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    posted a message on Make requirement require X of a unit?

    Just a small question:

    I try to apply the same requirement for Queens & Hatcherys. But I want Lair and Hive to count aswell.

    Example: Player A has 2 Hatcherys and 1 Hive. He can have a maximum of 3 Queens at the same time.

    I´ve been experimenting with this but I can´t get it to work properly. Right now it looks like this for me:

    CountUnit(Queen,QueuedOrBetter) < {Only 1 Queen are allowed per Hatchery}CountUnit(Hatchery,CompleteOnly) || CountUnit(Lair,CompleteOnly) || CountUnit(Hive,CompleteOnly)

    When I build a lair I can produce unlimited number of Queens. : s

    How can this be done?

    Posted in: Data
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    posted a message on When egg finishes morph back to larva?
    Quote from DrSuperEvil: Go

    add an event that creates the larvae actor again when the train ability is finished.

    That´s what I am doing!

    Event: MorphaAbil Source name: Train XXXX ability Sub name: Finish

    Action: Create XXX Actor

    I´ve tried lots of stuff on both the larva and the egg. The egg just continues to look like an egg.

    Anyone knows? O_o

    Posted in: Data
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    posted a message on When egg finishes morph back to larva?

    How can I make the egg morph back into a larva after it morphed a unit?

    I can´t get the actors to work.

    I unselect "Kill on complete" in the flag-field of the larva - train ability. This means that the larva lives after morphing a unit. But it looks like an egg. Not like a larva.

    How can I do to add the actors so the egg morphs back into a larva after training a unit?

    AbilMorph - Train - Morph XXX Destroy Actor etc

    Posted in: Data
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    posted a message on Morph Thor into wreckage?
    Quote from Kabelkorven: Go

    I try to make so a scv is needed to "repair" the thor. I hide the rebuild ability on thor so it has no command card. I give scv an issue order on a ability. When the scv uses it´s ability on thor it forces the thor to start it´s rebuild. (It´s the only way for Thor to rebuild itself.)

    This method is more simple so I stay with it. I have also added so the SCV destroys itself when starting the rebuild process. (So you need to bring and sacrifice a SCV to use the ability)

    I have set the flags of the abilitie to require: ground, mechanical, armored and massive. So it can only target Thors.. However, it can also target living Thors, which is wrong.. So if a player missclicks, the SCV will destroy itself to try to rebuild a normal Thor..

    How can I prevent SCV from using the ability on normal Thors? (It looks so weird to add another flag to the destroyed Thor, like psionic, to limit the possible targets of the ability.)

    Posted in: Data
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    posted a message on Make ultralisk work like a force field?

    I think I was a bit unclear. In the same way that a friendly unit pushes away other friendly units, I want the ultralisk to do that vs the enemy. If you move-command it through an enemy army the ultralisks will push enemy units away, just as if the units were friendly. (It´s not a force that "shoots" away enemy units from it´s body.

    I thought there was a flag or something to toggle this, but I can´t find any. Is there any other way?

    Posted in: Data
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    posted a message on Make ultralisk work like a force field?
    Quote from JanChris: Go

    @Kabelkorven: Go

    Does this make any sense? The Ultralisk is a melee attacker. If it pushes the enemies away, how does it make any damage? :O

    It is for a special map where the ultralisk will have a different role ^^

    Posted in: Data
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    posted a message on Make ultralisk work like a force field?

    I try to make an ultralisk mimic a forcefield. A force field casted on enemy units "pushes" them away from the force field. I want an ultralisk to constantly push nearby enemy units away from it´s body.

    How can this be done?

    Posted in: Data
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    posted a message on Morph Thor into wreckage?

    I try to make so a scv is needed to "repair" the thor. I hide the rebuild ability on thor so it has no command card. I give scv an issue order on a ability. When the scv uses it´s ability on thor it forces the thor to start it´s rebuild. (It´s the only way for Thor to rebuild itself.)

    Is there any way to make this into a channeled ability?

    **

    I would like the scv to work at the thor during the whole process. If the scv is destroyed, the process is halted. Just like when a scv builds a building.

    Posted in: Data
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    posted a message on Make requirement require X of a unit?
    Quote from JanChris: Go

    @Kabelkorven: Go Greater Than Or Equal (Tooltip: "3 Supply Depots") Count Unit "Supply Depot" completed Constant 3

    Thank you.

    I try to make so a player can not train more units of a specific kind than they have x of a building.

    For example, a player can only train as many motherships as they have nexus.

    So, to be able to train 2 motherships, you must have 2 nexuses.

    Once you have 2 mothersips and 2 nexuses, you must build more nexus or lose a mothership to be able to train more moterships..

    I assume this can be done in requirements in a similar way to the method you described above. But I can´t get it to work properly.

    How can this be done?

    Posted in: Data
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    posted a message on Some behaviours don´t obey requirements?

    I now the editor well enough to make requirements for ... well, everything. But all of a sudden I try to add a requirement to the Reapers jump behaviour. I have added the same requirement to every behaviour/ability that has something to do with reapers jumping. For some reason, the requirement does not work at all...

    The reapers continues to bug me with it´s jumping...

    Why won´t the behaviour obey my requirement?

    Posted in: Data
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    posted a message on Morph Thor into wreckage?

    I just found out that the Thor can become a wreckage when it dies. There is abilities in the editor (with campaign dependencies on) that allows the Thor to become one.

    I apply all abilities where they should be. Still the Thor only dies when it dies. It becomes no wreckage.

    Anyone knows how this is supposed to work?

    Posted in: Data
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    posted a message on How to clone units?

    Thanks for your input. Hm.. It all feels very advanced.

    But if I use a specialize ability and all units work like larvas?

    If I make each unit (Zergling, Hydralisk, Drone etc) have an individual Larva - train ability.

    Zerglings train ability only has 1 train slot: zerglings. Hydralisks have 1 train slot on their ability: Hydralisks Etc.

    I hide the ability and the command card on the Zergling/Hydralisk/Drone etc.

    These train abilities works like the train ability on the larva: when activated the units morph into an egg and after build time finishes a unit pops.

    If the Queen uses a specialize ability with all of this individual larva - train abilities added to it, can she in some way by targeting a unit force that unit to use it´s train ability?

    There must be a way for the queen to force a unit to activate it´s ability, right?

    Posted in: Data
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    posted a message on How to clone units?
    Quote from Ahli634: Go

    Effect Set which contains all orders and a validator to order only the correct unit types?

    Quote from DrSuperEvil: Go

    Use a Create Unit effect that has nothing in the unit field, that can be used to clone the target.

    But the Queen will have a target ability. When it targets a zerg unit, resources are drained and supplies are required to enable the unit to morph into an egg. And when the egg is completed, 2 units of that kind pop. Otherwise, the queen can just clone units how much she want. Can you develop your thoughts?

    Posted in: Data
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    posted a message on Make requirement require X of a unit?

    I try to create a requirement that requires X of the same type of building.

    For example, to build a barrack, you need to have 3 supply depots.

    How can this be done?

    Posted in: Data
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    posted a message on Add limited unit selection?

    How on earth can limited unit selection be added to a map?

    I´ve seen some maps where players only can select, 1,5,10,12 units.

    I suppose it is made with triggers, but when I look inside the maps, I can´t get access to see the triggers. Or perhaps is it some other method?

    Posted in: Triggers
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