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    posted a message on Creating Siege Tank from scratch?

    Let's see if I can walk you through it! (For the sake of tracking things, I wouldn't rename anything until you're done and have tested it out.)

    First, right-click the Siege Tank (Siege Mode) and click Duplicate Unit. In that dialog, check Siege Tank - Unsiege, all three actors, all the effects except Splash Damage (unless you don't WANT the attack), and the weapon (again, unless you don't want the attack). Since the Tank Mode unit also appears in that list, it's apparent that there are some data references that will need to be changed later.

    Now do the same thing with the Tank Mode unit. Siege ability, actors, effect, and weapon. Go to the actors and type "Siege" in the search bar. You will see that, despite using the Duplicate functionality, there are several siege tank actors that weren't duplicated. So you'll want to duplicate SiegeTankSiegedRange, Siege Mode Sound, Si Ta Sieged Turret, Si Ta Turret, and Siege Mode Morph Model, too.

    For each actor you duplicated, go to the Events and change any references to the original tank so that they reference your new tank. If you duplicated things the way I said, you won't have to do anything to the GenericUnitMorph actors (Siege Tank and Siege Tank Sieged).

    Now go to the siege/unsiege abilities that you duplicated. For each of those, go to the Morph Info and change Info - Unit to the proper version of the new tank.

    That ought to be everything.

    Posted in: Data
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    posted a message on Melee AI

    You might be able to fix that particular issue by using a trigger to set their main town.

    Posted in: Triggers
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    posted a message on Melee AI

    @playpong: Go

    Well, did you move the start location before or after you started the melee AI and whatnot?

    Posted in: Triggers
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    posted a message on Make spawned units attack WHOLE map

    Well, if you give them an attack order and they're not moving, they're already at the location you told them to attack to, or you're telling the wrong unit to attack, or something along those lines.

    Posted in: Triggers
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    posted a message on Make spawned units attack WHOLE map

    Maybe you should check what I suggested rather than assume I'm making something up.

    Sorry. It's just called "Global Suicide" in the SC2 editor.

    "Flags all units owned by a player to suicide. Units flagged to suicide will seek out and attack the nearest enemy unit they can find until they are slain, or there is nothing left to attack."

    Posted in: Triggers
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    posted a message on Start Location problem in editor

    Did you use a point of type Start Location rather than of the normal Point type?

    Posted in: Terrain
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    posted a message on Make spawned units attack WHOLE map

    You can use the Send All Units On Suicide Mission action.

    Posted in: Triggers
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    posted a message on [Data] Tutorial: Boss bars.

    @kottonmouthx8: Go

    I did the "only show when you have something selected" thing on this map. Feel free to look. As for rearranging parts of it, I'm certain that's possible with layout overrides.

    Edit: Actually, the boss bar is a dialog made via triggers (see TriggerLibs/NativeLib.galaxy).

    Posted in: Tutorials
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    posted a message on Linking and unlinking actors, effects, etc. from custom abilities

    If you duplicate the actor, make sure you update all the ability references in the Events list. That's all you need to do to link an actor to an ability.

    Posted in: Data
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    posted a message on Rally Point Trigger Issue

    @BasharTeg: Go

    His trigger accounts for the ability to make complex rally paths. I wouldn't say it's a commonly used feature, but I would say it's not unnecessarily complicated.

    Posted in: Triggers
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    posted a message on Help with units

    First, you have to define the variable (which is basically a container). You do that in the same place you make new triggers, which is the left pane. Once you make the variable, change its type to "Unit Type," so that it can store the type of unit you want to spawn. I also suggested changing the initial value to Marine.

    Then, rather than putting a specific unit type (which is considered a Value) into your "Create Unit" action, you click the "Variable" radio button and select the variable you made.

    Posted in: Triggers
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    posted a message on Moving Starting Points?

    Is the built-in Team Placement system incompatible with your map for some reason? You could try just moving the starting units themselves if so.

    Posted in: Triggers
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    posted a message on How to read part of a string

    If you space-delimit your elements, you can use the Word of String function.

    Posted in: Data
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    posted a message on Help with units

    You should be able to just check the Player Score Value (Integer) - Enemy Units Killed rather than keeping track of kills yourself.

    StartSpawningMarauders
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
            (Player 1 Enemy Units Killed score) == 50
        Actions
            Variable - Set spawnType = Marauder
            Trigger - Turn (Current trigger) Off
    

    But yeah, you'll need a Unit Type global variable (initialize it to Marine) and then a Periodic Event trigger to create units of that type.

    Posted in: Triggers
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