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    posted a message on Make spell cost supply?

    Question #1:

    I have an ability called Calldown: Marine. Instead of a Mule being dropped, a permanent marine is dropped. The problem is that since marines use supply, players can use this spell even if they don´t have enough supply. (They can get unlimited numbers of marines.)

    Is there any way to make the spell being used ONLY when you have supplys?

    If you have 10/10 supply, the spell can´t be casted. If you have 9/10 supply, you can use the spell once. Etc.

    Question #2:

    If I instead make the marine live temporariliy (like a MULE) is there any way to make the dropped marine NOT require supply?

    If you build a marine in a barrack it costs 1 supply. If you use Calldown: Marine, the marine costs 0 supply but dies shortly.

    (Yes, I know I can create a whole new type of marines that uses 0 food. I just want to know if there is any other method so I can use the same type of unit.)

    Posted in: Data
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    posted a message on Make Reavers shot scarabs without training them
    Quote from Photoloss: Go

    Not sure how exactly the mod works. If it only uses "ability charges" or a Requirement to enforce the use of trained units, you can remove those.

    If it uses something like a Magazine ability, set it to Transient, Autocast, permanent Autocast ON and set the build time to 0/less than the minimum weapon cooldown. Remove all associated command card keys. Possibly hunt down remaining "progress indicators" like visible build queues, ingame progress bars and the like.

    Sound very good! I think it uses a magazine ability. But won´t this cause the game to crash or lag, that it will auto produce unlimited amount of scarabs at the speed of light?

    Is there no way to make some other effects, like an effect that creates a unit, the unit is ordered to attack the attack location etc?

    Posted in: Data
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    posted a message on Set starting resources in a MOD?

    Thank you!

    Did not know about the Races Tab. This was much easier :)

    Posted in: Triggers
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    posted a message on Set starting resources in a MOD?

    I am making a Mod. I want to change the amount of resources each player starts with. (Its a custom melee mod)

    1. Do I have to make a seperate trigger in each map the MOD is published with, or can I just have the trigger in the MOD?

    2. Can anyone show me a simple trigger that gives each player ADDITIONAL starting resources, beyond the 50 minerals each player starts with?

    (Yes, I know this is super easy. But for some reason my trigger won´t work for all players... I just want this to be flawless.)

    Posted in: Triggers
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    posted a message on (Solved) Make unit explode when morphed?

    For example, a zergling morphs into a baneling. As soon as the morph is complete, the baneling explodes and deal splash damage.

    It wont work properly for me. :S

    Any ideas?

    Posted in: Data
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    posted a message on Make Reavers shot scarabs without training them

    I have recreated the Reaver from the Sc2BW mod.

    As it works now, the Scarab is an actual unit that is trained and stored in the Reaver. When the Reaver attacks a target, the Scarab moves there and explodes on the target.

    I try to make the reaver shoot scarabs without the need of training them. (Reavers have unlimited scarabs)

    Anyone knows how it can be done?

    Posted in: Data
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    posted a message on How to change range for spider mine following enemy units?
    Quote from DrSuperEvil: Go

    Adjust the autocast range Morph ability.

    Done that. All it does is that it reacts to enemy units at a greater distance, but they still just burrow again if the enemy moves away to fast.

    All I try to do is to make the spider mine be unburrowed 1-2 seconds before it start to chase it´s target. (So the enemy players can react and split their units.)

    I managed to make the spider mine unburrow 2 seconds, but if the enemy moves away before these 2 seconds, the spider mine just burrows back again. : /

    Posted in: Data
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    posted a message on How to change range for spider mine following enemy units?
    Quote from Ahli634: Go

    Spidermine needs vision of the target -> raise the sight range of unburrowed spidermine from 4 to whatever you need.

    The game's radius for automatic following is 21. You can alter that value in the game settings, but the changes apply to every unit ingame.

    Done both of these things. The spider mine is still stupid. Unburrows and burrows back again if the enemy moves away. : /

    Posted in: Data
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    posted a message on How to change range for spider mine following enemy units?

    When an enemy unit comes close to the Spider Mine, it unburrows and follows the target. But if the enemy unit moves to far away from the spider mine, the spider mine will just burrow back again. It won´t follow it´s target.

    Anyone knows how to change the range a spider mine will follow it´s target?

    Posted in: Data
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    posted a message on Make unit unable to target unit´s of it´s own kind?

    I can´t get units unable to target units of it´s own kind.

    Example: The Medic can heal all biological units except other medics.

    How can this be done with validators?

    Posted in: Data
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    posted a message on No Texture on unit when built
    Quote from DrSuperEvil: Go

    Looks like you forgot to set the slots on the textures.

    I found out! I´ve been doing all my changes in a mod. The map that I alwasys test the MOD on had the actors messed up. (I´ve must been in the void ray actor to try to fix it in the map and then saved it.) When I made my test map standard again, the settings from the MOD now works. The unit has textures on it.

    But there is still one small problem, every time I click on "Train Void Ray" on the stargate this red error message appears in game: WARNING: [31 5] CActorModel[V... The Void Ray has the new textures on atleast.

    I will try to find what causes the error. But perhaps someone here knows?

    Posted in: Data
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    posted a message on No Texture on unit when built

    I´ve done everything you have described and I have looked in your map... I get the same error every time I load up my map in the editor:

    [2/12/2012 8:54:12 PM] Warning: Could not find texture file Assets\Textures\WarpRayDiffuse.dds in texture entry WarpRayDiffuse. [2/12/2012 8:54:12 PM] Warning: Could not find texture file Assets\Textures\WarpRaySpecular.dds in texture entry WarpRaySpecular. [2/12/2012 8:54:12 PM] Warning: CActorUnit[VoidRay] Has event without a triggering message. Event[Terms "" Send ""] [2/12/2012 8:54:12 PM] Warning: [ 633 1] CActorUnit[VoidRay] VoidRay Assets\Units\Protoss\VoidRay\VoidRay.m3; Could not find texture with id WarpRayDiffuse and expression <None>. [2/12/2012 8:54:12 PM] Warning: [ 634 1] CActorUnit[VoidRay] VoidRay Assets\Units\Protoss\VoidRay\VoidRay.m3; Could not find texture with id WarpRayDiffuse and expression <None>.

    Everything looks like it should in the tutorial + the way you described it in the post above. None of the imported textures appears at all...

    What on earth am I doing wrong?

    T_T

    Ps. This error message appears in game when I build a void ray:

    Units\Protoss\VoidRay\VoidRay.m3; Could not find texture with ID WarpRayDiffuse and expression <none>

    Posted in: Data
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    posted a message on No Texture on unit when built

    @BorgDragon: Go

    I have followed your tutorial: http://www.sc2mapster.com/forums/resources/tutorials/20772-data-actor-events-message-texture-select-by-id/

    I´ve done it 3 times now, with the same results every time.

    I´ve tried to change unitBirth.Voidray - Textureselect by ID

    Does not work either : /

    As soon as I build VoidRay in Stargate, they pop with old skin.

    This is the texture I try to import: http://www.sc2mapster.com/assets/dark-protoss/files/11-warp-ray/

    Posted in: Data
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    posted a message on No Texture on unit when built

    I have added a texture to the Void Ray.

    If I place a Void Ray in the editor and try the map, the new texture is on the unit in game.

    But when a train a Void Ray from the Stargate on the same map, the ordinary texture is still on!

    So I get two Void Rays, one with the new texture on and one with the old texture. Even thought they are both the same kind of unit!

    How can this be fixed?

    Posted in: Data
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