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    posted a message on Stop AI from reconquering an area

    In reply to karlprojektorinski:

    Doesn't work. Well I gave the units & structure to a different player finally, one without AI...

    Posted in: AI Development
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    posted a message on Stop AI from reconquering an area

    Hello,

     

    I'm not sure if this is the right forum section. It's on a campaign map.

     

    So I am tweaking the official Blizzard campaign, and in the 2nd mission (raynor02) there are a few units just above the players base. I added a barracks, gave the computer a difficulty setting (with CampaignInitAI() and AISetDifficulty()), and then I noticed that after destroying this outpost and retreating, the computer starts sending single Marines there and occasionally an SCV to rebuild the barracks at the exact same location, until everything is back to how it was when game started. How can I stop him from doing that?

    Posted in: AI Development
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    posted a message on UI accentuate alerts

    Not possible? Maybe with Triggers?

    Posted in: UI Development
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    posted a message on UI accentuate alerts

    Hi,

     

    I'm wondering if this is possible, and if it is, I wonder how it's done. xD

     

    I want to make a mod, which better highlights or accentuates the alerts players receive. Like "upgrade finished" or "your army is under attack", stuff like that. Currently it's a red text on the side of the screen. I would like a background to show up as well (like the ones around the worker/all-army/warpgate buttons), so they are more... hm what's the word, eye-catching? Not a native English speaker here, sorry about that. xD

     

    Ideally even toggleable with a button or hotkey.

     

    Is it possible? Thx in advance.

    Posted in: UI Development
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    posted a message on Ability Array

    Thats what I did, doesn't want to work. :-/ Well thx for help anyways..

    Posted in: Data
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    posted a message on Ability Array

    Thx for the help, but.. I remember now why I stopped modding xD

     

    Well. The switch you suggested doesn't change the ability, only the vitals of the unit. So... I created a dozen effects and validators which simply check whether the unit has a behavior, if it hasn't, the unit loses energy and the behavior is applied. Well. And it doesn't work. Don't even know why, for a second it did... T_____T

     

    Unless there's a way to affect the ability... maybe I have missed something?

    Posted in: Data
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    posted a message on Ability Array

    Hello,

     

    I wanted to make an ability which sometimes consumes energy on activation, and when it has a certain behavior, it does not.

     

    I've read that abilities can have an array of values (for example cost), so I've done that and I'm playing with validators, but I haven't figured out how to access the 2nd cost in the array.

     

    Can anyone share some light on that matter? Thank you.

    Posted in: Data
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    posted a message on Veterancy Abilities

    It's still online on youtube. That's a very good tutorial, I've watched already 3/9, exactly what I am needing. Thanks very much!

    Posted in: Data
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    posted a message on Veterancy Abilities

    Hi,

     

    I have 2 heroes now, and I want to make them level up in a similar fashion to how it was in WC3. They run around, collect experience, and then when leveling up they can choose between abilities. I've made the Behavior with levels already. But how would I make them choose between abilities? Is the Research Ability an option`?

     

    Has anyone tried it, has tipps or even a tutorial? Would be much appreciated.

    Posted in: Data
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    posted a message on Raynor Portrait

    Yes, but it's empty. Even when opened in a new document with campaign data. Yet it's showing, when I start the new document. Must be hidden somewhere... but where?

    Posted in: Data
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    posted a message on Raynor Portrait

    Hi,

     

    I exported/imported Sniper-Raynor from the campaign into my Mod, with all the files, sound, models, etc. It works fine, except the portrait is missing, even though the Model is there and the Actor references it. Can anyone tell me, what I am missing?

     

    Also, far less important: the Unit has Flashlights (Sniper-Raynor is in the cave mission, right before the final mission in WoL), can I turn them off?

    Posted in: Data
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    posted a message on Search Area Angle Offset

    I seriously don't know how to word it. Maybe because English isn't my native language. Maybe because I don't understand what the hell the editor is thinking. Also there are things already written, like "Target Unit casts the effect from the target unit", which contradict my case.

     

    DrSuperEvil. Maybe you could add this?

    Posted in: Data
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    posted a message on Unusual Project Idea: Coop Campaign with Heroes and a Mod

    Good old fashioned Raynor commando. I want the players to level ingame, just like in WC3.

     

    My plan ist to add Raynor and Tychus for the Terran campaign, each player controlling one of them. They can also have little conversations to add to, or rather fix the story.

     

    Another question: do the Actors/Models have animations to put their weapons away, like the Ghost? There are multiple Raynor Marines, one with a sniper, one with a machine gun. I'm thinking, I might give them an ability to change between the weapons. If that's not too difficult...

    Posted in: Miscellaneous Development
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    posted a message on Need help moving resource panel in UI editor

    Hello? Do I need to open a new thread?

    Posted in: UI Development
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    posted a message on Unusual Project Idea: Coop Campaign with Heroes and a Mod

    Thanks for the responses. Hm. I guess, I'll just try with the first map then. But I need to add the heroes first anyway.

    Posted in: Miscellaneous Development
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