• 0

    posted a message on Loading screen Image error

    No i havn't i even took a screen shot from the game and then changed it to .tga and still no luck I'll see if i can up load it now.

    Posted in: Artist Tavern
  • 0

    posted a message on Loading screen Image error

    Hi, All

    I have just about completed my 1st map and used corel pro to make a Loading screen image. I took some screen shots from in game and then used corel to make a final image. I then saved the file as a .TGA file, upon uploading to editor it blewup! the image will not open in the editor, but opens fine normal way? Would anyone have any interest in checking the image out? I spent a lot of time on it and really want it to work. I can e-mail the item or host it on my website and give you the link.

    this is the message at the end of the file path from the editor message box "Core: invalid or unexpected object format"

    Posted in: Artist Tavern
  • 0

    posted a message on SCV Smart Move

    Anyone?? I still need help on this problem...

    Posted in: Data
  • 0

    posted a message on Tower Defense Mazing - Stop Blocking Idea

    @scorix1: Go

    If you don't mind me asking a question what do you mean Pathing Cost, what excatly is it of you don't mind explaining.

    Posted in: Triggers
  • 0

    posted a message on SCV Smart Move

    sorry, if I had an idea of what might be wrong I would give better information....I am learning the editor and sorry for not knowing.........

    I duplicated the SCV to customize it, every thing seems to be work with it other then the move issue. I don't even know where to start looking inorder to solve this issue. This help, not sure what i need to ask to solve an Issue i know nothing about thus why I am asking for help.

    Field Builder Ability - Abilities - Ability (Stop|Move|SCV - Builder Build (SCV) )#

    Ability - Command Card - Buttons - Ability Command ((Move|Stop|Hold Position|Patrol|Patrol|Cancel)|(Build Command Center|Build Marine Bunker |Build Basic Turret|Build Firebats Bunker|Build Ghosts Bunker|Warp In Basic Photon Cannon)|(Build Shadow Ops|Build Factory|Build Armory|Build Starport|Build Fusion Core|Build Armory))*

    Ability - Command Card - Buttons - Behavior ((|||||)|(|||||)|(|||||))

    Ability - Command Card - Buttons - Column ((0|1|2|3|0|4)|(4|0|3|1|2|4)|(0|0|1|0|1|4))

    Ability - Command Card - Buttons - Face ((Move|Stop|Hold Position|Patrol|Build Structure|Halt)|(Cancel|Build Marine Bunker |Build Basic Turret|Build Firebats Bunker|Build Ghosts Bunker|Warp In Basic Photon Cannon)|(Build Shadow Ops|Build Factory|Build Armory|Build Starport|Build Fusion Core|Cancel))

    Ability - Command Card - Buttons - Requirements ((None|None|None|None|None|None)|(None|None|None|None|None|None)|(None|None|None|None|None|None))

    Ability - Command Card - Buttons - Row ((0|0|0|0|2|2)|(2|0|0|0|0|0)|(0|1|1|2|2|2))

    Ability - Command Card - Buttons - Submenu Card ID ((||||TBl1|)|(|||||)|(|||||))

    Ability - Command Card - Buttons - Submenu Full Validation ((Disabled|Disabled|Disabled|Disabled|Disabled|Disabled)|(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled)|(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled))

    Ability - Command Card - Buttons - Submenu Is Sticky ((Disabled|Disabled|Disabled|Disabled|Disabled|Disabled)|(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled)|(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled))

    Ability - Command Card - Buttons - Submenu State ((|||||)|(|||||)|(|||||))

    Ability - Command Card - Buttons - Type ((Ability Command|Ability Command|Ability Command|Ability Command|Submenu|Ability Command)|(Cancel Submenu|Ability Command|Ability Command|Ability Command|Ability Command|Ability Command)|(Ability Command|Ability Command|Ability Command|Ability Command|Ability Command|Cancel Submenu))

    Ability - Command Card - Card Id (|TBl1|TBl2)

    AI - AI Override Target Priority 10

    Behavior - Damage Dealt (Veterancy) 1

    Behavior - Damage Taken (Veterancy) 1

    Behavior - Response Flee

    Combat - Attack Target Priority 20

    Combat - Death Reveal Radius 3

    Combat - Default Acquire Level Defensive

    Combat - Kill Experience 10

    Combat - Weapons - Turret ()

    Combat - Weapons - Weapon ()

    Cost - Cost (50|0|0|0)

    Cost - Cost Category Economy

    Editor - Description Basic worker unit. build Terran structures.<n/><n/><c val="#ColorAttackInfo"></c>

    Editor - Editor Categories ObjectType:Unit,ObjectFamily:Melee

    Editor - Editor Comment

    Editor - Editor Description

    Editor - Editor Prefix

    Editor - Editor Suffix

    Movement - Acceleration 6

    Movement - Collide Unused (Land 09)

    Movement - Lateral Acceleration 46

    Movement - Mover Fly

    Movement - Plane Array Ground, Air

    Movement - Radius 0

    Movement - Separation Radius 0

    Movement - Speed 6

    Stats - Cargo Size 1

    Stats - Life Maximum 45

    Stats - Life Starting Amount 45

    Stats - Mob Multiplayer

    Stats - Race Terran

    Stats - Repair Time 16.6670

    Stats - Score - Kill 100

    Stats - Score - Produce 50

    Stats - Sight Radius 10

    Tech Tree - Glossary Category

    Tech Tree - Glossary Priority 10

    UI - Fidget - Chance Array (33|33|0|33)

    UI - Life Armor Name Terran Infantry Armor

    UI - Minimap Radius 0.375

    Unit - Attributes Light, Biological, Mechanical

    Unit - Flags Turnable, Movable, Worker, Cannot Be Clicked, Cannot Be Highlighted, No Tooltip, Prevent Destroy, Use Line of Sight, Kill Credit, Show Resources

    Unit - Name Builder

    Unit - Score Result Build Order

    Unit - Subgroup Priority 6

    Posted in: Data
  • 0

    posted a message on SCV Smart Move

    In my map my SCV is a moron it only moves in a straigh line and will not move around objects on i'ts own, any help on this would be nice please.

    Posted in: Data
  • 0

    posted a message on Tower Defense Mazing - Stop Blocking Idea

    I am unsure if this is what your asking but I had a similar issue. Units would reach a region which would cammand them to the next region and they would get stuck on the very edge of the region(would only happen on corners for me). I made the below trigger and put a region over the area that the unit(s) where stopping at or becoming idle at.

    <> - UnitBecomesIdle

    Events

    Unit - (Agent of player XX for (Triggering unit)) Becomes idle

    Local Variables

    Conditions

    Actions

    General - If (Conditions) then do (Actions) else do (Actions)

    If ((Triggering unit) is in Region XX) == ((Triggering unit) is alive)

    Then Unit - Move (Triggering unit) instantly to (Center of Region XX) (No Blend)

    Else

    Hope this is of help...

    Posted in: Triggers
  • 0

    posted a message on Unit stops moving

    I have solved this issue with the following trigger if this helps anyone else that may have this issue:

    <> - UnitBecomesIdle

    Events

    Unit - (Agent of player 5 for (Triggering unit)) Becomes idle

    Local Variables

    Conditions

    Actions

    General - If (Conditions) then do (Actions) else do (Actions)

    If ((Triggering unit) is in Corner 4) == ((Triggering unit) is alive)

    Then Unit - Move (Triggering unit) instantly to (Center of Region 013) (No Blend)

    Else

    Posted in: Triggers
  • 0

    posted a message on Unit stops moving

    I will try to do that then let you know how I made out. I'm still learning the editor so thank you for your time to help!

    Posted in: Triggers
  • 0

    posted a message on Unit stops moving

    Hi all,

    Here is the problem I am having: When Enemy units get to region 13 and get a command to turn the corner some of the units in the group stop moving and don't make it to region 13. This leaves them stuck on the map. I did put a region over the corner and tryed to make it be for "if unit becomes Idle then do this command" well that didn't work here is the trigger: <> - UnitBecomesIdle Events Unit - (Agent of player 5 for (Triggering unit)) Enters Corner 4 Local Variables Conditions Actions General - If (Conditions) then do (Actions) else do (Actions) If (Idle Units for player 5) == (Units in Corner 4 having alliance Ally with player 5 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) Then Unit - Move (Triggering unit) instantly to (Center of Region 013) (No Blend) Else

    • If you guys have any better way to get them around the corners fill me in on another way please. For little more info I have a different region that tells them to go to Region 13, then the trigger tells them to go the next region. and the above trigger looks for units that becom idle.
    Posted in: Triggers
  • 0

    posted a message on simplify move trigger

    I am new to map creation, thus i used videos to do some of the INI setup on this map to learn the editor. How would I set this up, could I get some advise to follow inorder to do it with an array?

    or Would i just make a gobal variable and to the something like the below wording??

    Variable named "Waypoints" Type: point Array:XX(being number of total points)

    -Do I link all the "move to points" in another trigger to put them in some type of order? Then how would I loop thru this in a Trigger, would be something like this??

    Event: Triggering unite of player 5 enters any region in waypoints

    Action: unite of player 5 enters any region for "Waypoints" move triggering unit(s) to next point/region in "Waypoints" order sequnce?

    -Maybe with the above I answered my own question. I just sorta typed what i though would make sense.

    Posted in: Triggers
  • 0

    posted a message on simplify move trigger

    I have made a trigger to move a unite from one region to another would like to simplify it if possable.

    Trigger states:

    Events: Unit enters/leaves region unit: agent of player for unit Player: 5 Unit: Triggering Unit State: enters region: Region 001

    Action: (this is the long part i would have to repeat this 21 tims for all the move points) Unit - Order all units in (Units in (Units in (Triggering region) having alliance Ally with player 5 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) within Region 001, with at most Any Amount) to ( Move targeting (Center of Region 002)) (Replace Existing Orders)

    This is setup so player 5 spawning in 4 locations, each location joins the way points at different points then follows them so on. I would have to repeat the above trigger 17 more times to get them all to the end point. Just woundering if the best way is to make the above trigger in order to get the unites thru all way points. When the unite enters region 001 the triggers take over moving them the rest of the way to the end region.

    Posted in: Triggers
  • 0

    posted a message on Missile Turret not working

    Glade to hear I was able to help someone, after being helped by someone else from this site. I have found that the look and compare method is very slow but it helps and work in the end.

    Posted in: Data
  • 0

    posted a message on Bunker Abilities

    Not trying to Jack thread just seems to make since to add my question here so their 100 threads for bunker abilitys.

    I have constructed a unit to make a Bunker, when the bunker comes into the game I have triggers setup that auto load the unit type I have it setup for into the bunker I have directed it too. The problem I am having or question is: I have the bunker setup so units cannot be unloaded however if you click on the bunker and mouse over the display of the cargo inside, it gives you the ability to unload that unit. I have gone thru everything and removed all the "Unload" abilitys in Fields:

    Field Firebats Bunker

    Ability - Abilities - Ability (Build in Progress|Bunker - Firebats Load-Unload (Bunker)|Attack Redirect)

    Ability - Command Card - Buttons - Ability Command ((|Attack (Redirect)|Stop (Redirect)|Cancel|Cancel|))

    Ability - Command Card - Buttons - Behavior ((|||||))

    Ability - Command Card - Buttons - Column ((0|4|1|3|4|4))

    Ability - Command Card - Buttons - Face ((Select Builder|Attack (Redirect)|Stop|Halt|Cancel|Cancel))

    Ability - Command Card - Buttons - Requirements ((None|None|None|None|None|None))

    Ability - Command Card - Buttons - Row ((0|0|0|2|2|2))

    Ability - Command Card - Buttons - Submenu Card ID ((|||||))

    Ability - Command Card - Buttons - Submenu Full Validation ((Disabled|Disabled|Disabled|Disabled|Disabled|Disabled)) Ability - Command Card - Buttons - Submenu Is Sticky ((Disabled|Disabled|Disabled|Disabled|Disabled|Disabled)) Ability - Command Card - Buttons - Submenu State ((|||||))

    Ability - Command Card - Buttons - Type ((Select Builder|Ability Command|Ability Command|Ability Command|Ability Command|Ability Command))

    Ability - Command Card - Card Id ()

    I also removed anyhting that said unload in the abilities data source for "Bunker - Firebats Load-Unload (bunker)" and still you can mouse over the unite in the cargo display and it will unload. The only fix seemed to work is to make the bunker uncommandable, but this looks half ass in game because it still says unload unit, Is this the only way to do it?

    Posted in: Data
  • 0

    posted a message on Missile Turret not working

    @Brathnann: Go

    Here is what I was told to do for my issue I had with it, they worked too! You'd need to duplicate the Missile Turret unit itself and then checkbox:

    1.all of the Actors 2.the Missile Turret effects 3.the Missile Turret turret 4.the unit Weapon - Longbolt Missile 5.the weapon Missile Turret - Longbolt Missile Then you'd have to go through and rename each one from Missile Turret Copy to whatever you wanted to call it. Then at each point on each new item you'd need to link them together correctly so that they still work. Where and how they link is different on each item, and will take you at least 20 minutes even if you knew what you were doing well. I'd start with the weapons, then the effects, then the actors last.

    -I also did have to duplicate some actors over because they did not copy correctly the 1st time around. All I did was follow the above step giving to me, then I looked at all the Items for the turret I copied and check to make sure everything was same. For example The splat(which make unite rotate) did not cope over completely. So I had to go back to "Actors" tab and copy it from their again and I check the box under it then had to re-link the model for it and now I have a 100% working Missile turret. I will try to help you best I can though i'm new to the editor as well, but man did copying this unite cause major head ache for me.

    Posted in: Data
  • To post a comment, please or register a new account.