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    posted a message on "Build In Progess" interferes with attachment rotation

    @fishy77: Go Neither I have not found any flag that controlled or effected the unit in construction / constructed unit. Nor there is any behavior set. Maybe I cannot to see the wood for the trees ;P

    @DrSuperEvil: Go I exchanged the placement model to ... bunker, supply depot (not lowered), (none), bunker (placement), supply depot (placement) ... no change at all :( The corresponding actors for this models have no significant differences.


    If I use a trigger to check the state of the construstion, it says it is finished. All that seems missing is the event "TurretEnable" to start the turret actor. But this kind of message is not available. I tried to use a behavior to enable the turret, too. No change.

    The $#!+ turret is not rotating. Not in fidget mode, not while attacking.


    EDIT:

    Now I have managed to get it work - with a nasty trick.

    1. I have ignored the wrong animation.
    2. I continued to add other funtions (in this case deploying and retracting the shelter)
    3. By accident I build the unit with its shelter active (supply depot raised) instead of its cannon active (supply depot lowered).
    4. "Tada !" If I morph it from raised to lowered (from without cannon to with cannon) after it is constructed, the turret is rotating - in idle and in attack mode.

    After I have cleaned the test map a bit, I can upload it.

    Posted in: Data
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    posted a message on "Build In Progess" interferes with attachment rotation

    Hmm, no one encountered this problem, yet?

    I have taken a look at the tutorial Working with attachments - Beginner difficulty. If I add a build in progress abilty to the "Attachment Bunker", this structure has the same problem.

    Posted in: Data
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    posted a message on (Solved) Hydralisk Muscular Augments

    Units

    1. Modify "Hydralisk Den"
      1. Ability Command Card
        1. Choose an unused spot at the command card 1
        2. Buttons: Add Button ... "Zerg - Evolve Hydralisk Muscular Augments"
        3. Command Type "Ability Command"
        4. Ability "Hydralisk Den - Research (Hydralisk Den)"
        5. Ability Command: "Zerg - Evolve Hydralisk Muscular Augments" (This is the name of the info button choosen at the research ability)
    1. Modify "Hydralisk"
      1. Ability Command Card
        1. Choose an unused spot at the command card 1
        2. Buttons: Add Button ... "Zerg - Hydralisk Muscular Augments"
        3. Command Type "Passive"
        4. Requirements "Zerg - Have Hydralisk Muscular Augments"
        5. Behavior (None)

    That's it ... I hope, I have not missed anything ;)

    Posted in: Data
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    posted a message on (Solved) Hydralisk Muscular Augments

    Abilities

    1. Modify abilitiy "Hydralisk Den - Research"
      1. Ability Info + (table view)
        1. Choose an empty entry with a high number e.g. Ability Research 20
        2. Info Button "Zerg - Evolve Hydralisk Muscular Augments"
        3. Info Button State "Restricted"
        4. Info Button Requirements "Learn Hydralisk Muscular Augments"
        5. Info Technology Ressource Cost
          1. Minerals 100 (or whatever you prefer)
          2. Vespene 100 (or whatever you prefer)
        6. Info Time 120 (or whatever you prefer)
        7. Info Upgrade "Zerg - Hydralisk Muscular Augments"
    Posted in: Data
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    posted a message on (Solved) Hydralisk Muscular Augments

    Requirements

    1. Add Requirement ...
      1. Name "Learn Hydralisk Muscular Augments"
      2. ID: suggest >> "LearnHydraliskMuscularAugments"
    2. Modify requirement (table view)
      1. Editor Prefix "Zerg -"
      2. Editor Suffix "(movement speed)"
      3. Requirement+ (expression view)
        1. Use (No entry here)
        2. Show: " !CountUpgrade(HydraliskMuscularAugments,CompleteOnly) "
          1. The ID have to match with your chosen ID from your upgrade !
          2. Do not miss the exclamation mark in the expression.
          3. Switching to Tree view, your chosen icon should be shown.
    3. Add Requirement ...
      1. Name "Have Hydralisk Muscular Augments"
      2. ID: suggest >> "HaveHydraliskMuscularAugments"
    4. Modify requirement (table view)
      1. Editor Prefix "Zerg -"
      2. Editor Suffix "(movement speed)"
      3. Requirement+ (expression view)
        1. Use: " CountUpgrade(HydraliskMuscularAugments,CompleteOnly) "
        2. Show (No entry here)
          1. This time without the exclamation mark in the expression.
    Posted in: Data
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    posted a message on (Solved) Hydralisk Muscular Augments

    Buttons

    1. Add Button ...
      1. Name "Hydralisk Muscular Augments"
      2. ID: suggest >> "HydraliskMuscularAugments"
    2. Modify button (table view)
      1. Editor Prefix "Zerg -"
      2. Editor Suffix "(movement speed)"
      3. Icon "Assets\Textures\btn-upgrade-zerg-tunnelingclaws.dds"
      4. Tooltip "Increases the movement speed of Hydralisks"
    1. Duplicate 1st Button ...
    2. Modify it by double click
      1. Rename "Hydralisk Muscular Augments Copy" to "Evolve Hydralisk Muscular Augments"
      2. ID: suggest >> "EvolveHydraliskMuscularAugments"
    Posted in: Data
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    posted a message on (Solved) Hydralisk Muscular Augments

    @LongLivetheTalDarim: Go No problem. Here is an upgrade with one level.

    Upgrdade:

    1. "Add upgrade..."
      1. Name: "Hydralisk Muscular Augments"
      2. ID: suggest >> "HydraliskMuscularAugments"
      3. Based On: Default Upgrade
      4. Race: Zerg
      5. Upgrade Type: Talents
    2. Modify upgrade (table view)
      1. Editor Prefix "Zerg -"
      2. Editor Suffix "(movement speed)"
      3. UI Alert "ResearchComplete_Zerg"
      4. UI Icon "Assets\Textures\btn-upgrade-zerg-tunnelingclaws.dds" (or whatever you like)
      5. Upgrade Affected Unit Array : "Hydralisk"
      6. Upgrade Affect
        1. Add ...
        2. Type "Unit"
        3. Object "Hydralisk"
        4. Field "Speed" (almost at the bottom end)
        5. Operation "Add"
        6. Value "0.5625" (That's an increase of 25%)
      7. Upgrade Race "Zerg"
      8. Upgrade Score Amount 200 (or whatever you like)
      9. Upgrade Score Result "Build Order"

    In XML view you can check the none-editor values and compare it with this paste

    Posted in: Data
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    posted a message on Importing Data Question

    First take a look at the Overview Manager. There are all altered components listed ( Sometimes I miss a complete category of components o.O )

    If there are no duplicate IDs, you can copy and paste the XML code as DrSuperEvil said. It is important not to save or to switch to table view / detail view during the copy process, because the editor might check the cross references and replace not yet copied links with errors :(

    But most important is to make a backup before you start the merging!

    Posted in: Data
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    posted a message on "Build In Progess" interferes with attachment rotation

    I have made an fortification emplacement. It consists of the lowered supply depot and the siege breaker turret. If I place this structure in the map with the terrain editor, everything is okay. But if I build this emplacement with the help of a SCV, the turret rotation is not shown.

    I have pinpoint the source of the problem (maybe?) the the ability "Build In Progress": Without this ability the rotation is applied. With "Build In Progress" only the weapon backswing is shown.

    Does anyone know, what might be my mistake?

    Posted in: Data
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    posted a message on How to make units regenerate HP when standing still?

    Take a look at the hero Egon Stetmann. There are too behaviors in combination with validators:

    • Out Of Combat Energy Regen
      • Not Max Energy Or Not Max HP
      • Stetmann Hasnt Healed Recently
      • Stetmann Out Of Combat
    • Out Of Combat Energy Regen Dummy
    Posted in: Triggers
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    posted a message on (workaround) Worker Counter: Cancel training order not correctly showing

    Hi, I am making a worker counter showing the number of

    • active workers,
    • workers that are in the training process / training queue and
    • workers that are loaded or burrowed

    worker counter with drones

    Almost all is correctly working. Only if I cancel a Probe training that is not yet started (because it is queued), I haven't found a solution yet to tell Probe-training and Mothership-training apart.

    For Drones - I am using

    • Event: "Unit - Any Unit training process is cancelled"
    • Condition: "Triggering process unit type == Drone"

    For SCVs - I have to use

    • Event: "Unit - Any Unit is issued an order to Cancel"
    • Event: "Unit - Any Unit is issued an order to Cancel - Slot"
    • Condition (OR): "Triggering unit type == Command Center", "Triggering unit type == Orbital Command", "Triggering unit type == Planetary Fortress"

    For Probes is the SCV solution not always working, because of the Mothership.

    Does anyone know a work-around ?

    Posted in: Triggers
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