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    posted a message on Disable upgrade cancel command

    @DrSuperEvil: Go

    See that would disable control for the entire team, is there any way I can specifically disable the cancel command of the ability?

    The unit is a host to several different abilities as well. I know I can just create a dummy unit for each player to do the researching, but that would require me to change a lot of the triggers in my game which im willing to do if its necessary. Id also have to figure out how to make specific upgrades unavailable while another player is researching one of the same kind.

    Im just looking for the most efficient way of solving the problem and this is the best way I can imagine.

    Posted in: Data
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    posted a message on Disable upgrade cancel command

    Is there any way to make it impossible for a player to cancel an upgrade being researched? So that a player is effectively locked in after queing or starting an upgrade.

    One thing I should mention is the unit performing the upgrade is sharing control with several players. So I cannot work around this by disabling control of the unit entirely.

    I want to disable cancelling upgrades because I want to prevent people from screwing with their team.

    Posted in: Data
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    posted a message on (Solved) vortex ability - spell effects/actor events help

    @Spoolofwhool: Go

    sweet thats working now, thanks for the help

    Posted in: Data
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    posted a message on (Solved) vortex ability - spell effects/actor events help

    Ok so I made a 0 damage effect, set my explosion actor's events to create when that 0 damage effect starts, then I set mothership vortex create persistent initial final effect to the 0 damage effect. The explosion still is centered around the caster unit and not the target point of the ability.

    Posted in: Data
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    posted a message on (Solved) vortex ability - spell effects/actor events help

    How can I add a small explosion to the end of the mothership - vortex ability?

    I managed to get an explosion to occur just after the effect ends by using an effect event (effect.vortex_create_persistent.stop) and then actions (create.vortex_explosion). However the explosion was centered on the casting unit and not the target point of the ability. I tried using several terms (at effect, at source, at etc.) but it didnt change anything.

    Ive tried going into the vortex model actor and making it create the explosion when the vortex model gets destroyed but nothing works.

    Is it something about the vortex ability or am I using actors incorrectly?

    Posted in: Data
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    posted a message on Movement Tweaking

    @maverck: Go

    damn, I was hoping to mess around with the idea of a racing game but I guess ill have to accomplish that with triggers, im better with those anyhoo

    Posted in: Data
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    posted a message on Movement Tweaking

    @zeldarules28: Go

    I turned down the lateral acceleration to get them to arc

    Posted in: Data
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    posted a message on Movement Tweaking

    So I've been messing around with unit movements lately and I tried to recreate a movement similar to that in the starship battle map on bnet. I managed to get my units to make wide arcs when turning but if I issue an order right behind them as they are moving they switch facing almost instantly, ignoring their turning limitations. I'd like my units to at least decelerate before switching angles if they are not going to make a large arc for a u-turn. I've based all my units on zealots by the way, so they are not flyers if that even has an effect on it (and if it does I wouldnt mind knowing how to do this for flyers too).

    Posted in: Data
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    posted a message on Uberlisk - Recreated, minor issues

    @DrSuperEvil: Go

    I didnt dupe the spine crawler, i followed the step by step instructions in that tutorial to add the tendrils to my hungerlisk. I had already duped the ultralisk to make the hungerlisk before I went about doing that.

    Ive recently transferred from using world edit for wc3 to the galaxy editor. Ive just been getting myself use to the data editor so I had no idea those other tentacles existed or at least that I could use them. Unless its just a matter of changing the actor models.

    Posted in: Data
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    posted a message on Uberlisk - Recreated, minor issues

    So I went through this tutorial here, titled Working with Hosting and Site Operations - The Uberlisk, Axis Alignment and More!

    I managed to give my Hungerlisk (a variation of an Ultralisk) 6 attached spine crawler weapons that seem to be functioning very well, although there is a few errors where the tendril will not return to its original location. Every time the tendrils strike at an enemy my screen is flooded with error messages and Im not sure what I did wrong. I probably messed up a small step or something in the tutorial and so I am posting this to get some experienced eyes to help me find what I did wrong.

    In addition, I plan on making an upgrade that will provide these tendrils (1 for each level of the upgrade researched) and I could use some help going about doing that. It has to be as simple as sticking a requirement into something but im not sure where to start.

    One more thing, I started out creating my Hungerlisk by duplicating the Ultralisk and a couple linked objects like the weapon and actor. So now whenever I change anything about my hungerlisk, the ultralisk unit has its name reset to hungerlisk. To prevent their names showing up as the same in certain menus I added an editor suffix labeled (not the ultralisk) to my hungerlisk unit just so I could tell them apart. I would like a more permanent solution otherwise I'll just keep changing the ultralisks name back to ultralisk whenever I finish working on my hungerlisk.

    To summarize:

    Why is my screen being flooded with errors when my hungerlisk's tendrils attack? How would I add a requirement to the visibility and use of my hungerlisk's tendrils? Why exactly is the name of the unit Ultralisk being reset to Hungerlisk whenever I alter my Hungerlisk in any way?

    Posted in: Data
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    posted a message on attack animations and sounds

    nah there isnt, i was trying to figure out how to put em there

    Posted in: Data
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    posted a message on attack animations and sounds

    im not sure what you mean.

    do you mean the bottom left corner?

    I dont know how to link things all i know is what that tutorial showed me.

    Posted in: Data
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    posted a message on attack animations and sounds

    I made a custom weapon that was copied from the marines

    i pretty much followed it word for word, the units named marinie and everything, the only thing i changed was the damage and attack speed

    Posted in: Data
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    posted a message on attack animations and sounds

    im a map maker transitioning from world edit to galaxy edit and im trying to learn the basics of creating units in the data editor.

    ive managed to create my own unit based off the marine using the out of date tutorial (from the beta or something) located here: http://rpg-exploiters.com/guides-strategies/starcraft-2-galaxyedit-tutorial-creating-your-first-unit/

    The only thing ive noticed that isnt right is when my marine attacks there are no sparks emitting from his gun and there are no machine gun sound effects playing. Basically he only plays his own animation of looking and pointing his gun and then the enemy loses life.

    I have gone back and forth from the original marine unit to mine, the actors, the weapons, the weapon effects, even the direct sound files i want to link to my marine but I cannot find any field whatsoever that relates to it.

    Can anyone point me in the right direction?

    Posted in: Data
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