.
Next I set the CBehaviorBuff_Damage Response_Chane to 0.99
Next I set the CBehaviorBuff_Damage_ModifyFraction to 1
Next I set the CBehaviorBuff_DiableValidatorArray to CasterlsStationary and CliffLevelGreater but, at this point I have know idea what to do or change.
And how do you add a Behavior(s) to a unit? I tried to add the Behavior I made to a unit in Unit data at the CUnit_BehaviorArray_Link and at the CUnit_AddedOnArray_BehaviorLink and when I test the map with the unit I changed it dose not look like any of my changes worked.
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Thanks everyone for the help. I got the min-max damage to work but, steal having problems getting the chance to miss when attacking a unit on high ground or attacking a moving unit working.