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    posted a message on Spawn Behavior Physics

    Hello everyone,

    I'm getting back into SC2 mapping after about a year absence and I've encountered my first "stump." Basically, I've made a unit that has a Behavior Effect that periodically spawns another unit. This is working quite well, but I would like to spice up the effects a little further. I would like for the spawned unit to come out of the first unit in an arc. How would I go about altering it so the unit "pops" up into the air briefly as it is spawned?

    I am familiar with using actors and triggers, but any help pushing me into the right direction would be delightful. Also, please keep in mind that it's been quite a while since I last used the editor (I haven't stopped modding, just spent a year working on Source) and if there is an new option I might not be aware of, to give a brief explanation or description.

    I appreciate the help immensely, and thank you for your time.

    -ForbiddenDonut99

    Posted in: Data
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    posted a message on Custom Barricades

    @tjw_90: Go

    I actually thought about this and tried it. The problem I found is that I'd have to associate triggers with the unit, which can be tricky if players in my game make several barricades. There'd be too many variables for every player that puts down a barricade.

    Posted in: Miscellaneous Development
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    posted a message on Custom Barricades

    Hey, I'm trying to figure out how to make a "barricade" type unit object. I've played around with the model/actor and attachments, but I can't seem to get it working. Basically, I want to get a security fence morphed in with a sandbag and barrier doodad. Combined, they look a bit like what I'm trying to achieve without using an out of editor modeler.

    Is there any way to do this?

    Posted in: Miscellaneous Development
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    posted a message on Units disappearing

    Hey, I'm using the new SC2 editor.

    I am working on a map that uses multiple units from the campaign, such as firebats and infested civilians. I've checked the dependencies to show them ingame. I placed the units, and today I enter into my editor to find them all gone. I run the game, and they are there in the actual test game, but my editor cannot add any units from the campaign and they aren't on the map visually (although by marker, the map says they are there).

    I checked the dependencies, and all four are still checked. However, I can't add any units such as firebats or anything anymore. I need help...

    Posted in: Miscellaneous Development
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    posted a message on Sharing XP

    Hey guys. I've been bookmarking and looking through these forums for a couple weeks now. Great job, so far. This is going to make the gap between the 7th and when Beta phase 2 starts much easier!

    However, I have a question that I haven't been able to find an answer to. Is there anyway to get it so if you have a group of different heroes, and one of the heroes kills a unit, everyone gets a fractional portion of the XP in the nearby region? As it was in the W3 system. I've heard "it's not possible" with this engine, but considering how complicated the data editor is, it's most likely a field that hasn't been labeled clearly or found yet.

    If all else fails, I'll just attach regions to my heroes and have the experience triggered manually, but I would much like it to not have to add all that extra time for a map I'm making.

    Thanks in advance!

    Posted in: Miscellaneous Development
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    posted a message on "Nazi Defense" - allowed?

    @Aenigma: Go

    It's the name that is the problem. Associating it with socialist Germany is the part you are going to have trouble with. However, the actual map design: the swatsika, is not offensive. The swatsika was originally a symbol of peace in India before Hitler adopted it.

    The design actually makes for clever play, with how it branches. Just keep the whole "nazi" part out of it. Name it "Hakenkreuz-Delikt" or what you had it planned as.

    Posted in: Project Workplace
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    posted a message on Chance

    @ZeroAme: Go

    I don't have the Galaxy Editor opened in front of me at this moment (i'm on a Mac), but my last game utilized a lot of chance mechanics.
    The way I do it (and the way I used to do it in WC3 editor) is you create an integer variable. Then, for your first trigger, have the actions as If/Then/Else after a set variable. So it would look something like this:
    Event -
    Every 20 seconds of Game Time.
    Loc.Variables (don't use your variable here, make it a Global one to use it in multiple triggers)
    Conditions
    Actions
    Set Mineral_Chance (this is your integer variable) to random number between 1-10 (inclusive).
    If
    Mineral_Chance =<8
    Then
    Set Player (#) property to ((Current Minerals)+1)
    Else
    If
    Mineral_Chance > 8
    Then
    Set Player (#) property to ((Current Minerals)+2)

    Then you can make a different trigger for your difference chance events the same way. If you are using a 0-100% chance range with all factors of 10, then simply stick with an integer variable set of between 1-10. However, if you want numbers such as 23%, you can set the number between 1-100 and have it as a range equation, like
    0=<Mineral_Chance=<23, or
    0=<Mineral_Chance=<23.

    Hope that helps to get you started.

    Posted in: Miscellaneous Development
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    posted a message on [XML] How to Uberlisk

    @mrm3fan: Go

    Thanks mrm3fan. I am going to go over another bug check to see if anything else modified. It has something to do with the Uberlisk, because when i removed it and all the action files (just to see and revert back to prev. save), the game was working again.

    If I can't get it working from there, I'll just upload it. There was so many different modifications, an error could be likely anywhere lol

    EDIT: Okay, I found a few typing errors and have seem to remove the bug that had nothing to do with the Uberlisk.

    Now I do have some uberlisk specific problems that you may know where I should check: 1) One of the spine crawler dies at the begining of the game. 2) The spine crawler's attack animation isn't really visible, they seem to attack one target and stick to the floor there.

    I'll keep checking. Thanks!

    Posted in: Tutorials
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    posted a message on [XML] How to Uberlisk
    Quote from Sixen: Go

    Awesome, mrm3, :). Uploaded it as an attachment too, btw, for easier DLing.

    Hey Sixen. I downloaded your guide and followed it, and while I did manage to sucessfully create an uberlisk, I have some serious errors going on (probaly due to some mistakes on my part). I'm trying to figure out the error by going through the guide again to see mistypes, but right now I have these issues: 1. One of the spinecrawlers explodes and dies at the start of the game. 2. My ghost's portraits and hero icons are going white and losing texture. 3. I cannot select any units through the mouse.

    I am not exactly sure why it is affecting those last two. It would be a real bummer to be unfixable and losing this map heh.

    Posted in: Tutorials
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