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    posted a message on Inventory Bug.

    I had a problem like this a while ago. It was because my RPG used a mod to define the heroes, items, etc. When I had the mod open and clicked the "test" button (the RPG map was set as the default for testing) it would dupilcate the item containers. But when I opened up the MAP and clicked the test button, there was only 1 of each like there should be.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Shooting past loot destroys it?

    I've noticed when testing my RPG that if an dying enemy drops a grenade (I'm using the grenade pickup from Piercing the Shroud converted to an item) and then you shoot another enemy standing by it, sometimes the grenade will explode. I thought this was just a property of grenades, but then I noticed it happen a couple of times with some other items, like a health pack or whatever. The items are set to "invulnerable", but they can still be accidentally "killed" if you kill an enemy right next to it.

    So I was wondering... is there a way to change this?

    Posted in: Data
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    posted a message on Make unit follow mouse + more

    Haven't actually done this, but it seems like something like this should work:

    Event - mouse clicked (or moved) Actions - order unit to move targeting (here you'd call the world (not UI) mouse position x and y converted to a Point)

    Posted in: Triggers
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    posted a message on Armor Woes

    So make it require >= 10.

    Posted in: Data
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    posted a message on Certain units in data editor can't be edited.

    I just restarted the editor and it's still there. In fact I have 3 Marines (one from Liberty.SC2Mod, one from Liberty.SC2Campaign, and the one I've edited). The two default versions of still not editable. Same goes for the Marauder.

    How do I check if it's the latest version of the marine?

    I just quickly went through and tried to edit several random units, and a LOT of them are not editable. I had no trouble at the beginning changing anything, but now that I've put 3 weeks of work into this it's suddenly stopped working...

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Certain units in data editor can't be edited.

    Title says it all. I first noticed it with the Marine and Marauder (which I hadn't modified until now). I tried to give them something in Unit - Loot but the field wouldn't open for editing. Right-click menu has "Modify field" greyed out. I tried several other fields, but nothing in the Marine or Marauder were editable. The only thing I could do was copy a loot from another unit and paste it in, which caused the editor to duplicate the whole unit. It happened later with the Hercules. So now I have 2 Marines, 2 Marauders, and 2 Hercules versions. The duplicate units can be edited like normal, but the originals are still there confusing things every time I try to link something or place a unit on the map. Had to give the new ones a different name to avoid confusion.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Armor Woes

    Have you tried doing it from the "attacker" end? I.E. in the reduce-armor effect, have it only apply to units with armor>=1?

    Posted in: Data
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    posted a message on Rescuable Units and Zerg Artilliary

    Rescuable units are pretty easy. Just set the player who owns them to Neutral, and have a region around them. Then a trigger with Event unit enters region, Condition owner of triggering unit is player 1 (or whoever you want to do the rescuing) and Actions give units in region to player 1.

    I'm not sure how to do the Zerg drop things, but you could look at the last campaign map (It's call TValerian03.SC2Map) and look at how they did it.

    Posted in: Triggers
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    posted a message on A riddle

    Unless the dragon is too stupid to think of that. He's arrogant because, well, he's a dragon. And he thinks he has an advantage because he's the only one with access to well 6.

    Posted in: Off-Topic
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    posted a message on A riddle

    Well, there are ways that the dragon could also survive, but the point is that the knight had a 100% chance while the dragon didn't.

    Posted in: Off-Topic
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    posted a message on A riddle

    Here's what I think happened: The knight drinks well 1 water before the duel, expecting the dragon to poison him. Then, after the duel, the knight drinks well 1 water again, followed by well 2 (or 3, 4, or 5, doesn't matter). It then doesn't matter what the dragon gave him. If the dragon gave him 2-6, then the knight got poisoned and cured twice. If the dragon gave him 1 or unpoisoned water, then the knight was simply poisoned repeatedly with 1 (which has no cumulative effect) and then cured himself with well 2 that he drank afterward.

    The dragon, however, expected the knight to try to poison him. So after the duel the dragon went and drank from well 6 (which cures everything) but because the knight just gave him unpoisoned water he died.

    Posted in: Off-Topic
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    posted a message on Hotkeys for inventory items: possible?

    Let's say my hero's in the middle of a boss battle and is dying. I have some health potions in my inventory, and the button for the items has a hotkey (L) but when I press it... nothing happens. Does anyone know if there's a way to make it so a hotkey can use an item in the inventory? Because using the mouse takes too long.

    Posted in: Data
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    posted a message on Adding player-located ability charges

    Sorry for being long-winded, but it's a complex problem I'm having. Here's what I've done:

    1. I created 2 new abilities, Use Health Pack and Use Energy Pack. Each of them starts with 5 charges and adds 100 to the respective vital. That works fine.

    2. Then I modified the "Life +100" and "Energy +100" Pickups from the campaign so instead of having an immediate effect, they would simply add charges to the abilities. (I did this in the "Cost +" section by selecting the UseHealthPack link and putting in -1 for charges used) That works fine also.

    3. My RPG has multiple (up to 4 at a time) heroes controlled by a single player. I wanted the health and energy packs to be shared. So I changed the ability charges to be player-located. So now if (starting with 5) Raynor uses a health pack, Tychus will only have 4, and if he uses one Nova will only have 3. That works fine.

    4. The problem is that doing (3) broke (2). Grabbing health/energy packs does nothing. I can't seem to get the pickups to give charges.

    And before you ask... I'm trying to avoid using an inventory system, because the ONLY items my RPG contains are health and energy packs. Seems a waste of time to build an entire inventory for 2 lousy items.

    Posted in: Data
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    posted a message on Unit Nearest to point, with x energy

    I would first create a Unit Group variable (let's call it "units with enough energy") and then in the trigger do something like:

    Pick each unit in region. If Picked Unit energy >= whatever. add Picked Unit to Units with Enough Energy.

    And then look for the unit in that group closest to the point.

    Posted in: Triggers
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    posted a message on [SOLVED]Select Unit (variable) doesn't work???

    Never mind, I figured it out. It was happening because Player 1 had selected one of Player 2's units at the time, and you can't select P1's unit until P2's unit is deselected. Stupid me.

    Posted in: Triggers
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