I post a download link here. So that you might be able to help me a little better.
Download the current status of my mod here: http://www.megaupload.com/?d=QDLFQ8F6
NOTE: This is NOT the final version of my mod!
Of course not all upgrades and units in my mod are available at the same time.
You will need to make choices...
Data Editing is complete now. I only need to finish the triggers and then it's done.
HOWEVER there are some issues that I can't solve on my own.
Here's a list of the issues I found...
Terran Issues
Issue 1: "No DropPods for Heroes"
I want the Infantry heroes to appear via DropPods. But I don't know how to do this...
I already started working on it and it still doesn't work. Did I miss something?
Issue 2: "Defensive Matrix doesn't work properly"
I took the ability from the Battlecruiser and wanted to make it like it was in SC1/BW.
So I gave it to the Science Vessel and made it a Target-Ability.
But it only works if I target the Science Vessel itself. But if I target other units, nothing happens...
Issue 3: "How to fix the Hyperion?"
Seriously, the Hyperion is OP in the over 9000 way. I wanted to nerf it to make it playable.
But I can't figure out how to make it attack like a Battlecruiser.
And as the way it currently attacks, I want it to be a special ability instead. Like the Missile Pods...
Issue 4: "Shaped Blast = ERROR!"
I included the Shaped Blast upgrade for Siege Tanks.
But it doesn't work. If you go Siege Mode and want to attack something AFTER the upgrade is done, you cannot attack anything.
And if you click on a target, the red message to the left just says 'Error'.
Zerg Issues
Issue 1: "Can't supply limit the use of the Leviathans spawn abilities"
By default, you can spawn Mutas and Lords even if you're supply blocked.
But I want to limit it. So that you can't use it, if you are supply blocked.
How can I do this?
Protoss Issues
Issue 1: "Shield Regen doesn't work properly"
I gave the Sentry a Shield Regeneration ability.
Based on the Nano-Repair ability of the Science Vessel. Only that it regenerates Shields instead.
But it doesn't work properly.
Download the Mod and see for yourself...
Issue 2: "No Planet Cracker on the Move"
Okay. This would be imba. But for later projects, this might be useful.
I do want to be able to move while using the Planet Cracker. But I can't figure out how to do this.
Those are the issues I found. If you find some on your own, feel free to tell me. ;)
And please help me, so I can fix these issues and get the project running eventually.
Issue 1: "No DropPods for Heroes"
I want the Infantry heroes to appear via DropPods. But I don't know how
to do this...
I already started working on it and it still doesn't work. Did I miss
something?
The Campaign does it. I don't know exactly how to do it but you should check the campaign. It probably has to do with the "Effect - Calldown" fields.
Issue 2: "Defensive Matrix doesn't work properly"
I took the ability from the Battlecruiser and wanted to make it like it
was in SC1/BW.
So I gave it to the Science Vessel and made it a Target-Ability.
But it only works if I target the Science Vessel itself. But if I target
other units, nothing happens...
Go to the Defensive Matrix ability and make sure the Target Filters are correct. You want to check for the "Self" filter.
Issue 3: "How to fix the Hyperion?"
Seriously, the Hyperion is OP in the over 9000 way. I wanted to nerf it
to make it playable.
But I can't figure out how to make it attack like a Battlecruiser.
And as the way it currently attacks, I want it to be a special ability
instead. Like the Missile Pods...
Go to the Hyperion unit and change its Weapons field so that it is identical to that of the Battlecruiser. For the ability, I would make the ability activate a behavior on the unit which gives the additional weapons of the Hyperion.
Issue 4: "Shaped Blast = ERROR!"
I included the Shaped Blast upgrade for Siege Tanks.
But it doesn't work. If you go Siege Mode and want to attack something
AFTER the upgrade is done, you cannot attack anything.
And if you click on a target, the red message to the left just says
'Error'.
I'm afraid I'm not quite sure what the Shaped Blast upgrade should do.
Issue 1: "Can't supply limit the use of the Leviathans spawn abilities"
By default, you can spawn Mutas and Lords even if you're supply blocked.
But I want to limit it. So that you can't use it, if you are supply
blocked.
How can I do this?
Go to the Leviathan's spawn units Ability. Open the flags field and make sure that "Supply" flag is set correctly.
Issue 1: "Shield Regen doesn't work properly"
I gave the Sentry a Shield Regeneration ability.
Based on the Nano-Repair ability of the Science Vessel. Only that it
regenerates Shields instead.
But it doesn't work properly.
Download the Mod and see for yourself...
Issue 2: "No Planet Cracker on the Move"
Okay. This would be imba. But for later projects, this might be useful.
I do want to be able to move while using the Planet Cracker. But I can't
figure out how to do this.
I think you can check "Transient" and "Allow Movement" under the Planet Cracker ability's flags.
The Campaign does it. I don't know exactly how to do it but you should check the campaign. It probably has to do with the "Effect - Calldown" fields.
I already determined the Calldown-Effect for the heroes. When I train them, it's just like a DropPod is dropped... only that there is no DropPod.
They just say their Intro-Speech when I click em and after a few seconds they appear, just like they exited a DropPod.
But no DropPod appeared... :/
Quote:
Go to the Defensive Matrix ability and make sure the Target Filters are correct. You want to check for the "Self" filter.
I did. But it doesn't work. Only when it targets itself...
Quote:
Go to the Hyperion unit and change its Weapons field so that it is identical to that of the Battlecruiser. For the ability, I would make the ability activate a behavior on the unit which gives the additional weapons of the Hyperion.
Well, I want the Hyperion to keep its weapon. Otherwise it would just be as strong as a normal Battlecruiser. Which would be a little stupid.
But I don't want it to unleash an entire energy rain that destroys everything around itself in mere seconds.
Quote:
I'm afraid I'm not quite sure what the Shaped Blast upgrade should do.
It is the campaign upgrade for Siege Tanks in Siege Mode, that reduces the damage done tp friendly units by 75%.
Quote:
Go to the Leviathan's spawn units Ability. Open the flags field and make sure that "Supply" flag is set correctly.
There is no 'supply' flag. o.O
Quote:
Don't know about this.
Just use the download link above and see for yourself.
Quote:
I think you can check "Transient" and "Allow Movement" under the Planet Cracker ability's flags.
Hmm, it still doesn't move while using the Planet Cracker. But oh well... Maybe it's better that way. ;
K for your Zerg spawning issue, limiting the Leviathan spawn to stay at max 200 supply.
Create a new Validator type; Player Compare Food Available. Value set to 2(for mutas), Player+ set to Caster, Compare set to... Greater Than Or Equal To. You can test each out if >= doesn't work, just try <=. That's how I do it, validators return false so I just test out. Call this one something like Can Spawn Mutas
make a second one, value set to however much supply Brood Lords take(3?) and do the same, call it Can Spawn Broodlords.
If you don't have enough food available, the Leviathan may spawns the Eggs, but nothing comes out of it.
But this is not how I want it to be. As it still costs the resources, even if you are food locked.
I want it to be as if training a unit when supply blocked.
Making the Leviathan not use the ability at all and hear the Queen say "SPAWN MORE OVERLORDZ111"
Until you are no longer blocked.
Hope you understand... Sorry for being a perfectionist. -_-;
But I hope you can also help me with the missing DropPods for heroes and the Shield Regeneration.
I want those three things to be up and running at least. It should suffice for a first version... ;)
UPDATE: Terran Issue 1 solved!
I changed the Effect to 'Barracks DropTrain' and now they do appear with a DropPod.
Problem is: If you set a Rally Point, they won't go there.
But oh well...
Terran Issue 2 partly solved!
Defensive Matrix works now the way I intended. I simply forgot to gave it range and arc.
So embarrassing... -_-;
Nevertheless, I decided to remove that ability. Sorry for all the trouble...
Zerg Issue and Protoss Issue remain unsolved!
I do thank you for the Validator suggestion for the Leviathan. It works!
But the problem is that I can spam the button to create a Muta-Army over the limit, before they hatch and the supply number is reached,
I still want the limitation to work like with morphing a unit if blocked though.
I dunno how this can be done for an effect.
I do hope you can help me with this.
And the flawed Shield Regen literally frustrates me...
No matter what I try, I just can't get the visuals to work properly.
Please help me with those two remaining problems and I can proceed.
Thank you! :)
First I would create a custom unit that is exactly the same as the mutalisk.
The I would create a requirement that will limit the amount of custom mutalisks that can be summoned to the field. (Say the leviathan can only spawn 20 mutalisks) Apply this requirement to the spawn mutalisk ability.
The you will have to create a custom unit called Leviathan - Mutalisk Cocoon. You can dulicate this (UNIT) checking the Actor, Behavior, and Effect Boxes.
Under the (SPAWN UNIT) option. Set it to the custom mutalisk you created.
--------
Then under the (effects) data type select:
Leviathan - Spawn Mutalisk (Create Egg Unit)
Select the Unit tab and under Spawn Unit set it to the new custom mutalisk egg you just created. DONE!!!!
you can apply a use cool down time on the (cost) tab of the spawn mutas ability so players can't spam the create button because there is a cool down. set the cool down for 20 - 60 secongs.
You can customize the mutalisk unit and make it a special mutalisk spawned from the leviathan too
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I post a download link here. So that you might be able to help me a little better.
Download the current status of my mod here: http://www.megaupload.com/?d=QDLFQ8F6
NOTE: This is NOT the final version of my mod!
Of course not all upgrades and units in my mod are available at the same time.
You will need to make choices...
Data Editing is complete now. I only need to finish the triggers and then it's done.
HOWEVER there are some issues that I can't solve on my own.
Here's a list of the issues I found...
Terran Issues
Issue 1: "No DropPods for Heroes"
I want the Infantry heroes to appear via DropPods. But I don't know how to do this...
I already started working on it and it still doesn't work. Did I miss something?
Issue 2: "Defensive Matrix doesn't work properly"
I took the ability from the Battlecruiser and wanted to make it like it was in SC1/BW.
So I gave it to the Science Vessel and made it a Target-Ability.
But it only works if I target the Science Vessel itself. But if I target other units, nothing happens...
Issue 3: "How to fix the Hyperion?"
Seriously, the Hyperion is OP in the over 9000 way. I wanted to nerf it to make it playable.
But I can't figure out how to make it attack like a Battlecruiser.
And as the way it currently attacks, I want it to be a special ability instead. Like the Missile Pods...
Issue 4: "Shaped Blast = ERROR!"
I included the Shaped Blast upgrade for Siege Tanks.
But it doesn't work. If you go Siege Mode and want to attack something AFTER the upgrade is done, you cannot attack anything.
And if you click on a target, the red message to the left just says 'Error'.
Zerg Issues
Issue 1: "Can't supply limit the use of the Leviathans spawn abilities"
By default, you can spawn Mutas and Lords even if you're supply blocked.
But I want to limit it. So that you can't use it, if you are supply blocked.
How can I do this?
Protoss Issues
Issue 1: "Shield Regen doesn't work properly"
I gave the Sentry a Shield Regeneration ability.
Based on the Nano-Repair ability of the Science Vessel. Only that it regenerates Shields instead.
But it doesn't work properly.
Download the Mod and see for yourself...
Issue 2: "No Planet Cracker on the Move"
Okay. This would be imba. But for later projects, this might be useful.
I do want to be able to move while using the Planet Cracker. But I can't figure out how to do this.
Those are the issues I found. If you find some on your own, feel free to tell me. ;)
And please help me, so I can fix these issues and get the project running eventually.
The Campaign does it. I don't know exactly how to do it but you should check the campaign. It probably has to do with the "Effect - Calldown" fields.
Go to the Defensive Matrix ability and make sure the Target Filters are correct. You want to check for the "Self" filter.
Go to the Hyperion unit and change its Weapons field so that it is identical to that of the Battlecruiser. For the ability, I would make the ability activate a behavior on the unit which gives the additional weapons of the Hyperion.
I'm afraid I'm not quite sure what the Shaped Blast upgrade should do.
Go to the Leviathan's spawn units Ability. Open the flags field and make sure that "Supply" flag is set correctly.
Don't know about this.
I think you can check "Transient" and "Allow Movement" under the Planet Cracker ability's flags.
I already determined the Calldown-Effect for the heroes. When I train them, it's just like a DropPod is dropped... only that there is no DropPod.
They just say their Intro-Speech when I click em and after a few seconds they appear, just like they exited a DropPod.
But no DropPod appeared... :/
I did. But it doesn't work. Only when it targets itself...
Well, I want the Hyperion to keep its weapon. Otherwise it would just be as strong as a normal Battlecruiser. Which would be a little stupid.
But I don't want it to unleash an entire energy rain that destroys everything around itself in mere seconds.
It is the campaign upgrade for Siege Tanks in Siege Mode, that reduces the damage done tp friendly units by 75%.
There is no 'supply' flag. o.O
Just use the download link above and see for yourself.
Hmm, it still doesn't move while using the Planet Cracker. But oh well... Maybe it's better that way. ;
2. Remove the validator for the effect, if it is place.
4. Must be also.
Well, can you tell me which validator exactly?
I don't know how that works. -_-;
BUMP!
Come on, ppz. I really want these bugs fixed.
At least the first two Terran issues, the first Protoss Issue and the Zerg Issue.
(Why am I mostly ignored anyways? <.<)
@SuperYoshi: Go
K for your Zerg spawning issue, limiting the Leviathan spawn to stay at max 200 supply.
Create a new Validator type; Player Compare Food Available. Value set to 2(for mutas), Player+ set to Caster, Compare set to... Greater Than Or Equal To. You can test each out if >= doesn't work, just try <=. That's how I do it, validators return false so I just test out. Call this one something like Can Spawn Mutas
make a second one, value set to however much supply Brood Lords take(3?) and do the same, call it Can Spawn Broodlords.
EDIT: You did not add range to Defensive Matrix.
It still doesn't work. Still can spawn Mutas freely. :(
And I did add range to Defensive Matrix now and it still does nothing to other units...
EDIT: WTF? Now nothing comes out of the Muta Cocoons? o.O
Okay, I see now how this works.
If you don't have enough food available, the Leviathan may spawns the Eggs, but nothing comes out of it.
But this is not how I want it to be. As it still costs the resources, even if you are food locked.
I want it to be as if training a unit when supply blocked.
Making the Leviathan not use the ability at all and hear the Queen say "SPAWN MORE OVERLORDZ111"
Until you are no longer blocked.
Hope you understand... Sorry for being a perfectionist. -_-;
But I hope you can also help me with the missing DropPods for heroes and the Shield Regeneration.
I want those three things to be up and running at least. It should suffice for a first version... ;)
UPDATE:
Terran Issue 1 solved!
I changed the Effect to 'Barracks DropTrain' and now they do appear with a DropPod.
Problem is: If you set a Rally Point, they won't go there.
But oh well...
Terran Issue 2 partly solved!
Defensive Matrix works now the way I intended. I simply forgot to gave it range and arc.
So embarrassing... -_-;
Nevertheless, I decided to remove that ability. Sorry for all the trouble...
Zerg Issue and Protoss Issue remain unsolved!
I do thank you for the Validator suggestion for the Leviathan. It works!
But the problem is that I can spam the button to create a Muta-Army over the limit, before they hatch and the supply number is reached,
I still want the limitation to work like with morphing a unit if blocked though.
I dunno how this can be done for an effect.
I do hope you can help me with this.
And the flawed Shield Regen literally frustrates me...
No matter what I try, I just can't get the visuals to work properly.
Please help me with those two remaining problems and I can proceed.
Thank you! :)
@SuperYoshi:
First I would create a custom unit that is exactly the same as the mutalisk.
The I would create a requirement that will limit the amount of custom mutalisks that can be summoned to the field. (Say the leviathan can only spawn 20 mutalisks) Apply this requirement to the spawn mutalisk ability.
The you will have to create a custom unit called Leviathan - Mutalisk Cocoon. You can dulicate this (UNIT) checking the Actor, Behavior, and Effect Boxes.
Select the Effect Leviathan - Spawn Mutalisk (Create Mutalisk) Copy. *RENAME*
Select the Units tab.
Under the (SPAWN UNIT) option. Set it to the custom mutalisk you created.
--------
Then under the (effects) data type select:
Leviathan - Spawn Mutalisk (Create Egg Unit)
Select the Unit tab and under Spawn Unit set it to the new custom mutalisk egg you just created. DONE!!!!
you can apply a use cool down time on the (cost) tab of the spawn mutas ability so players can't spam the create button because there is a cool down. set the cool down for 20 - 60 secongs.
You can customize the mutalisk unit and make it a special mutalisk spawned from the leviathan too