The idea of Upgrade wars is to destroy the other sides mining laser, you choose what path you wanna take to counter your opponets. there are five paths total. Now the only thing I need to figure out is how to make a research ability, after I do that I can finish the first release (which I hope to get out some time today) However I need map testers to figure out balancing issues and other things. (any testers and any help will be included in the credits!)
I looked at the Unit_KillRecource already and tried changing every single one how do I make it so it give one mineral for being killed?
For me it works perfectly fine with Combat - Kill Resource (or Unit_KillResource as it's called in Raw mode).
If you're using the Raw view then your input value should look like that: (1|0|0|0) whereas 1 would be the amount of minerals you get.
if this isnt working for you make sure your modifying the correct units data
Depending on the view you have set you will notice alot of units have more then one unit entry depending on what Dependancies your map has set up.
Also when making changes to data, after you make your change click to view a different units data then click back to the one your modifing and verify that your changes took hold.
After setting KillResource you should see +1 over units head showing thatyour getting money or stuff from killing them.
Okay from now on I am gonna put all of my map problems here, because I cant keep creating threads for one problem, Okay maybe its because of the unit I am using, Im using a Virophage feederling from the campaign I need to make it controllable and make it give resources when killed.
Well dark ling for your resource reward problem i suggest setting it on say a marine
and spawn a marine for yourself and player 15 and see if you get minerals for killing player 15's marines
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The idea of Upgrade wars is to destroy the other sides mining laser, you choose what path you wanna take to counter your opponets. there are five paths total. Now the only thing I need to figure out is how to make a research ability, after I do that I can finish the first release (which I hope to get out some time today) However I need map testers to figure out balancing issues and other things. (any testers and any help will be included in the credits!)
I looked at the Unit_KillRecource already and tried changing every single one how do I make it so it give one mineral for being killed?
For me it works perfectly fine with Combat - Kill Resource (or Unit_KillResource as it's called in Raw mode).
If you're using the Raw view then your input value should look like that: (1|0|0|0) whereas 1 would be the amount of minerals you get.
if this isnt working for you make sure your modifying the correct units data
Depending on the view you have set you will notice alot of units have more then one unit entry depending on what Dependancies your map has set up.
Also when making changes to data, after you make your change click to view a different units data then click back to the one your modifing and verify that your changes took hold.
After setting KillResource you should see +1 over units head showing thatyour getting money or stuff from killing them.
Okay from now on I am gonna put all of my map problems here, because I cant keep creating threads for one problem, Okay maybe its because of the unit I am using, Im using a Virophage feederling from the campaign I need to make it controllable and make it give resources when killed.
@Darkling155: Go
Well dark ling for your resource reward problem i suggest setting it on say a marine
and spawn a marine for yourself and player 15 and see if you get minerals for killing player 15's marines
How do you make your own research ability? Like all of the research buildings (cyber core, armory and so on) have their own research ability.
Update! (see first post)
Does ANYONE know? please help! I need to know in order to continue my map D: Im so close to first release!