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    posted a message on Weird Requirement Bug

    So, I'm trying to make something require the Roach Warren and the Lair/Hive, which is Alias_Lair, but when I test the map it says, " - FIXME: Alias_Lair" instead of "- Lair"

    Like this.

    http://img46.imageshack.us/img46/8468/screenshot2013012723095.jpg

    This is my code: CountUnit(Alias_Lair,CompleteOnly) && CountUnit(RoachWarren,CompleteOnly)

    The requirements still work, but this is just a huge and major nuisance.

    Posted in: Data
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    posted a message on Ghost - Drop Pod Ability Remake

    @DrSuperEvil: Go

    That doesn't really help me all that much.

    If anyone could break it down for me very easily that'd be appreciated. But I think I'll just go with how it looks in the Terran Reveal Trailer, which just drops 12 Marines. I assume that in the reveal trailer, you prepare it at the Ghost Academy. But I'm just going to make it cost 75 energy.

    Again, if you could break it down easily for me it'd be appreciated. ^^

    Posted in: Data
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    posted a message on Ghost - Drop Pod Ability Remake

    @TheAlmaity: Go

    Okay, so I think I'm almost there. I have this so far:

    Apply Behavior Effect that is "Drop Pod Launch" which is using Unit - Effect - Drop Pod Calldown.

    An Issue Order Effect which is the Drop Pod Calldown that has the Unload order.

    For the ability, I have this:

    Calldown Effect - Drop Pod Calldown.

    Effect - Drop Pod Launch.

    And I have the Search Effect:

    Search Area Effect under Areas I have Area: 0 Arc: 360 Effect: Drop Pod Launch Maximun Count: 1 Radius: 500 Radius Bonus: 0

    So anything I'm missing or have done wrong?

    Posted in: Data
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    posted a message on Ghost - Drop Pod Ability Remake
    Quote from TheAlmaity: Go

    @Templarfreak: Go

    As soulfilcher said, you can apply behaviors to the transport when a unit is loaded into it. Make a requirement that checks for that behavior (It is possible to check for a total count of behaviors, not only the count on the specific unit, so that shouldn't be a problem) to see if anything is loaded. Then set the transports abilities unload range to 500.

    So just to be clear for the requirement would be Type: Count Behavior Alias: (Behavior) State: Total?

    Quote from TheAlmaity: Go

    @Templarfreak: Go

    When you set up the drop pod ability, use a big search area effect to find a ghost academy with a unit in it (use a validator to check for the behavior) and use an issue order effect with "unload" as the order and target the target point of the abilities persistent effect you are using (I take it your drop pod is set up similarly to that of the MULE) I haven't worked much with transports, but that should probably work.

    I'm not sure what you mean by "use a big search area effect" ...I'm pretty new to all this so I don't know everything.

    Posted in: Data
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    posted a message on Ghost - Drop Pod Ability Remake

    Er, I'll rephrase that. I mean a requirement for an ability that's for a completely different unit. What I'm attempting to do is re-create the Ghost drop-pod ability in the early alpha versions.

    I need this to be done:

    The Ghost Academy has at least 1 unit loaded. Ghost can use Drop-Pod ability, and it drops the unit that is in the Ghost Academy. If not, then the Ghost can't.

    I suppose this would be a bit more complicated for me than I could actually do on my own, like for instance how would I remove the unit from the Ghost Academy after the drop-pod has been dropped, or better yet while it is being dropped?

    Posted in: Data
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    posted a message on Ghost - Drop Pod Ability Remake

    I'm just curious, is the Cargo-Size limited to 8?

    As an added question, how would I make a requirement to make sure at least 1 unit is in a structure?

    Posted in: Data
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    posted a message on The Texture Shop (request icons and textures)

    Hey, uh. Mind if I request somebody to recolor the Incendiary Gauntlet Icon?

    I'm making a mod (No idea if it'll become public or not) and I need it for completion purposes. =p

    Edit: It'd also be nice if someone could recolor the SCV emission to blue and convert it to DDS for me. Thanks. ^^

    Posted in: Art Assets
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    posted a message on Reaper D8 Charge Ability

    Well, I have been trying to figure it out for a few days now, scoured this website as well as Google and nothing. So I guess I'll ask.

    How exactly do I fix that ability? It seems to be still in the game, but when I add it to the Reapers abilities and put the button and change the ability for the button to D8 Charge (Also known as G-4 Cluster Bomb), and then launch the game the button doesn't show up. I am pretty new to messing around with the Data Editor, so explain it simple. =)

    EDIT: I swear, I tried messing with the requirements already. But that was it, I guess.

    NEXT QUESTION:

    Eh, I copied the Stim to be used for another unit and it doesn't say what it requires before it can be used. Even though it has the EXACT same requirement as the normal Stim. Any ideas?

    Posted in: Data
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