Put it under the Behavior: Behaviors - Behavior field of the unit. You should find the lair/hatchery etc already has one in that field.
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DrSuperEvilGamepedia posted a message on [Solved] How can one produce multiple hatcheries with different sets of larva?Posted in: Data -
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DrSuperEvilGamepedia posted a message on [Solved/Cause Unclear]Command Card Buttons Not Showing Up In GamePosted in: DataGo to the Abilities data type and check there.
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DrSuperEvilGamepedia posted a message on [Solved/Cause Unclear]Command Card Buttons Not Showing Up In GamePosted in: DataFirst check the Ability: Commands - State is not set to supressed.
Second check the Show part of any requirements used.
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anotherzergbaneling posted a message on [Solved] How can one produce multiple hatcheries with different sets of larva?Posted in: DataA Spawn behavior is what creates the larvae. I should have been more clear; you have to create a new larva unit and create a new Train ability and add it to the new larva unit. Then set the unit created in the Spawn behavior to this new larva unit. Then replace the Hatchery - Spawn Larvae behavior on your new Hatchery with this new behavior.
Actors are just visuals applied to effects/behaviors/etc. They don't change the function of the unit. The Larva Release launch missile effect is just for when the Queen adds larvae to the Hatchery.
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anotherzergbaneling posted a message on [Solved] How can one produce multiple hatcheries with different sets of larva?Posted in: DataSounds like you'd want to have a look at the Larva - Morph Unit (Larva -> Basic) ability of the larva to see how it's done and create a new one so you can morph different units from it.
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_ForgeUser5995960 posted a message on Unfinished project (You may use it or parts of it)Posted in: Project WorkplaceA while ago I started to make a sort of puzzle/adventure type of map. Unfortunately I took on more than I could handle, the editor is too convoluted for me and there aren't enough easily consumable resources for me to improve at a reasonable pace. Anyways, if anyone would like to use the terrain for this project feel free. I feel like the data and triggers aren't done in the most effective way.
The basic premise is you play as a probe on Karax's new ship. Karax leaves for a mission and leaves a good friend, Eisel to watch over it while he is gone. Unbeknownst to you, a dark templar assassin has invaded the ship and killed Eisel.Gameplay: The way I envisioned you would progress in this game would be unlocking certain areas with 1 or more pylons (khaydarin crystals are what I call them in the map), that would open gates or portals. There would be certain areas with avoidance and puzzles to unlock more pylons to reach new areas. Over time you would discover things that would advance the story; like a nerazim ship on the 'dock', blood in the control room, etc. Leading up to a boss fight with the assassin.
Link to the project (it hasnt been approved yet)
Copy and paste this link to download, curses redirect breaks it https://mega.nz/#!FsdikbwZ!ztVEPcftb8l0oexDg06ctgX0DA2__sn2KZTMGqsQ2rU
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Edhriano posted a message on Noir : Automata - Custom Campaign FeedbackPosted in: Map FeedbackNoir : Automata is my 3rd project single player custom campaign for starcraft 2.
I've release the mission launcher and the epilogue map for the campaign
Please share what you think about the map [but please be gentle].
Is it too easy or too difficult, what you like, what you don't like.
Or perhaps you find an error / bug that I might have missed out.
I will try to fix it soon as possible
Have fun .
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prodigy45444 posted a message on How to move behavior bar iconsPosted in: TutorialsThis tutorial will teach you how to move the behavior icons to anywhere on the screen. I know all of people have wondered how to do this, so I hope its helpful to someone.
Example: http://imgur.com/mbVmGrq
First step is to add a new layout override with the xml below. *Note: This snippet is using my maps values. The default values could be used in most cases & only the frame is really needed.
<Frame type="Frame" name="GameUI/UIContainer/ConsoleUIContainer/InfoPanel/UnitPanel" file="GameUI"> <Frame type="BehaviorBar" name="BehaviorBar"> <Anchor side="Top" relative="$parent" pos="Min" offset="6"/> <Anchor side="Left" relative="$parent" pos="Min" offset="-5"/> <Height val="225"/> <Width val="64"/> </Frame> </Frame>
Final step is to hook up the UI code to dialog items in the trigger editor. First hook up the new layout override that was created above. Then each behavior icon 0-5 needs to be hooked to the new layout override. *Note: There are two different hook actions being used. One is for the new layout override & the other one is for the behavior bar icons.
Trigger: http://imgur.com/B5DFIe0
Set each dialog item containing a behavior icon to the offset/anchor to get your desired look.
Who designed this website? Its awful haha.
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DrSuperEvilGamepedia posted a message on How to change resource icon?Posted in: DataTried the UI: Resources - Icon field of the Game UI Data data type?
The demo map of my brother in post #7 also works but you need to change: "UIContainer/FullscreenUpperContainer/ResourcePanel/ResourceFrame/SupplyIcon"
to:
"UIContainer/FullscreenUpperContainer/ResourcePanel/ResourceFrame/ResourceIcon0"
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BrackMon posted a message on How to change resource icon?Posted in: DataYou can try my old tutorial video, don't know, but may be it still works.
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Stuff like this is scary. Seems like this person had many dreams and passions that were shattered due to false promises and lack of simply basic real life resources. Although that being said. Working for Blizzard might not be as pleasant as it seems. They are likely to be very demanding of their workers. For me it would likely feel just like what it is: A job.