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    posted a message on Pathing issue on new map

    @Mozared: Go

    I'm testing it solo, so there most likely aren't a wall off. I also is trying to send an worker by right clicking on the map. Since the map is perfectly mirrored I doubt the error should only be one-way.

    How long is the max path distance? Is there any way to add like way points to "help it out" a bit or something?

    Posted in: Terrain
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    posted a message on Pathing issue on new map

    Hello I'm currently designing a melee map, but I have encountered an issue with the pathing.

    The map is quite big and the path to the opponent's base is S-shaped, which apparently makes the units unable to find a path to the target when asked to go across the whole map. Instead the end up standing outside the base trying to get in.

    There is also destructible rocks that opens up short cuts, but while they're still up a full path can't be determined by the path finding algorithm, even though there is a big very clear road open.

    Here's an art pad to explain the issue further: http://artpad.art.com/gallery/?lncpen9wwuc (Press "skip to end" if you don't want to see my slow drawing) Red filled circles = destructible rocks B = bases Green line = desired (closest) path (with destructibles up) Purple line = actual path (failed to find the correct one)

    So my question is, is there any way of "helping" the units finding the path, or is my only option to completely redesign the whole map?

    Posted in: Terrain
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    posted a message on Creating passive beams

    Worked like a charm, even though I had to make it a separate aura set from my normal aura, which needs to be constantly on the unit in order to not loose its desired effect.

    Great work, still!

    Posted in: Data
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    posted a message on Creating passive beams

    @Kueken531: Go

    Wow, that's just awesome work, thank you!

    I can't wait until I get home from work to try it out.

    Posted in: Data
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    posted a message on Creating passive beams
    Quote from DrSuperEvil: Go

    I am no specialist in beam actors so maybe consider looking how the collossus makes a beam and have it created whenever a unit has the behavior.*.on and destroyed when it has behavior.*.off. Instead of attaching the site to a mover you attach it to the target of the aura.

    Thank you for your reply.

    I have attempted to do it like that, however I remain unsuccessful. I would very much appreciate any detailed instructions on how to achieve what I described in the OP.

    Thank you in advance.

    Posted in: Data
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    posted a message on Creating passive beams

    If would be awesome if anyone could provide some further assistance in this matter.

    Posted in: Data
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    posted a message on Creating passive beams

    @DrSuperEvil: Go

    Thank you for your reply.

    I did make another attempt at this, but it came down as fruitless.

    I would very much appreciate any further assistance on the matter.

    If you or anyone could post a more detailed explanation it would most likely prove to be very helpful.

    Posted in: Data
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    posted a message on Creating passive beams

    Hello

    I was wondering if anyone could help me in the right direction with a problem I'm having.

    What I'm trying to achieve is some what of a persistent effect aura that also emits beams to all the targets affected by the aura (originating from the caster).

    The aura ability itself is complete and working, though the only beam guides I've found is only covering emitting from a weapon or a turret.

    Thanks in advance.

    Posted in: Data
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    posted a message on [Upgrade] Tooltip not showing resource cost
    Quote from Eiviyn: Go

    Does the first time you use the upgrade display the cost properly?

    ie before the upgrade cost modifier kicks in

    It doesn't show the cost (nor the research time) properly at any time.

    Posted in: Data
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    posted a message on [Upgrade] Tooltip not showing resource cost
    Quote from Eiviyn: Go

    Just reset the cost entry back to default and try again. Make sure you get the right field. There's no real reason why the cost wouldn't display.

    Hello and thank you for your reply.

    I guess you are referring to the Info - Cost Display entry. The only thing disabling that one is the cost not briefly appearing above the actual building "-150" for each, i.e. like a text tag, and have not apparent effect on the tooltip display. Those flags are also not enabled on other upgrades.

    I'm gonna provide some more info in the form of screen shots, in the hopes that someone can help me figure out the problem.

    Posted in: Data
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    posted a message on [Upgrade] Tooltip not showing resource cost
    Quote from DrSuperEvil: Go

    Under the Research ability what is your Info - Button State set to? Does your research building unit have the Show Resources flag enabled?

    Hell and thank you for your reply.

    It is currently set to Available, however I have tried restricted and suppressed without noticeable success.

    The Show Resources flag is enabled as well.

    I would want to add that I currently have copied the terran building armor upgrade (from the Engi bay) to the Armory, which do work properly ad shows the resource cost in its tooltip.

    Posted in: Data
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    posted a message on [Upgrade] Tooltip not showing resource cost

    Hello

    I've created a stacking weapon upgrade, based on Vehicle Weapons upgrade level 1 called "Siege Tank Weapon Upgrade" (It's mainly intended for the siege tanks I use on my map). (Based on this tutorial: http://forums.sc2mapster.com/resources/tutorials/1370-data-accumulative-and-multiple-upgrade-with-queue/)

    The cost is 150m/150g (Info - Technology Resource Cost) and is incremented by 50m/50g each time it is researched.

    While the upgrade itself is working, it is not showing the resource cost in the tooltip, it's merely showing the name and the tooltip text.

    I've tried checking the "Info - Cost Display", as it clearly says in the editor tooltip that it is for showing the cost in the tooltip, but the other weapon upgrades does not have this checked, and if I check it, it only shows up as a text-tag (-150, -150), above the Armory as I start the upgrade.

    Screenshot:
    http://image.bayimg.com/kaidjaadd.jpg

    So to sum up: I can't get the tooltip of my upgrade to show the resource cost. How do I accomplish this?

    Thanks in advance.

    Posted in: Data
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