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    posted a message on Enabling Campaign Tech Units for Heart of the Swarm/Legacy of the Void Campaign Missions?

    How is this done? Obviously it's more than just using the trigger event since I've tried that and nothing happens (units just default to default units)

    Posted in: Miscellaneous Development
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    posted a message on How to create a sound emitter doodad?

    I guess I did it? It still doesn't make noise in the editor (only in-game) but it works as intended. Apparently you have to manually set the sound to a sound ID in "custom" via the events with the sound emitter.

    Posted in: Data
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    posted a message on How to create a sound emitter doodad?

    I've been trying to copy the way they're done in the default doodads (like the "Alarm Light") but no matter what I try to do (even altering the Alarm Light to change its sound) I can't get any new sound emitter doodad to work. I've searched the forums and all over the internet but I can't find anyone who has even attempted this or asked about it.

     

    I figure I'll know it works when the sound will play in the editor from the doodad and not just in-game (as it does with the alarm light). So what am I doing wrong or how do I even start to do this correctly?

    Posted in: Data
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    posted a message on (Solved) [Unit][Actors][Abilities] Weird animation/model bug with custom siege tank.

    Duplicating the siege tank (and its tank mode) does nothing. The same exact error (where the models are overlapping) occurs even on a clean map. Even worse, if I place an unsieged tank on the map and try to siege it in a test, it will no longer be selectable or move. Is there any tutorial for creating custom siege tanks? This is ridiculously over complicated.

    Posted in: Data
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    posted a message on (Solved) [Unit][Actors][Abilities] Weird animation/model bug with custom siege tank.

    Here's an odd development. While trying to fix this, I'm trying to do a duplicate procedure (as described in other threads like this one). I copy just the actor(s) and the abilities. When I change the name of the siege mode version of the tank, it automatically changes the names of the default Siege Tanks to whatever I name the duplicate of the siege mode tank. That is REALLY odd.

    Posted in: Data
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    posted a message on [Resolved][Units]Creating new siege tank erases regular siege tank. How can I get the original back?

    I found a backup (thank Dio it was enabled) that didn't have my custom tank created yet. Luckily it was the ONLY new thing I had added since the last save I did. To anyone else having this issue, MAKE SURE YOU HAVE YOUR EDITOR SET TO BACKUP YOUR MAP.

     

    EDIT: As an addendum. Siege tanks are such a pain to deal with in the data editor. I guess before working with one one may have to create a whole new mod JUST to mess with siege tanks so you don't mess them up in another map/mod.

    Posted in: Data
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    posted a message on (Solved) [Unit][Actors][Abilities] Weird animation/model bug with custom siege tank.

    You'd have to look at the image because I don't really know how to describe it. I also don't know where to look to "delete" these duplicate entries to get rid of the warning. I almost feel like there should be a tutorial just dedicated to creating custom siege tanks because, based on my searches on these forums, there are a LOT of issues with them.

     

     

    Posted in: Data
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    posted a message on [Resolved][Units]Creating new siege tank erases regular siege tank. How can I get the original back?

    I created a new siege tank (copying from the original siege tank) and now the original siege tank (both tank and siege mode) have disappeared from the data editor.

     

    Besides creating a new siege tank, I've also created the siege mode version (copying from the siege mode version, again) and I've created new actors for them (copying from the original actors).

     

    Why is the siege tank now gone and all references to it (even in abilities I've never touched) are replaced with my new unit?[

     

    Also, how can I get the unit back? I've done this all in a mod so if I try to make a new map with the mod it erases the siege tank on that map as well.

    Posted in: Data
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    posted a message on [Solved][Behaviour/Requirement] Help Adding Reactor Behaviour to Protoss Structures

    I've figured it out.

     

    Here is what I did:

    Instead of creating a NEW behaviour and copying from "nuclear reactor - queue buff", I literally duplicated the behaviour (and its requirement) and then went into the requirements tab and edited the duplicated requirement to be my research being completed.

     

    If you like, I could try to provide some pictures of it for other people's sake (but I don't know how to embed photos >.>).

    Posted in: Data
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    posted a message on [Solved][Behaviour/Requirement] Help Adding Reactor Behaviour to Protoss Structures

    Well, at the moment, I won't have access to my computer with the map and all its files on it for 7 hours, but I can tell you I have modified nothing on the behaviour buff itself besides changing its requirement from needing a completed, attached reactor to researching an upgrade.

     

    I looked at a barracks/factory/starport and saw in their behaviours that there is a behaviour that says "reactor queue buff". What I did was create a new behaviour (copying from the "reactor queue buff" behaviour), then I went into my custom structure and applied the behaviour in its behaviours. If I remove it, the problem of "producing 2 units at once but at double the cost" problem goes away, but then I can't do the whole "produce 2 units at once with a modified queue like a reactor allows for" thing that I want. It DOES successfully open up the queue to producing 2 units at once in the queue and being able to put 10 units into the queue after the research is done. My ONLY issue is that it is producing double the units at double the cost of the units.

     

    When I get home I will also try putting the vanilla reactor queue buff on it to see if it gives me the same bug. But for now, I hope the additional information I'm able to provide helps. :)

    Posted in: Data
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    posted a message on [Solved][Behaviour/Requirement] Help Adding Reactor Behaviour to Protoss Structures

    In reply to DrSuperEvil:

     I'm afraid I don't understand the question. :( Like, I don't know what extra pictures to provide.
    Posted in: Data
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    posted a message on [Solved][Behaviour/Requirement] Help Adding Reactor Behaviour to Protoss Structures

    This is my first time ever asking for help on any forum since most topics that I've wanted to find a solution for HAVE a solution out there, but this problem apparently is too specific.

    I am trying to make buildings like the Nexus and Gateway gain the reactor ability after a research is done. I have 2 problems so far.

     

    The first problem is buildings constructing 2 units at a time despite only 1 being in the queue (and it also doubles the cost of the unit being produced, for some reason). This ONLY happens if the structure has the custom Queue Buff behavior. They have the requirement of the research being completed, but for some reason, not having the research done only prevents me from doing the thing that buildings with reactors do in that 2 units are trained at once. Even then, after the research is done and the building allows me to see two units being trained at once with the queue of `10, the units are still coming out as 2 per 1 trained and at double the cost.

     

    So my question is... what am I doing wrong? How can I make protoss buildings have the reactor buff without this whole "increasing the cost of the unit but making 2 at once" bug?

     

    (there should be another image showing that 2 units were made at once)

    Posted in: Data
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