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    posted a message on Unit that’s a Detector, but only for himself

    Hmm... I'll see if I can get that to work. Thanks for the reply.

    Posted in: Data
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    posted a message on Unit that’s a Detector, but only for himself

    To explain what I’m trying to do:

     

    - Give a Ghost the ability to detect cloaked enemies, so he can attack them and they’re visible on the player’s screen (this part was easy)

    - Make it so it’s ONLY the Ghost who can attack the things he detects. So Marines near him won’t be able to see or attack them. (no idea how to do this)

    - Not mess up regular detectors, so missile turrets, ravens, etc. can reveal cloaked stuff for everyone to attack without interfering with any nearby ghosts

    Posted in: Data
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    posted a message on The Melee Mapping Survival Guide

    Nice tutorial. I knew about copy+paste, but had no idea it could be used to rotate/flip the terrain.

    Posted in: Melee Development
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    posted a message on [Official] Heart of the Swarm Update

    When they're in the ground, they show up to detectors, don't they? Like Vulture Spider Mines?

    Posted in: General Chat
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    posted a message on [Official] Heart of the Swarm Update

    I must say, I find this a bit disappointing. First they got rid of the Reaver. Now they're dropping the Carrier, too. Does Blizzard just want me to stop playing Protoss or something?

    I do like their ability that shields the minerals so you can't mine.

    Is a Warhound's mine going to be visible to the enemy once it attaches to a unit? They should make it so it isn't. The splash damage would only be effective if the other player can't just separate out the units with a mine on them.

    Posted in: General Chat
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    posted a message on My mod data won't update

    The mod's not on b-net, it's just on my computer.

    How do I clear out the temp files? I've never done it before.

    Posted in: Data
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    posted a message on Flood Zerg/"Infecting" Units?

    It seems like this would be easier with triggers. Just give your Flood Spore Cloud a dummy ability, which basically does nothing, and then have a trigger that activates whenever the ability is used, kills the targeted unit, and creates an infected version of that unit at the same location, but under the player's control. The blood splash from killing the unit would cover the change.

    I'd recommend using a "Switch" operation to select the unit type, i.e.

    Switch (unit type of targeted unit) If (Zergling) Create 1 Infected Zergling at (point) for (player) If (Hydralisk) Create 1 Infected Hydralisk at (point) for (player)

    and so on for each unit.

    Posted in: Data
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    posted a message on My mod data won't update

    I've restarted my computer a couple of times, and it's still doing it. The only way I can get it to use the new data is to either a) use a trigger to restart the map (Using the F10 menu to restart doesn't work, only a "next map" trigger) or b) set the map I'm working on as the "Test Document" in Preferences and then test the mod, not the map.

    Anyone else have any other ideas?

    Posted in: Data
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    posted a message on My mod data won't update

    Okay, I've been trying some things, and I don't think it's that.

    I closed and reopened the map several times (I even restarted the computer once) and nothing worked.

    I even created a WHOLE NEW map, using the mod as the only dependency, and it still was using the "old" data (even though in the map's data editor the "new" data was displayed)

    I made a trigger that sets the next map to itself and ends the game in victory, and IT WORKS. So for some reason the game itself is stuck on the old version of the mod.

    Posted in: Data
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    posted a message on My mod data won't update

    How do I do that? I don't think I've ever had to do it before. It always seemed to update automatically.

    Posted in: Data
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    posted a message on My mod data won't update

    I'm building an RPG that takes place across several maps, and the large amount of customized data is stored in a mod. I took a break from working on it for a few months, and after returning to it I found that I can't change any data any more.

    When I make a change to something in the mod (change the hero's HP, for example), save, and then open up one of the maps, the data editor reflects the change, but when I click on "test document" it's using the old data.

    Is this some kind of bug? Or does it have to do with the latest patch or something?

    Posted in: Data
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    posted a message on What does "Directory is not empty" mean?

    About 1/4th of the time when I click on "Save" in the editor I get a message like this:

    [12/30/2011 4:22:03 PM] Error: Unable to remove directory 'C:\Program Files (x86)\StarCraft II\......\LocalizedData\' System Error: The directory is not empty.

    If I click the save button again it works fine, but is this something I should be worrying about?

    Posted in: Miscellaneous Development
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    posted a message on building not showing up on scv command card

    There are 2 places where there can be a requirement. In the command card, but also in the build ability.

    Posted in: Data
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    posted a message on Different detector levels: possible?

    So, I was wondering if it's possible to create different "levels" of detectors and cloaks, for example a level 1 detector can't see a unit with a level 2 cloak, but a level 2 detector can see the unit.

    I know it's possible to have detection filters, to make a detector only see Biological units, for example, but is it possible to have levels, too?

    Posted in: Data
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    posted a message on Carrier lags the game.

    I think a Carrier can attack (or rather, have its interceptors attack) outside of its sight range if the target is spotted by another unit and within the interceptor's leash, correct? So even if the carrier has minimal sight range, with a very large interceptor leash it will still be scanning every unit the player can see.

    Posted in: Data
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