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    posted a message on Weapon with ammo

    Got It! Working perfectly now!

    I have just one more question. The button in the unit's command card display perfectly the number of unit's ammo, and each attack takes 1 ammo, and the reload time is working perfectly. But the button is clickable. There is a way that I made the button just for display porposes, dont letting the user to click on it?

    Posted in: Data
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    posted a message on Weapon with ammo

    @abvdzh: Go

    Abvdzh, thanks so much. That is exactly what I was looking for. I see what I did wrong. I created the ability Reload, and linked the Weapon th "Abil/Reload" charges. But I see in your file that I sould create a new link, different from abilitie's natural.

    I cant use Triggers because I'm creating a mod, with adds a custom race for melee games. So it's not a playable map, but a race that can be added to any melee map.

    Posted in: Data
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    posted a message on Weapon with ammo

    I did search a lot but didnt found a good answer. The problem is simple:

    I just want to display the ammo of my unit's weapon in the command card. Its not allowed any trigger.

    This unit is used on melee game. Basicaly, it has 3 weapons charges and fires fast while it has ammo. When out of ammo, the fire rate slows down, so it must flee for a while, recharges the 3 ammo, and come back to the fight.

    Please, no work arrounds nor triggers, I ust do this using only data and charges.

    I tried using link from Weapon and Ability, but it didnot work. Did I something wrong?

    Posted in: Data
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    posted a message on Cant update dependeices. There are objects still using the preview dependence.

    Nevermind..., Blizzard has fixed the bug.

    Thanks, anyway =)

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Cant update dependeices. There are objects still using the preview dependence.

    I aways did the same, just modify my SC2Mod file, upload it, and go to the other map and update de dependencies. After the HotS release, I cant update my dependencies unless I remove all the units/buildings on the map, then update the dependence, and then replace all hundreds units again.

    I think this is another of the lots of bug this editor have. But, how to work arround it?

    I searched on the foruns here for a solution, but I didnt find.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Revel Race: a new entire custom playable race

    @LaxSalmon: Go

    The Internet Explorer doesnt have the FormData object implemented..., and i dont want to deal with it right now. I have a life to live, hahaha. But sooner i'll fix it.

    Posted in: Miscellaneous Development
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    posted a message on Revel Race: a new entire custom playable race

    @zeldarules28: Go

    I made the video. It's on the site: www.revelrace.com

    But it's about to be deprecated..., because i'm fixing the low tier units. But the video still valid.

    Posted in: Miscellaneous Development
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    posted a message on AI plays stupid when I trigger it

    Hi. I made a menu that pops up on the start map.

    The menu has 2 options: your race and computer's race. When you choose both, the trigger creates the custom start units (custom, so the 'Create Melee Start Units' dont apply here). Then i run the IA, but it plays stupid. Sometimes not even build workers.

    Things i tried:

    1. Change the difficult at Prefferences
    2. Change the player to human and computer, and modify the IA

    Here is the trigger:

                IF
                    AND
                        Conditions
                            p2_set == True
                            p1_set == True
                Then
                    Corpo-a-corpo - Start melee IA for all computer players
                    Corpo-a-corpo - Set melee options for all players
                Else
    

    My Players Options are this:

    Player 2: Controller: Computer IA: Computer

    I want the IA to play like a boss! In Very Hard Difficult. I'm running this from the Editor. Didnt published yet because of this error.

    Posted in: Triggers
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    posted a message on Revel Race: a new entire custom playable race

    Thank you, guys. I'm going to record some videos showing the new units and mechanics.

    Some of the mechanics:

    1. Killing low units with AoE damage: Death Mirror does, but without using AoE damage directly, using reflect.
    2. Dealing against casters: the Dark Assassin uses the Silence spell to keep the casters from casting spells
    3. Floodbringer: an alternative for transporting, but not transporting anything

    Although the units and buildings names need a buff. Its hard to name alien things, without thinking on human stuff. But, I hope you like, and play the mode to feedback me. =)

    Posted in: Miscellaneous Development
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    posted a message on Revel Race: a new entire custom playable race

    Hi, guys. =)

    I'm from Brazil, and play Starcraft since BW. I like the playing and the map creation too, and also the ballance. Sometimes i got ideias of new abilities units must have, some abilities they must lose, some new units to add etc.

    So a few months ago I got an idea: hei, I can create my own race, with all my ideas, put all together and commit to the gameplay. So, its done! I create the units and already a logo to the race, and the mod on B.Net.

    So I come here to share it with you. It will be a pleasure to get your feedback (omg, not from the high templar!) and opinions.

    Here is the site: www.revelrace.com Note: the 'like' and 'dislike' buttons on the site have nothing to do with facebook.

    By the way, sorry my poor english.

    Posted in: Miscellaneous Development
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