Thank you! I found a solution based on the Modify Player effect
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Aug 4, 2019kabel_gossen posted a message on How to make dead units increase the stats of all other units on the battlefield?Posted in: Data
Aug 3, 2019kabel_gossen posted a message on How to make dead units increase the stats of all other units on the battlefield?Posted in: Data
whenever a unit dies, all other units that player control will gain increased stats permanently.
For example, 3 minutes into the game, 12 units have died for player A. This means that all other units player A controls would get for example +12 armor. 5 minutes into the game, 24 units have died. Now player A units gain +24 armor.
Any ideas how to build this?
The only way I can think of is that whenever a unit dies, it spawns an invisible dummy unit on the battlefield with a search effect that adds a buff to all other units. But I think that will lag because there will be a lot of units that die. Is there any other way?
Jul 28, 2019kabel_gossen posted a message on How to make Parasite spell from BW that changes color of Wireframe?Posted in: Data
Jul 27, 2019kabel_gossen posted a message on How to make Parasite spell from BW that changes color of Wireframe?Posted in: Data
in Brood War the Queen has a spell called Parasite. When you cast it on an enemy unit, you gain vision of it and the color of the wireframe changes. Can the color of the wireframe be changed in the SC2 editor? I can't find out how
Jul 10, 2019Posted in: Data
I have an ability that targets a structure. When it does, 4 units are spawned, each at every side of the structure. See picture below.
I use persistent effects to determine the positions via offsets, but no units are created at those locations. Since the spell targets a structure, I think the persistent effect can not determine the positions on the ground where the units will be spawned? If the spell targets a point, then it works better.
Any idea how to come around this?
Jul 4, 2019Posted in: General Chat
yep, thanks, works now
Jul 2, 2019Posted in: General Chat
yep, same here, HoTS and LoTV dependencies vanished for me too :p
I can only add WoL dependencie to newly created maps
Jun 26, 2019Posted in: General Chat
After the patch I reinstalled Starcraft to see if it would help. It seems like the new installation does not allow users to access the C:/Program/Starcraft/Mods directory anymore? See attached picture below
When I create a test map and try to add a dependencie into it, I can not change the directory /Mods to any other folder in order to add a .sc2mod file into the map from anywhere else on my computer. It is as if everything must be done via battle.net now?
Has anyone experienced a similar problem?
Jun 25, 2019kabel_gossen posted a message on How to change the names of races shown in the lobby?Posted in: Data
What part are you having issues with?
Below is a picture of how my trigger looks so far, with some red arrows and questions mark added to it.
As you can see on the picture, I don´´'t understand how to insert a race in: Attribute Player-Value = (insert your race here)
And I don't understand this: "You also need to use the Picked Player function for all parameters defining the player."
Jun 24, 2019kabel_gossen posted a message on How to change the names of races shown in the lobby?Posted in: Data
You just need to make a trigger with a Map Initialization event that uses a For Each Player In Player Group action. Under this loop use several If Then Else actions that use a Comparison condition with the logic of Attribute Player-Value = (insert your race here) and a Set Player Race action. At the end have a Set Starting Units For Player action. You also need to use the Picked Player function for all parameters defining the player.
Bumping this thread.
I have managed to create the lobby selection for races, as described in post #8 in this thread. This is how it looks in the lobby: https://imgur.com/a/t9qBWUm
I am now trying to create the trigger in the quote above but I don't understand. I suck at triggers. :(
If anyone has time to explain in more details or upload a picture of it or something, that would be highly appreciated.
I really want this to work properly : /
Jun 18, 2019Posted in: Artist Tavern
the user ksnumedia has released a great model called the Knifehand that I would like to use in my mod. He is however unable to finish it so he said it was ok if I ask for assistance here instead.
Here is a picture of it: https://www.sc2mapster.com/projects/ksnumedias-assets/images
Here is the file: https://www.sc2mapster.com/projects/ksnumedias-assets/files/2619912
The model lacks attachment points (head, center, origin and at the blade) and it can not be selected in game.
I would be so grateful if someone could complete the model!
Jun 17, 2019kabel_gossen posted a message on How to export a .m3 model from Blender? [Error message]Posted in: Artist Tavern
Thanks for your help
Jun 16, 2019Posted in: Data
the new commander Stetmann has a new power source, as seen here at 1.10:
I am trying to find the power source produced by Stetolites in the editor, but I can not find it. Any idea where to look?
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