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    posted a message on Help needed with creating a preview image for map

    You were already on the front page of the data section... why bump?

    Posted in: Data
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    posted a message on removing error message when unburrowing lurkers?

    Does not matter how many abilities there are on a unit. You can have abilities on a unit even if it doesn't use it. I was talking about the Command Card, which allows you to use said abilities, and which, if you place multiple abilities in one grid without proper requirements and whatnot, could cause errors(although would likely just use the first-placed ability on that button grid).

    Eitherway, need more info.

    Posted in: Data
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    posted a message on removing error message when unburrowing lurkers?

    By default? No, it doesn't. I did not modify any lurker abilities in my asset and it has no errors at all.

    Loading the editor right now just to check.

    Checked it. By default, burrowed Lurkers have Attack, Unburrow, and Stop on their Command Card.

    Unburrowed Lurkers have Stop, Move, Burrow.

    Posted in: Data
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    posted a message on removing error message when unburrowing lurkers?

    ????

    We need more details than that.

    I've created a no-error, fully upgradable lurkers asset already.

    http://www.sc2mapster.com/forums/resources/data-assets/24804-full-access-to-lurkers-asset/

    But in all likely hood, you probably did something to the Actor(s) of the lurker or, since it's a button error, messed something up with the unburrow(a custom unburrow?) ability.

    Like I said though, need more details.

    Posted in: Data
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    posted a message on Take Aim Ability

    The validator as you are using it, only is used when the ability is initially cast. You need to validate on the effect that ultimately casts your ability, which from looking at it, is likely the Create Persistent Effect. Add the validator there, or on the Damage effect itself.

    Posted in: Data
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    posted a message on Validator question

    In the Combine, Validator: Type, change it from OR to AND? If that doesn't work, hmm...

    Posted in: Data
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    posted a message on Validator question

    Why are you using a Marker Count validator? So that it doesn't fungal on a group already fungal'ed? Better off using a behavior count validator to check see if the target units are fungal'd or not.

    Search: Areas - Validator should be left as ((None))

    Try again?

    If you want to validate 4 Units minimum AND no behavior at the same time, use a Combine validator, then you would add your Behavior Count Validator and the Enumerate Area validator into the Combine, then your ability would use the Combine validator as it's base Validator. God damn that's alot of validating. LOL.

    Posted in: Data
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    posted a message on Building Footprints

    Actually, that is all controlled by an ACTOR. =D

    Each building's actor, within the Events+ field, has the following events(I am using the Barracks as an example)

    • UnitConstruction.Barracks.Start
    • Create BuildingTerrainFlatten
    • UnitBirth.Barracks.Normal
    • Create BuildingTerrainFlatten
    • UnitBirth.Barracks.Suppressed
    • Create BuildingTerrainFlattenInstant
    • UnitBirth.Barracks.Editor
    • Create BuildingTerrainFlattenEditor

    Without knowing if you made a custom barracks or modified the Events +, that is the only suggestion I can come up with for the moment.

    Posted in: Data
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    posted a message on (Solved) Train Unit Once

    No problem. I edited the post several times in the last few minutes due to... well read the post, but yes, this has been tested and works properly.

    EDIT: Also, I did kill the marine and try to build another one, and no dice!

    Posted in: Data
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    posted a message on (Solved) Train Unit Once

    Ah ok, simple enough. It took me 3 tests to get this perfect, so it's not that complicated. Here's the attached picture of what you want your Requirement to look like.

    http://img641.imageshack.us/img641/4093/marinerequirements.jpg

    The above was tested with multiple barracks(and with single)

    EDIT: WTF... using the proper Wikicreole markup does not embed the picture in the thread anymore?? using double { before and double } after kills the link??

    My sig uses the proper markup and it shows up just fine...

    EDIT 2: Ok nvm. I noticed the original link is different than how it SHOULD be, so I went and double checked... the recent changes at Imageshack are ridiculous. They DO NOT give you a "direct link" unless you sign up for an account, which is why the markup was not picking it up as an image. All I had to do to get the full, direct link, was right click on page, view source, I searched for 'Direct Link', scrolled down a line and copy/paste the link from the Source file....

    hahaha!! I win Imageshack!

    Anyways.... enough with my mad ramblings.

    Posted in: Data
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    posted a message on Weekly Data Exercise #21 - Day Of The Tentacle
    Quote from ST4RKiLL3R: Go

    Someone should remake the Sunken Colony and it's attack :P

    That's already been done.

    Posted in: Data
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    posted a message on (Solved) Train Unit Once

    @Roar_Man: Go

    You mean you would like a Mothership type-effect? Very simple, you need a Requirement of tech type Unit.

    In the Requirement+ field, have the following:

    • Equals
    • CountUnit Marine Queued or Better
    • Constant 0

    If that's not clear enough, open up the Requirements tab in the data editor and search for Mothership, you can basically base it off of that.

    Posted in: Data
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    posted a message on Validator question

    @Zero0018: Go

    I do not believe there is a validator to detect which unit has the highest armor(at least not in Data - I've taken a quick look and it looks like no?)

    For the fungal growth, you need an Enumerate Area validator setup as per following:

    • Search: Areas + (Arc: 360, Compare:Equal to, Count: -1, Radius: X,
    • Search: Count (4)
    • Validator: Compare (Greater Than or Equal to)
    • Search: Filters (Exclude: Whatever you need)

    One would think that since Search Areas +, Search Count, and Validator Compare are not lining up that this would not work, well in fact it does work. I used this exact setup for my War Machine entry for the Themed Creature contest and it worked perfectly, requiring a minimum # of units within the Radius before being able to activate the ability.

    Posted in: Data
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    posted a message on Weekly Terraining Exercise #61: Christmas and New Years!

    Sheo. I look at your first picture in the post above mine, and all I can think is Batman Returns... LOL. It looks good. People out on the streets celebrating Xmas... the perfect time for The Penguin's goons to terrorize!!

    Posted in: Terrain
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    posted a message on (Solved) morphing data question

    Yes you can do this simply with Actor Events+.

    Add this to your events+.

    Human Actor

    • AbilMorph.*.Start
    • MorphTo (Alien)
    • SetTintColor (blueish, test in game to get a close proximation)

    Alien Actor

    • AbilMorph.*.Start
    • MorphTo (Human)
    • SetTintColor (blueish, same as above)
    Posted in: Data
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