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    posted a message on Question about campaign upgrades.

    @Kueken531: Go

    Thank you! I don't have SC2 on this laptop so I couldn't test it out.

    Posted in: Data
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    posted a message on Question about campaign upgrades.

    @Kueken531: Go

    For clarification, the moment you add campaign dependencies every melee unit has the stats of campaign units?

    If so, how does one include campaign features without having to manually change everything back?

    Posted in: Data
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    posted a message on Question about campaign upgrades.

    Hi everyone. If I make a player start off with certain campaign upgrades, will melee units revert to their campaign stats or will they retain the multiplayer stats?

    IE: Marauder = 125 Health in Melee/Multiplayer, while in the campaign it had 100 and the upgrade allowed it to have 125 Health. If I apply the upgrade to a normal player, will the Marauder come out with 150 health instead?

    Posted in: Data
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    posted a message on EagleAI Custom AI maps

    This AI looks pretty cool....what's the progress on it? I keep up with the main site blog but it doesn't let me reply or anything....and then I found this thread

    Posted in: Map Feedback
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    posted a message on Trying to understand AI...

    @TheJumJum: Go

    Oh, thanks for the info. That's weird, cause I thought it would only run one AI program that is race specific and not all races, but then again, I don't know much about AI or scripting in general.

    Posted in: Galaxy Scripting
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    posted a message on Trying to understand AI...

    Hi everyone, I'm trying to understand the AI a bit and I don't have SC2 installed on my computer right now so I'd appreciate any advice/possible testing. Let's say there is a melee map with melee rules in it, nothing custom and no custom triggers. The only thing that's "custom" is the fact that you randomly put down a bunch of buildings and give ownership to the AI. Example:

    - Player 1 Terran AI

    - You then place 6 Random barracks all over the map.

    Will the Player 1 Terran AI utilize these 6 random barracks eventually or at all? The barracks will be legit melee units that are unmodified, as well as the units that are able to be produced by them. Thanks for the help!

    Posted in: Galaxy Scripting
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    posted a message on AI understanding question.

    Hi everyone, I'm trying to understand the AI a bit and I don't have SC2 installed on my computer right now so I'd appreciate any advice/possible testing. Let's say there is a melee map with melee rules in it, nothing custom and no custom triggers. The only thing that's "custom" is the fact that you randomly put down a bunch of buildings and give ownership to the AI. Example:

    - Player 1 Terran AI

    - You then place 6 Random barracks all over the map.

    Will the Player 1 Terran AI utilize these 6 random barracks eventually or at all? The barracks will be legit melee units that are unmodified, as well as the units that are able to be produced by them. Thanks for the help!

    Posted in: Miscellaneous Development
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    posted a message on How do patch updates effect maps?
    Quote from shardfenix: Go

    Patches usually only modify LibertyMulti. Other things may be changed due to bugs and stuff. In those cases, only data you haven't changed will be affected.

    Okay, this is good to know. Thanks!

    Posted in: Data
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    posted a message on How do patch updates effect maps?

    Hi everyone, just got a simple question (hopefully) that I need answered. How do patch updates effect maps that are made? Let's say I made a melee map with no modifications to anything, and it's published on "Patch 1", will the upcoming "Patch 2" automatically update all of the melee units to be correct, or will I have to do something else?

    Also, let's say I made a custom melee map, where the melee units are unchanged/untouched, but I installed campaign dependencies and modified some custom units. If a new patch came around, would the melee units be modified to fit the new patch?

    Or basically what I am asking is...if melee units are untouched, no matter what dependencies/modifications have been done to anything else, will the patch automatically "correct" the melee units?

    Posted in: Data
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    posted a message on Ability editing and other things.
    Quote from Tekaichi: Go

    Yes there is. Search Area Effect. Or ur still a newbie on effects part on data? and no1 talked about triggers.

    Yeah, I'm definitely a newbie when it comes to the editor in general.

    Posted in: Data
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    posted a message on Ability editing and other things.
    Quote from TheAlmaity: Go

    For the heal ability, depends how its constructed. There's a billion ways to make a heal ability, most of which have a different way of making it multitarget.

    Is there a simple way without triggers to allow this? I just want to heal multiple targets.

    Posted in: Data
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    posted a message on Ability editing and other things.

    etc = et cetera

    Thanks for the explanation on Heroic.

    Also, would "target" be a good thing to search for with the "Heal" ability? I'm assuming I'd modify the effect.

    Posted in: Data
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    posted a message on Ability editing and other things.

    Hey everyone, yet another topic from me. I'm having trouble with some of the terminology used in the editor, so although I've been looking at everything in the editor, the answer to these questions may seem very easy and straightforward, and may even be in front of me, so I apologize in advance.

    1. How can I make it so the "Heal" ability can target more than one unit? 2. What is the significance of making a unit "heroic"? Does it give resistance to abilities like mind controlling type things, or is it just a special designation to prevent that unit from getting upgrades, etc.?

    Posted in: Data
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    posted a message on How to use campaign upgrades.

    Hey everyone. How exactly can I give certain Terran units the upgrades that are specific to the campaign without having them researched or done by triggers? Do they have specific weapon/effects that are available? I did a quick search in the editor with all dependencies enabled and couldn't really find anything concrete. I'm interested in the Firebat and Hellion buffs. (Firebat gets 40% more area, and Hellion gets double width flamethrowers)

    Posted in: Data
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    posted a message on Easiest way to create a new unit...

    Well I finally got the basics down. Basic steps I did for anyone else interested:

    1. Duplicate original unit, but only the actor, nothing else.

    2. Rename original unit, then duplicate the actor to be linked to your original unit.

    3. Armor/Life/etc. are easily accessible in the Unit tab.

    4. To modify weapons and stuff, you need to duplicate the weapons themselves.

    5. After doing this, duplicate some "Effects" as well to be linked with the Weapons. Mainly the ones that are "damage" related.

    6. Equip the weapons onto your custom unit.

    Posted in: Data
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