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    posted a message on Add effect to Unburrow?

    Finally I found out! I did not change "fraction" on search area on the damage effect. The fraction was 0, that was why it dealt no damage! I changed to 1. Now it deals full damage!

    Posted in: Data
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    posted a message on Add effect to Unburrow?

    I am remaking the Baneling. As it´s normal attack on the ground it uses a new effect based on Scourge. It deals high damage vs one target and it works good. If burrowed, the baneling is supposed to deal splash damage when Explode is clicked.

    To solve this I created a new damage effect. The damage effect has been added as an effect to the explode ability. Hence, when explode is clicked, the damage effect will also work and deal damage. But it does not work. I have filled all fields that are in the normal baneling attack, like search filters, radius of damage etc.

    What am I doing wrong?

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

    I thought this one was not supposed to be tricky.

    The bunker has a behaviour called "Bunker - Range bonus". When a marine is in the bunker its attack range is increased. When I go to modifications of that behaviour there is a field called "weapons" where weapon range has a value. I want an upgrade to increase that value.

    An upgrade itself seems unable to modify that value. (I cant find it in the list when I search in the upgrade effect - field)

    So I duplicate the behaviour "Range bonus" and adds +3 range. The upgrade is now told to give the bunker the new behaviour.

    In the upgrade effect field, I choose

    type: behaviour,

    object: bunker range +3

    and operation: add

    This does not work at all.

    How can this be done?

    Posted in: Data
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    posted a message on How can I make so fewer workers are needed to generate a high income?

    Thanks for your input.

    Another question:

    If I have 16 workers on 16 mineral patches they will make 1000 minerals / minute.

    If I have 16 workers on 8 mineral patches they will make 800 minerals / minute.

    If I have 8 workers on 8 mineral patches they will make 500 minerals / minute.

    (The numbers are just an example)

    So it will be more optimal to have workers scattered over several bases then having tons of workers in the same base.

    (But of course having 16 workers in one base is still better then having 8 workers in one base. The best thing is to have 16 workers scattered over 2 bases.)

    How can that be done?

    Posted in: Data
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    posted a message on Make chrono boost increase attack speed of cannon?
    Quote from JanChris: Go

    @Kabelkorven: Go

    You have to do 3 things: Behavior: "Nexus - Chrono Boost" Modification - Attack Speed >= 1.0 e.g. 1.15 means 15% faster Duplicate one of the "Time Warp - Is ..." validators change its name change its "Value" to "Photon Cannon" Add this new validator to the validator

    "Time Warp Viable Targets"

    This should make your Photon Cannons faster under the effect of a Chrono Boost.

    Thank you! It works perfect!

    Posted in: Data
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    posted a message on How can I make so fewer workers are needed to generate a high income?

    This might be a silly question but I can´t find a good solution to it. In current SC2 I think that 28 workers is the optimal number to have in one base to generate most resources from it.

    What aspect of the worker or mineral can I change to make 14 workers become the optimal number?

    I can´t increase their collection rate, cause that just makes them more effective overall.. I can´t increase or decrease their mining time, cause they still have to travel back and forth from the base and the mineral patch. In the meantime, a new worker can work...

    Posted in: Data
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    posted a message on Make chrono boost increase attack speed of cannon?

    How can chrono boost increase production speed at a building as well as increase the attack speed if placed on a photon cannon?

    I have no idea how to get this to work. O_O

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

    Anyone knows?

    Posted in: Data
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    posted a message on Make upgrade change weapon on unit

    Anyone wanna have a look at my map to see what´s wrong? I can PM it to you. Anyone? Anyone..?

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

    Just throw in a Remove Behavior effect so that on conversion it removes the converter buff. Also my map is for learning purposes and not copying, if you copy directly from it you will find it will not work as you want.

    Where shall I add the Remove Behaviour effect? To the "test1 ownership buff". Effect: Final? Effect: Initial? I try to add it at lots of places, nothing works :(

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

    I use the Super Warp Gate ability as a way to spawn Zerglings anywhere on the map. When I try to warp in burrowed zerglings the model does not show up in the game. Only a black & white sphere and an error message appears.

    How can I do to warp in burrowed units?

    Posted in: Data
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    posted a message on Make upgrade change weapon on unit

    This thing drives me mad T_T

    Anyone with any ideas how to get this to work?

    Posted in: Data
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    posted a message on Make upgrade change weapon on unit

    I try to make an upgrade remove the weapon of a unit and add a new weapon instead.

    I have created a new upgrade and it´s upgrade effect is type: add behaviour.

    I add the unit in Affected unit array +.

    I have created a new buff behaviour and on it's modifications I go to weapon tab and disable old weapon and enable new weapon.

    I make a new requiement called "Have upgrade x" and I add it as a requirment to the upgrade.

    When I research the upgrade, my unit does not change weapon. It still has the old one.

    Any clues?

    Posted in: Data
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    posted a message on Give splash weapon a visible effect?

    I have created a splash weapon for the phoenix from scratch. It fires a beam from it´s nose and deals damage to all enemy units in a small radius. The sound and the actors look fine.

    All enemy units that takes damage from an attack shall recieve some kind of electric shock. (Just for visual purposes.) But I can´t get it to work for my weapon.

    How can I do to add a visual effect on the attacked units?

    Posted in: Data
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    posted a message on Turn a unit into a point defence drone?

    I now fixed so the ability can be turned on and turned off. Thanks for your help.

    But the attack still only works when the vessel is standing still. I've tried a lot of stuff but nothing seems to work. Any ideas?

    I try to add a range actor and I have looked at other abilities/units to see how it works. The white circle appears once an ability is choosen to be casted, to show the cast range of the spell. I want it to be permanent on, for as long as the vessel has it´s ability activated. (A player can see how large area the anti missile defence ability covers.)

    Any clues?

    Posted in: Data
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