Hey I finally managed to work out the computer hero marine's autocast hero stimpack. But I am having a trouble with disabling the auto cast stimpack completely for human players. I tried what you said in your previous post, but it didn't work. :( If my race is Terran and I get a hero marine, it can autocast its stimpack which is not what I want to do. Here's my entire trigger code:
Okay, now onto the trigger... What do I need for Event and conditions and actions? Sorry I am a complete noob. :(
Edit: By the way, the hero marine is created by a trigger. if a player's race is terran, then it creates a hero marine at the player's starting location.
x( So what was your validator type when you created the custom validator? I'm not getting the same fields as you have in your image. :( And can you tell me exactly what cooldowns I need to change? :S
Well, the hero stimpack belongs to a custom unit called Hero Marine, so I can use it too if I have my own Hero Marine. If I set it as an autocast ability, will the computer know when to use it and not spam it to death?
So I duplicated a marine's stimpack and changed its values and named it as Hero Stimpack, and this is available to a hero marine without researching it. Now when I attack a computer's hero marine, it attacks my units without doing its stimpack. From where and how can I manipulate a computer's melee AI script so that it uses Hero Stimpack like a normal marine's stimpack? Thanks for any help.
Yeah, I finally figured everything out by myself. Actually, I had to duplicate stim pack requirement from Requirement tab and then set the type to Behavior Allowed and Alias to my special stim pack. Then I add the new stim pack button that links the new stim pack command with the new stim pack requirement. Anyways, thanks for the help. I'm sure I can learn more by reading tutorials on here. :)
Yay I finally found it. :) So if I want to use this special stimpack for a hero marine, will I just have to change the hero marine's stim pack behavior buff? And also, how can I make this stimpack immediately available to the hero marine so that it doesn't need to research it? Thanks a bunch.
Uh I still can't find where to change attack speed. I looked at the Ability tab -> commands things but I can't find it. Can you be more specific? Thanks.
I want to know how to change how stimpack works like how much HP it reduces, its duration, attack speed, and movement speed. And is there a way to assign this changed stimpack to a specific terran infantry unit only and not the others? Thanks for any help.
Ok so here's the problem I'm having for hours now. I made a custom hero hydralisk Hunter Killer, and everything is working except that it's not throwing its needle spines when it attacks; instead, it throws WHITE SOCCER BALLS every time it attacks and also gives me this error in red font:
"WARNING: Unable to create unit actor. Creating fallback sphere unit."
I tried duplicating the projectile unit that a hydralisk uses and fit it to the duplicate hydralisk's Launch Missile effect, but it still doesn't work. I also checked to make sure that I correctly fit Impact Effect and Launch Effect to the duplicate hydralisk's attack and correct weapons to its unit actor. Now I am so lost. :(
Edit: Hm... maybe I am having parent value issues? Maybe I should try adding weapon effects by doing "copy from: X".
I know that placing a Start Location on a map will create six workers and a main base. But is there a way to manipulate a Start Location so that it can create more units? For instance, I want to make a trigger like the following:
If Player 2 has Start Location 002 and its race is Protoss, then create a Boss Stalker near Start Location 002.
If Player 3 has Start Location 003 and its race is Terran, then create a Boss Marine near Start Location 003.
If Player 4 has Start Location 004 and its race is Zerg, then create a Boss Hydralisk near Start Location 004.
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@b0ne123: Go
Hey I finally managed to work out the computer hero marine's autocast hero stimpack. But I am having a trouble with disabling the auto cast stimpack completely for human players. I tried what you said in your previous post, but it didn't work. :( If my race is Terran and I get a hero marine, it can autocast its stimpack which is not what I want to do. Here's my entire trigger code:
0
@b0ne123: Go
Okay, now onto the trigger... What do I need for Event and conditions and actions? Sorry I am a complete noob. :(
Edit: By the way, the hero marine is created by a trigger. if a player's race is terran, then it creates a hero marine at the player's starting location.
0
@b0ne123: Go
x( So what was your validator type when you created the custom validator? I'm not getting the same fields as you have in your image. :( And can you tell me exactly what cooldowns I need to change? :S
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@b0ne123: Go
Um so there are Auto Cast Validators and Smart Validators for the stimpack, and there are lots of values... what do I do? :S
Edit: And if I get Terran and a hero marine at the start of a game, the validators for the stimpack won't work since I am not an AI, right?
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@b0ne123: Go
Well, the hero stimpack belongs to a custom unit called Hero Marine, so I can use it too if I have my own Hero Marine. If I set it as an autocast ability, will the computer know when to use it and not spam it to death?
0
So I duplicated a marine's stimpack and changed its values and named it as Hero Stimpack, and this is available to a hero marine without researching it. Now when I attack a computer's hero marine, it attacks my units without doing its stimpack. From where and how can I manipulate a computer's melee AI script so that it uses Hero Stimpack like a normal marine's stimpack? Thanks for any help.
0
@Kueken531: Go
Yeah, I finally figured everything out by myself. Actually, I had to duplicate stim pack requirement from Requirement tab and then set the type to Behavior Allowed and Alias to my special stim pack. Then I add the new stim pack button that links the new stim pack command with the new stim pack requirement. Anyways, thanks for the help. I'm sure I can learn more by reading tutorials on here. :)
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@Kueken531: Go
Yay I finally found it. :) So if I want to use this special stimpack for a hero marine, will I just have to change the hero marine's stim pack behavior buff? And also, how can I make this stimpack immediately available to the hero marine so that it doesn't need to research it? Thanks a bunch.
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@Selfcreation: Go
Uh I still can't find where to change attack speed. I looked at the Ability tab -> commands things but I can't find it. Can you be more specific? Thanks.
0
I want to know how to change how stimpack works like how much HP it reduces, its duration, attack speed, and movement speed. And is there a way to assign this changed stimpack to a specific terran infantry unit only and not the others? Thanks for any help.
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@Kueken531: Go
Oh, I see what you mean. Neat! :D This is exactly what I wanted to do. Thanks a bunch. :)
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@Obatztrara: Go
Gracias, amigo! :D It worked! I am learning so many things about SC2 Editor from you guys already. :)
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Ok so here's the problem I'm having for hours now. I made a custom hero hydralisk Hunter Killer, and everything is working except that it's not throwing its needle spines when it attacks; instead, it throws WHITE SOCCER BALLS every time it attacks and also gives me this error in red font:
"WARNING: Unable to create unit actor. Creating fallback sphere unit."
I tried duplicating the projectile unit that a hydralisk uses and fit it to the duplicate hydralisk's Launch Missile effect, but it still doesn't work. I also checked to make sure that I correctly fit Impact Effect and Launch Effect to the duplicate hydralisk's attack and correct weapons to its unit actor. Now I am so lost. :(
Edit: Hm... maybe I am having parent value issues? Maybe I should try adding weapon effects by doing "copy from: X".
0
I know that placing a Start Location on a map will create six workers and a main base. But is there a way to manipulate a Start Location so that it can create more units? For instance, I want to make a trigger like the following:
If Player 2 has Start Location 002 and its race is Protoss, then create a Boss Stalker near Start Location 002.
If Player 3 has Start Location 003 and its race is Terran, then create a Boss Marine near Start Location 003.
If Player 4 has Start Location 004 and its race is Zerg, then create a Boss Hydralisk near Start Location 004.
etc.
Thanks for any help. :)
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@Snappybean: Go
Yay I finally found the right fields to change what I want. Thank you for your link to the tutorial. :)