Great tutorial. Even when there is another somewhere else, tutorials that are similar can be valuable. I find video tuts a waste mostly, while a text-based one like this is easy for me to follow very rapidly.
I followed the tutorial for Time Warp, changing a few things in the effect I wanted.
Bug: When I go to place the ability on the command card, when I choose the ability, I go Ability Command, then the ability name, and the last field has no choice - the drop box appears but there is nothing to choose, even though it has it in the ability itself in the editor.
Could you elaborate? I would like to know where to do that, posting it would most likely save a number of people the time of hunting down the correct fields in the editor.
I would love it if some of these edits were posted to save time for others. A Dark Protoss upgrade is going to be in my mod. Credit will always be given when I am done with my mod!!
I have read in the forum and seen in the editor that Dark Protoss is an upgrade. My idea is to place a button on the Nexus to change all the units into Dark Protoss versions, if they choose. The upgrade will be free.
So far, I have made:
The Button, and the Button appear on the Nexus.
The upgrade is already in the game, but had no effect, so under Effect I added a Behavior, Dark Protoss.
Just now, as I was typing this thread, I noted the Behavior had a Requirement of "Dark Protoss researched" so I removed it.
I am going to test this now, but is there anything anyone else would like to add?
I spoke too soon. Even with no requirements, it does not appear.
I did notice something really odd. It looks like it somehow switched the Merc Compound name on the -original- file. So, instead of the usual way (having a green duplicate file appear) I have 2 files, but somehow both are named "Commander's Headquarters"
I am going to try removing that file, and then redoing it.
Of course :) I am trying to give all the units in my mod the ability to level. Found it, got it working, almost. 2 new questions:
1) Is there a way to not have the hero-style information appear on the UI, keeping the old style? If not it is no biggie, but I liked the simpler UI.
2) The bonus to damage I assigned: I used 1.05, 1.1, 1.15, 1.2, and 1.25 as modifiers for the 5 "levels" my units can achieve. When I tested it, the damage for a Zealot said 8 (+8.4) once it leveled up. What I thought it would say would be 8 (+0.4). Do I use 1.05 in the Vetrancy behavior, or 0.05, for the "multiplier"?
Sorry for all the questions, in the past I made persistent worlds for Neverwinter Nights 1 & 2 and helped with SSM for Crysis and Crysis Wars, but this game's editor is a little more complex (and superior, by far).
Bingo sir! Checking the requirements in the SCV - Build ability, I see I had the button suppressed instead of restricted. I have not tested changing to restricted like the others I see, but can I assume that suppressed makes it not appear at all?
I have a mod where Protoss can make the Psi-disruptor. Everything works in-game (spawning, effects) except one thing, the building animation.
What animation can I assign to make it look Protoss? When I try to add the ones with Protoss names, in-game there is no animation at all while building, just an invisible spot until the thing is done.
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Great tutorial. Even when there is another somewhere else, tutorials that are similar can be valuable. I find video tuts a waste mostly, while a text-based one like this is easy for me to follow very rapidly.
Nice job!
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I followed the tutorial for Time Warp, changing a few things in the effect I wanted.
Bug: When I go to place the ability on the command card, when I choose the ability, I go Ability Command, then the ability name, and the last field has no choice - the drop box appears but there is nothing to choose, even though it has it in the ability itself in the editor.
Thoughts??
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Could you elaborate? I would like to know where to do that, posting it would most likely save a number of people the time of hunting down the correct fields in the editor.
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I would love it if some of these edits were posted to save time for others. A Dark Protoss upgrade is going to be in my mod. Credit will always be given when I am done with my mod!!
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Thanks!
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Add as in Mark8264's suggestion, thanks! Trying it now!
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That worked. Thanks!
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Nvm, got it. Somehow the copy of the Merc Compound was bugged, so I copied a Barracks and recreated it, it works.
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I have read in the forum and seen in the editor that Dark Protoss is an upgrade. My idea is to place a button on the Nexus to change all the units into Dark Protoss versions, if they choose. The upgrade will be free.
So far, I have made: The Button, and the Button appear on the Nexus.
The upgrade is already in the game, but had no effect, so under Effect I added a Behavior, Dark Protoss.
Just now, as I was typing this thread, I noted the Behavior had a Requirement of "Dark Protoss researched" so I removed it.
I am going to test this now, but is there anything anyone else would like to add?
0
Damage worked, TheAlmaity, thanks! I love your avatar, btw. Dr. Who FTW!!
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I spoke too soon. Even with no requirements, it does not appear.
I did notice something really odd. It looks like it somehow switched the Merc Compound name on the -original- file. So, instead of the usual way (having a green duplicate file appear) I have 2 files, but somehow both are named "Commander's Headquarters"
I am going to try removing that file, and then redoing it.
Any ideas are very welcome.
0
Of course :) I am trying to give all the units in my mod the ability to level. Found it, got it working, almost. 2 new questions:
1) Is there a way to not have the hero-style information appear on the UI, keeping the old style? If not it is no biggie, but I liked the simpler UI.
2) The bonus to damage I assigned: I used 1.05, 1.1, 1.15, 1.2, and 1.25 as modifiers for the 5 "levels" my units can achieve. When I tested it, the damage for a Zealot said 8 (+8.4) once it leveled up. What I thought it would say would be 8 (+0.4). Do I use 1.05 in the Vetrancy behavior, or 0.05, for the "multiplier"?
Sorry for all the questions, in the past I made persistent worlds for Neverwinter Nights 1 & 2 and helped with SSM for Crysis and Crysis Wars, but this game's editor is a little more complex (and superior, by far).
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0
Bingo sir! Checking the requirements in the SCV - Build ability, I see I had the button suppressed instead of restricted. I have not tested changing to restricted like the others I see, but can I assume that suppressed makes it not appear at all?
0
I have a mod where Protoss can make the Psi-disruptor. Everything works in-game (spawning, effects) except one thing, the building animation.
What animation can I assign to make it look Protoss? When I try to add the ones with Protoss names, in-game there is no animation at all while building, just an invisible spot until the thing is done.
Thanks ahead!!