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    posted a message on How to control and convert prisoners?
    Quote from DrSuperEvil: Go

    The Issue Order targets a prisoner targeted by the Search Area effect and orders it to use one of the slots of the hidden Train ability on the prisoner. It will work for every player as long as there is at least one prisoner within range of the building. The Specialize ability allows several slots of effects to be trained so is good for this kind of thing, you put that on the building. The Enumerate Area validator on the Search Area effects is just to prevent you using the ability if there is no prisoners nearby.

    The issue order shall be added to the Search Area effect?

    Cause the search area effect, with the help of the validator, detects if there is a prisoner nearby. If there is a prisoner nearby, the Issue order effect effects the prisoner.

    But there seems to be no way I can link Issue order and Search area effect together?

    The units that the prisoner can be converted into (aka train) is added on the specialize ability?

    Posted in: Data
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    posted a message on Warp in burrowed units?

    Anyone knows how to solve this?

    Posted in: Data
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    posted a message on Game ends when time runs out?

    @SnyderGuy: Go

    How about make the timer visible for all players?

    Posted in: Triggers
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    posted a message on How to control and convert prisoners?
    Quote from DrSuperEvil: Go

    Or use a Specialize ability on the building that uses a Search Area effect with an Enumerate Area validator that uses a Issue Order effect on one of them to use a slot of the Train ability on the prisoner unit. As the Train kills the using unit like the zerg larvae train it looks like one goes to the other.

    What shall I link the issue order effect with? The unit, building or an other effect?

    There will be a couple of "houses" players can bring their prisoners to and convert them into marines, firebats etc. Will this work everywhere for every player?

    "uses a Issue Order effect on one of them"

    What do you mean by them?

    Posted in: Data
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    posted a message on How to control and convert prisoners?

    To convert the prisoners works fine now!

    But how can this part be done?

    "A player can bring a prisoner to a building. At the building the player can choose to permanently convert a prisoner into a marine, medic or ghost. "

    Either with triggers or in data editor.

    Anyone with any ideas?

    Posted in: Data
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    posted a message on Game ends when time runs out?

    I am trying to make a visible timer for each player up in the corner. The timer has a visible countdown from 30 minutes to 0. When the timer reaches 0 the game is over and all players loses. (unless the players reaches a certain destination.)

    I have read tutorials and I have tried lots of stuff in the editor. I can´t find a way for this to work.

    Any ideas?

    Posted in: Triggers
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    posted a message on Warp in burrowed units?
    Quote from Photoloss: Go

    The Super Warpgate warp-in is considered a "construction" and not a "train" ability.

    The UnitBirth actor event only seems to apply when the "construction" of the unit is complete.

    Adding this to the Zergling actor (or your burrowed unit actor, the Zergling shares 1 actor for both forms) will fix it: UnitConstruction.>BurrowedUnitName<.Start Create

    I added this to the zergling and when it warps in it is burrowed. When I unburrow a red error message appears: "Units persisting in the same unit scope." and it looks like two zerglings are in each other, with 8 legs, two heads and so.

    Any ideas?

    Posted in: Data
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    posted a message on Add an attack range bonus to bunker via upgrade?
    Quote from JanChris: Go

    @Kabelkorven: Go

    In the actor is also a condition included: actor Bunker ... Upgrade.FortifiedBunkerCarapace.Add => ValidateUnit NotDeadOrConstruction # ModelSwap JumboBunker

    You have to change this to actor Bunker ... Upgrade.YourUpgradeHere.Add => ValidateUnit NotDeadOrConstruction # ModelSwap JumboBunker

    Thank you so much!

    The range bonus works and the model gets changed of all existing bunkers! But all bunkers I construct after the upgrade is complete appears as normal bunkers in game..

    How can that be changed?

    Ah I found out! I had to change the requirement "Fortified Bunkers" to show the model when my upgrade is reaserched.

    Posted in: Data
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    posted a message on Add an attack range bonus to bunker via upgrade?
    Quote from JanChris: Go

    There is a much easier way:

    How Blizzard have made it ... The bunker applies the behavior "Bunker - Range Bonus". (+1 range) As a initial effect in the behavior the effect "Bunker - Projectile Accelerators" is called to apply a behavior. (+ 1 range additional) And as a final effect the effect "Bunker - Projectile Accelerators Remove" does what it name indicate. Behavior Bunker - Projectile Accelerators has a disable validator how checks if the upgrade is purchased.

    How you could do it ... Alter the Behavior Bunker - Projectile Accelerators to +2 instead of +1. In total you have got a +3 range Make the "Story Mode Tech - (Bunker) Projectile Accelerators" - upgrade as your reseachable upgrade.

    Done :)

    Thanks for the suggestion!

    The +3 range works fine. I add two upgrade effects to the upgrade; one that gives bunker room for 2 more marines and one effect that changes the wireframe. The big problem is that this upgrade will not make the new bunker model appear. I change the requirement "Bunker - Fortified carapace" to need the Story Mode Tech - (Bunker) Projectile Accelerators upgrade, but it does not work. Still the usual bunker model is used.

    Any clues how to get that one to change as well?

    Posted in: Data
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    posted a message on Add an attack range bonus to bunker via upgrade?

    Why is this so hard!? T_T

    I have tried what you wrote (Dr SuperEvil) but I cant get it to work. I have tried a lot of things and nothing works. Right now the mess looks like this:

    The bunker has 3 behaviours from the start and 2 abilities. There is only 1 requirement involved in this drama.

    Ability 1 is the normal load/unload that the bunker starts with. Ability 2 is the new load/unload. It has room for 6 marines and has a new behaviour added to it which increases attack range by +3. Both abilities are added to the bunker and are also added as command cards on the same spot in the bunker.

    Here are the 3 behaviours the bunker starts with:

    Behaviour 1 DISABLES the new load/unload ability. It has no requirements.

    Behaviour 2 DISABLES the starting load/unload ability. It has a requirement which says: Use - count upgrade Neosteel Frame completed.

    Behaviour 3 DISABLES behaviour 1. It has a requirement which says: Use - count upgrade Neosteel Frame completed.

    None of these behaviours are hidden so I can see them all. They are all there from the start. When I research Neosteel Frame behaviour 1 disappers. Only behaviour 2 and 3 are left. That is what I want! But still, nothing happens to the bunker...

    The only things that happen is that it changes model to the bunker from the campaign. (I have added a requirement from the campaign which enabels the bunker to change model when Neosteel Frames are completed.)

    The bunker is also given 6 spots for marines. But I think that has something to do with the upgrade itself, cause if I add 8 spots to my new load/unload ability only 6 spots shows up anyways. I don´t think the bunker gets my new ability at all. : S

    Can someone please give me some guidance here?

    Posted in: Data
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    posted a message on Add an attack range bonus to bunker via upgrade?

    I been struggling with this a long time now. : (

    Quote from DrSuperEvil: Go

    Only way I can think of is disabling one Transport type ability and enabling another.

    Must both abilities be added to the bunker from the start? I try to do that but I can´t find a way to disable/enable abilities. (Weapons are easy to disable and enable for a unit.)

    Quote from DrSuperEvil: Go

    Just use two Buff behaviours and some requirements that count the upgrades.

    Quote from DrSuperEvil: Go

    One buff must be disabled by the upgrade while the other must be enabled, both are to disable the respective ability.

    I don´t think I understand these two quotes correctly.

    Can you clarify?

    Posted in: Data
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    posted a message on Add an attack range bonus to bunker via upgrade?

    Still not working T_T

    Anyone feel like uploading a test map with these changes on so I can have a look?

    Posted in: Data
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    posted a message on Add an attack range bonus to bunker via upgrade?

    @DrSuperEvil: Go

    Quote from DrSuperEvil: Go

    Just use two Buff behaviours and some requirements that count the upgrades.

    If in doubt experiment since you can always put in a workaround that orders them back in.

    I create a new load/unload ability with spots for 6 units. The new ability has a new behaviour as well, which gives it +3 range. (The ordinary bunker has behaviour that gives it +1)

    I made one buff behaviour that disables the current load/unload ability and one buff that enables the new load/unload ability of the bunker. I set a requirement for both buffs. Once an upgrade is completed, the buffs shall work.

    In game, the buffs appear at once at the bunkers as tiny grey icons. Also, once the upgrade is complete, units inside the bunker can´t come out and units outside the bunker can´t come in. And the cargo size is not increased to 6.

    Haha everything just goes wrong : D

    T_T

    Posted in: Data
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    posted a message on Add an attack range bonus to bunker via upgrade?
    Quote from DrSuperEvil: Go

    One uses the +1 range buff on transported units the other uses your +3 one.

    Ah, yeah of course.

    I´m looking in the upgrade menu now, but I can´t find a way to remove the old ability and add the new one to the bunker. Must I do it via a behaviour or something?

    (I´m also afraid it will effect units already inside the bunker when the upgrades completes, since the load and unload ability will be replaced, the units will disappear/be knocked out of the bunker..)

    Posted in: Data
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    posted a message on Add an attack range bonus to bunker via upgrade?
    Quote from DrSuperEvil: Go

    Only way I can think of is disabling one Transport type ability and enabling another.

    How can that help?

    Posted in: Data
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