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    posted a message on Help me create a Heal station

    Alright, at this point, I think I understand what you are trying to do.

    There are almost three levels. The first is the main power supply, which allows the towers to activate. The towers then send out the SCV reparibots, feeding them energy as they heal.

    Once again, not sure what has said in previous posts, but I think that I can give a basic overview of what has been said. Tell me if I am wrong...

    1) The main power souce is given a search behavior, searching for all repair towers in its radius. If it finds any, it applies a behavior to the tower, enabling it to send out the SCV's. 2) The tower has a search behavior as well, searching for friendly, damaged units that need to be healed. 3) If it finds any, it will send out an SCV from its magazine, with the command set to heal. 4) When the SCV is released, the tower that sent it applies a persistant that will periodically check if the SCV has less than full energy, and if the tower has energy to give. If it does, it will give the SCV energy. 5) When there are no targets, the SCV returns and the persistant is destroyed.

    Is that pretty much what you are saying?

    (Also, I'm pretty sure that the SCV's are refered to as the casters, the unit they are sent to heal is the target, and the tower that sent the SCV's are the source. I am pretty sure about that, not sure if that has been said, but I figured that is pretty important information that can be confusing)

    Posted in: Data
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    posted a message on Extra Unexplainable Weapon

    @PBobbert: Go

    I am at this point almost 100% sure it is an actor issue. Look through all of the actor events in both the original banelings and the new ones, and see if there are any actor events that don't belong.

    However, in the future I would recommend duplicating the units, or making entirely new ones, not based off of anything. That way you should be able to avoid most of the errors.

    Posted in: Data
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    posted a message on Extra Unexplainable Weapon

    @PBobbert: Go

    There is something linked from the original unit to the new unit, I'm just not sure what. You can tell because the centrifical hooks upgrade is still there for both of them, that shouldn't happen if there wasn't something linking the 2 units... However, I can't really tell what it is. If you attach the map file I could take a look at it if you want.

    EDIT: It is possible that once of your actors is linking them together. Make sure that the actors are creating the right unit, and not the original baneling. I think that could happen if you make them based off of, instead of duplicating the original.

    Posted in: Data
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    posted a message on Can the editor be used to send a virus?

    @Mephs: Go

    R-r-r-r-r-r-r-r-reall-l-l-l-l-l-l-ly????? W-w-w-w-w-w-w-w-wha-a-a-a-a-ats the second sign????

    I'm scared now... I'm afraid of ghosts, and so is my computer...

    (Referring to the original post, no, it is not a virus. I don't know what map you are talking about, but I can safely say that it is not a virus. There are some bugs in the editor, in fact one of mine had one, that will cause the game to freeze and then you have to close the game. As far as I can tell these bugs only will affect your SC2, not your computer. Nothing to worry about, I would say)

    Posted in: General Chat
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    posted a message on Objective Help

    Just confirming what BasharTeg said, a unit group variable would most likely be the best way to go. Or an int that is decreased by one ever time you kill a missile turret. Then that would link back to the objective.

    I would still recommend the unit group variable however.

    Posted in: Triggers
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    posted a message on Extra Unexplainable Weapon

    @PBobbert: Go

    By attached I mean linked to the unit. You can create a weapon, and then never attach it to a unit. You can also attach the same weapon to more than one unit. So what I am asking is whether you have the original weapon attached to the buried version of your "big baneling", and then your custom one attached to the unburrowed one?

    Posted in: Data
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    posted a message on Simple noob question

    @kenxftw: Go

    Well no, I don't think your quite getting the idea.

    Think of each invisible unit as a region. Make the search effect's radius be however large you want the "region" to be. If you can't get a mental picture, put down the unit, then put down a circle region with the center being where the unit is. When you get it to be the right size, check and see what it's radius is. Then go into the search effect of that unit, and set the radius of the effect to the radius of that region. Then just delete the region. You would only need 1 unit for each "kill zone" that you want to make.

    Also, you can merger regions. So you could make a bunch of regions in different areas, then merge them as one. However, I have heard that that method is unreliable and causes quite a bit of lag. You can try it though.

    Posted in: Triggers
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    posted a message on Simple noob question

    @kenxftw: Go

    Unfortunately, that won't work. The reason is technically the entire map is region. The playable area is a region. So... it just won't work. You have got to make a trigger for each area, unless there are like, 50 of them.

    If that is the case, I would recommend created an invisible unit that is completely undetectable in any way. Then give it a behavior that constantly checks for units in its radius. If a new unit is detected, it will damage that unit with the death animations being whatever you want. Just set the "kill" flag to on, and it will automatically kill any unit that comes within its range. So, essentially, a "kill zone". And, even better, you don't have to use any triggers at all! Less lag, less mess.

    Posted in: Triggers
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    posted a message on Tofu (Project TMA) Official Thread

    @Maknyuzz: Go

    Ya, and also Blizzard and Activision are technically partners, not one company. In fact, they have very different views on how to make money. Activision would die before allowing customers to mess with COD gameplay.

    Seriously, if I had time I would find the old article on how much Activision is against modding. And then Blizzard, providing us with the editor! Partners, VERY different companies.

    Also, I agree with you. Games should cost more. However, they are starting to figure it out, but charging so much for new map packs. The Xbox marketplace, I predict, is going to be the primary way these companies (Whoever makes Halo, Activision, Infinity Ward if they ever come back, ETC) to make their money.

    Just my prediction, no real facts behind it at all.

    Posted in: Project Workplace
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    posted a message on Suggestions for screen recording system, anyone have any?

    Alright, are you guys ready for the ULTIMATE noob question?

    What is a codec?

    Posted in: General Chat
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    posted a message on Extra Unexplainable Weapon

    Yes, what REDlandry said. On top of that, it looks like you have only the original weapon attached to the burrowed version. Is it possible that you have the original attached to the burrowed version, and your version attached to the unburrowed version?

    If not, I would recommend starting over. Don't even duplicate the model, it is unnecessary. Just the unit and actor, and then change the model size through the actor instead of the model. This should make it literally impossible to have cross linked abilities attached to your "banelings".

    Posted in: Data
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    posted a message on Halo Forge + SC2 Galaxy Editor = Epic

    @wOlfLisK: Go

    Hehe, ya.

    Posted in: Off-Topic
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    posted a message on Help me create a Heal station

    @DrSuperEvil: Go

    I get how to do what he is suggesting, what I don't really understand is why... Is his point that the healing tower can only heal for a certain amount of time? Kind of like a medivac, except instead of beams using SCV's?

    Posted in: Data
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    posted a message on Help me create a Heal station

    @DrSuperEvil: Go

    Ah, yes I was. Hmmmm. Not quite sure why that would be necessary though... Or advantageous. Eh, W/E. I tried to help, all that counts, right? hehe.

    Posted in: Data
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    posted a message on Help me create a Heal station

    Not quite sure what has been recommended here, so I will just say what I would do. I might just be repeating someone else, so don't get mad at me...

    1) Make a magazine, and assign the SCV's as the ammo. 2) Add a search effect to the healing tower, that searches for all allied/player units in its radius. Make sure the maximum units is sent to 1. 3) If it finds a unit that fits that description, order the magazine to send out 1 SCV, with default ability as heal instead of the standard attack. Add a validator to make sure the unit has less than full health, or any other undesired traits. For that you would use target. 4) You won't need to use energy, because the magazine will control how many SCV's it has. If you want, you can edit how the SCV's are added back to the healing tower when they are destroyed. You can make it manual, or an auto-cast system. Look at the carrier's abilities/behaviors/effects to get this part right. 5) That should be it. You will want to make a validator at some point making sure that the unit is not already being healed, which would be done by applying a behavior to all units being healed.

    This should work pretty well. Just make sure that the "turn off auto-cast when owner leaves" is checked. I think that is what causes the SCV's to return to the tower when there is nothing else to heal. I'm not sure on that one though.

    There are some variations of this that could make it do exactly what you want it to do, but this should be basically what you want... I think.

    Once again, sorry if someone already said this, I just didn't feel like reading every single post.

    Posted in: Data
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