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    posted a message on Intelligent Graviton Beam Autocast

    You could try changing the ability from a channeled ability to a cast. It might kill the some of the animations but I think it would do the trick if you didn't mind loosing the animation.

    Posted in: Miscellaneous Development
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    posted a message on Deselect target not working or am I doing it wrong?

    I am trying to deselect whatever player 1 has targeted if they leave a certain range of a targeted unit. Here is what I have so far, which doesn't work.

        Events
            Unit Selection - Any Unit is Selected by player 1
        Local Variables
        Conditions
            (Owner of (Triggering unit)) != 1
        Actions
            Variable - Set CLICK MOVE SWITCH = 1
            Variable - Set Target = (Triggering unit)
            Unit Group - Add Target to targets
            Unit - Order Reaper [124.70, 128.86] to ( Attack targeting Target) (Replace Existing Orders)
    
        Events
            Unit - Reaper [124.70, 128.86] Leaves a distance of 1.0 from (Unit 1 from targets)
        Local Variables
        Conditions
            (Triggering unit) == Target
        Actions
            Unit Selection - Deselect Target for player 1
    

    I also need to make it where a player cannot select any unit owned by himself. For the life of me I can't figure out how to do this.

    Posted in: Miscellaneous Development
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    posted a message on Increase Unit Selection Radius?

    Thnx, I found it. It was under the model btw. However, everytime I try to change it the editor crashes :(

    Posted in: Miscellaneous Development
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    posted a message on Increase Unit Selection Radius?

    I'm working on a project now and I need to know if there is a way to increase the size of the area a unit has for it to be registered as being click. I have a camera following a unit which is moving at a fast speed. I need to be able to click other units it passes. The problem is that it's extremely hard to click a passed unit. Most of the time I end up mis-clicking. Is there a way to increase the allowable size for clicking a unit? I would be nice if it could be done through the data editor.

    Posted in: Miscellaneous Development
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    posted a message on If Unit == Overlord.

    @MapCrafter: Go Or just copy/paste this into the condition.

    (Unit type of (Triggering unit)) == Overlord

    Posted in: Miscellaneous Development
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    posted a message on Libraries and Scripting, where and how?

    Poking around the editor and I cant seem to find where you input scripts. I am very interested in learning how to script and create libraries but I can't seem to find anywhere that offers tutorials. Where is the script editor? Where can I find tutorials? Is it possible to make a map with no triggers and solid script?

    Posted in: Galaxy Scripting
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    posted a message on Copy a unit to another map?

    What about an ability? I'd be ok with having to 'link' it up to a different unit.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Copy a unit to another map?

    I need to copy a unit from a map I did forever ago into one I am making now. Is there a way to copy a unit along with all its abilities into a different map?

    Posted in: Miscellaneous Development
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    posted a message on [Trigger Help]Moving Units and Killing Units, Trigger issues

    I have several projects going right now and I am having the same issue come up with each project regarding the movement triggers and killing triggers for computer units. Take this simple trigger...

        Events
            Unit - Any Unit Enters Player 1 Enemy Spawn
        Local Variables
        Conditions
            (Owner of (Triggering unit)) == 5
        Actions
            Unit - Order (Triggering unit) to ( Move targeting (Center of Player 1 Enemy Spawn)) (After Existing Orders)
            Unit - Order (Triggering unit) to ( Move targeting (Center of Player 1 Enemy 1)) (After Existing Orders)
            Unit - Order (Triggering unit) to ( Move targeting (Center of Player 1 Enemy 2)) (After Existing Orders)
            Unit - Order (Triggering unit) to ( Move targeting (Center of Player 1 Enemy 3)) (After Existing Orders)
            Unit - Order (Triggering unit) to ( Move targeting (Center of Player 1 Enemy Dies)) (After Existing Orders)
    

    In the above trigger, the units will move fine. At least for the first or second move, then a few might start stalling and get left behind. On top of that, I have another trigger set up to kill the unit once they reach the last location (enemy dies). However, most of the time one or two will get left behind and become idle right in front of the last location.

    It's my understanding that the units do these things because of the separation radius of units (or collision) which is preventing all units from reaching the location. When the unit fails to reach the location it just stops and becomes idle. I can actually see units stopping and waiting to enter a location, only to give up and just stop short of said location, thus becoming idle.

    How do I fix this? I have tried removing and/or lowering collision and separation radius of all units but the issue still occurs.

    Posted in: Miscellaneous Development
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    posted a message on [Trigger Problem]Check which region entered, react accordingly

    Been trying to figure this out for about half an hour now with no luck. I am wanting a trigger that will check which location a unit has entered and send it to another location depending on which location it entered. Here is what I have so far...

        Events
            Unit - Any Unit Enters (Region(Any Region))
        Local Variables
        Conditions
            (Triggering region) == Player 1 Enemy Spawn
            (Owner of (Triggering unit)) == 5
        Actions
            Unit - Order (Triggering unit) to ( Move targeting (Center of Player 1 Enemy 1)) (Replace Existing Orders)
    

    For some reason, when player 5 enters any region it never moves. What am I doing wrong?

    Posted in: Miscellaneous Development
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    posted a message on [Data/Events]Towers are moving while morphing

    @Jackolas: Go

    You are a rockstar! Ty so much!

    Posted in: Miscellaneous Development
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    posted a message on [Data/Events]Towers are moving while morphing

    I've partially given up on this. I have even tried to doing it through triggers instead but the towers still move.

    Posted in: Miscellaneous Development
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    posted a message on [Data/Events]Towers are moving while morphing

    I am working on getting tower morphing down to a science but so far all my efforts are coming up as failures. I have been following thekaatz guide on how to morph buildings into other buildings and the guide he wrote works great. The issues I am having is that while morphing the first tower moves slightly (north east) and then it gets replaced by the second (upgrade tower).

    thekaatz guide - Morphing Buildings

    How can I change the Events to stop the first tower from moving?

    Posted in: Miscellaneous Development
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    posted a message on SC1 Units, where art thou???

    I was under the impression that SC1 units were going to be released with the map editor. Was I mistaken? I haven't gotten a chance to play the entire campaign yet but I did see the medic. However, I cant find them in Galaxy Editor.

    Posted in: Miscellaneous Development
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    posted a message on Comparison Operators not working right?

    Can someone tell me if I my IQ just dropped 10 points or if the comparison operators are messed up? I always thought > was the sign for greater than while < was the sign for less than (>= is greater than or equal to, <= is less than or equal to)....is that right?

        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Player 1 Minerals) < 4
                Then
                    Sound - Play UI_GenericError for (All players) (at 100.0% volume, skip the first 0.0 seconds)
                    Sound - Play Alert_TerranNeedMoreMinerals for (All players) (at 100.0% volume, skip the first 0.0 seconds)
                Else
                    UI - Create a WarpTrainComplete_Prot alert at (Center of Player Spawn) for player 1 with the text: "Unit Placed" (Custom icon: Assets\Textures\btn-unit-terran-marine.dds)
                    Sound - Stop all trigger sounds Immediately
                    Sound - Play Marine_Pissed for (All players) (at 110.0% volume, skip the first 0.0 seconds)
                    Ping - Ping the minimap at (Center of Player Spawn) for (All players) over 2.0 seconds, using the color (100%, 0%, 0%)
                    Unit - Create 1 Marine for player 1 at (Center of Player Spawn) using default facing (No Options)
                    Data Table - Save (Last created unit) as "MT1" in the Global data table
                    Player - Modify player 1 Minerals: Subtract 5
    


    This trigger doesn't work when I set the condition to Player 1 Minerals >= 5 unless the player has less than 5 minerals.

    Posted in: Galaxy Editor Bugs and Feedback
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