Thanks! Is this some kind of new addition? It seems like these decals started appearing out of nowhere within the last few months
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May 6, 2019bilxor posted a message on How to remove detail on ground in front of Command Center?Posted in: Data
May 4, 2019bilxor posted a message on How to remove detail on ground in front of Command Center?Posted in: Data
I notice in front of every CC, no matter if I have any decal assigned under Player Options (or no decal at all!) it still looks like this on the ground:
This appears for every player, even Player 15 "Hostile." In editor and in game. Where is the option to get rid of this?
Apr 21, 2019bilxor posted a message on Spawning Units on a Countdown Timer if the player controls a certain buildingPosted in: Triggers
You could add each building of type X to a unit group for Player 1, then run a check of "number of units in unit group" to see if it is greater than zero. Then do the same for each player.
Apr 21, 2019Posted in: Triggers
Every 1 second
Pick each unit in [unit group] (Zombies) and do action:
Issue order to picked unit: Attack to point: position of unit: closest unit to picked unit in Unit group (Humans)
So every 1 second, each zombie will attack-move targeting the position of the closest unit that is not a zombie. Note that this considers absolute distance, so a unit that is up a ramp or behind a wall will still register as closest even if the essential walk distance doesn't make it necessarily so.
Mar 7, 2019bilxor posted a message on [Effect: Splash Damage] Damage scales wrong with attribute factorsPosted in: Data
I'm surprised that doesn't work - I thought I've had splash radius effects on a damage effect work in effect with attribute multipliers? But yeah, if it doesn't work, just add in another effect with validators on each effect to parse out Armored units from non-Armored.
Feb 20, 2019Posted in: Data
Yep still exists it seems after some experimentation. Not sure how it filters precedence but it is always hooking up to the add-on on the left rather than the right. Very weird. Thanks I will check out that map.
Feb 16, 2019Posted in: Data
I figured out how to make the tech lab appear on the other side of the barracks - but it doesn't "hook up." I can't figure out where the hook-up directionality is governed. Somewhere in the unit or morph ability? Can't seem to find it. Thanks for any help.
Feb 13, 2019Posted in: General Chat
I think this should be moved to the Data board but I'll help anyway, maybe a mod will move it. :)
There is no clean way to do this unfortunately. What I would do is set up validators the check to see how much energy the target has, and then move energy based on that. Only problem is that you could end up with hundreds of effects and validators. I personally would do it in chunks of 20 or 25 (so about 12 effects instead of hundreds) but it's up to you how painstaking (and therefore accurate) you want this ability to get. So it would be like:
Target has 21-40 energy = give caster 30 energy
Target has 41-60 energy = give caster 50 energy
Target has 61-80 energy = give caster 70 energy
EDIT: After thinking about this more, you could have a Create Persistent that keeps sucking energy and increasing caster energy at a very quick rate (say 1,000 energy per second, so it seems pretty instant), and deletes itself when the target has 0 energy.
Feb 3, 2019Posted in: Data
Under some circumstances, a unit doesn't play its death model - it makes a little red explosion instead. Usually when transforming or playing an animation. Is there a way to override this so a unit always plays its death model?
Dec 21, 2018Posted in: Data
So I made the refinery able to be placed on minerals. If you right click it with an SCV selected in an attempt to mine over the refinery, it rightfully gives an error.
HOWEVER! If the SCVs retargets to the refinery'd mineral patch through "bouncing around" and competing for an open mineral, then he runs over to start doing the harvest animation... but doesn't actually harvest. He'll then return to the mineral and "fake harvest" and waste his time until manually told to stop.
Scratching my head on this one because you can't put validators on a harvest ability. Is there some way to register when a mineral field is mined upon by an SCV, then do an Issue Order to go mine somewhere else? Hmm
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