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    posted a message on New footprint breaktrough !!!

    Is there a more "in depth" layer of data that we could access ? Is XML view the most complete ?

    Posted in: Data
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    posted a message on New footprint breaktrough !!!

    Hi guys !

     

    For a long time, a lot of people on sc2mapster (and myself), have been trying to make structures that have no collision with (specific) units. After trying to modify every single detail in the footprint parameters, we came to the conclusion that it was impossible (you'll find plenty of threads related to this).

     

    However, Blizzard just made a new "enemyblocker2x2" footprint, which does EXACTLY what we've all been looking for for so long: blocks specific ground units, but are not taken into consideration in unit's pathing !!! The problem is, it only works for enemy units ... (your own units just pass trough). I've tried checking the XML code (https://imgur.com/a/dC2AT) and the table view (https://imgur.com/a/ZmpCs), but I can't find anything related to alliance, which could allow to duplicate if for neutral, allied ... to make it customizable.

     

    Anyone here would have an idea on how to make this footprint work for allied and own units too, or to modify the alliance check ???

    Posted in: Data
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    posted a message on Problem with text in timer dialogs

    Hi everyone,

     

    Since last major patch (3.19), the text in my timer dialogs is almost invisible, like in this picture (top right) ... https://imgur.com/a/5t9IR

    Here are the triggers I use to make that window appear, and it worked perfectly before this patch.

    https://imgur.com/a/eQOIu

     

    Any ideas how I could make them visible again ?!?

     

    Thank you in advance for your help (:

    Posted in: Triggers
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    posted a message on Remove Collision with Structures

    Hello everyone,

     

    For one of my projects, I would like to make some aerial units keep a ground pathing (so not going over cliffs), but be able to fly over other units and structures. Now as I read in other threads, and as I saw testing all the pathing options I could, structures change the pathing map directly, so even if units have no collision they will still avoid them while moving ...

     

    Anyone has an idea of how I could do manage to do that ? I would need a "Ground" mover, but that acts like a "fly" mover over structures basically.

     

    Thanks in advance for any help !

    Posted in: Triggers
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    posted a message on No collision mover

    Bump

    Posted in: Data
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    posted a message on How to put selection circle under the Model of the unit

    Like others mentioned, fields you should check:

    1) Model ==> Selection Offset (X,Y,Z)

    2) Unit ==> Height (Visual height of your unit in game)

    Also, I think you have really nicer computer models that don't have this horrible selection offset. Try to look for "console" in the "model" field of the model.

    Posted in: Data
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    posted a message on No collision mover

    Hi,

    So I have "low flying" aircrafts in my map, and I want them to be able to fly over any building/structure/unit, but not to fly over cliffs (Basically I want a ground mover with no collision to ground units).

    Now I managed to remove the collisions with the "Collide" field under the units tab, but I always have a problem:

    1) I choose a "Ground" mover ==> Unit will move like if it COULDN'T go trough structures, even tho it can, which scraps the no collision.

    2) I choose a "low flying" mover (Best solution so far) ==> Unit ignores structures in the way, BUT if I click on ground on the other side of a cliff, it doesn't go around, it just try desesperately to pass over the cliff even tho it cannot.

    Is there any way you guys are aware of how to fix this problem? It would be really appreciated.

    Thanks in advance for your help!

    Posted in: Data
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    posted a message on Only allow unload to be cast on certain cliff level

    I think that validator slot can be used exactly for what you're trying to do. Just place a validator checking if "greater than [Your water height]" at "target location" (it should be unit compare height validator type).

    Posted in: Data
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    posted a message on Autocast on effect-target ability

    Deleted

    Posted in: Data
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    posted a message on Autocast on effect-target ability

    @FunkyUserName: Go

    Thanks for trying to help me again, you helped me numerous times in the past.

    I just tried all "Auto-cast acquire" types: Offensive, none, Defensive, Passive, all with transient or not, and nothing is working (Passive and none removes the autocast from the ability).

    Other ideas ?

    Posted in: Data
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    posted a message on Autocast on effect-target ability

    Hello everyone,

    I made a heal ability (of type effect-target), using a create persistent effect channeling on a target unit, that applies periodically a modify unit effect. Now my ability is working perfectly fine. My big problem is the auto-cast. Everything is fine: filters, validators, ability flags ... I tried duplicating, or even just giving the classic SC2 Campaign heal ability to my unit, and even that one won't auto-cast. I tried giving those abilities to other units, and they don't auto-cast either for some mysterious reason (even tho all auto-cast filters are allowed, and normal ability can target the damaged units).

    Here are screenshots of my ability: http://imgur.com/a/J5pmj

    Would anyone of you have ideas/suggestions on how to make this work ?? A healing is not thinkable without an auto-cast D:

    Posted in: Data
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    posted a message on Change collision range without changing unit's hitbox

    Just give your marines a behavior (buff) applying a periodic search area effect the radius ou want, which will apply a push effect. Make sure to make only your own units targetable under the filters for the search area, and it should work.

    Posted in: Data
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    posted a message on Annoying Players + ~Ban

    Hi,

    I have 3 very disrepectful players in my arcade game, always insulting people all games long, and I received many complaints. I don't want to completely ban them, but I would like to do something like a "shadow ban", where they can write stuff but noone sees it except them.

    How could I do that ? I found no way of disabling the messaging (looked every thread on here). Do you guys have any suggestions/ideas that would fit my problem (can be something else than shadow ban, as long as it's not a complete ban)

    Posted in: Data
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    posted a message on Add-on Structure problem

    Solved ! I forgot to remove some "auto-morph" abilities from the add-ons (:

    Thanks guys !

    Posted in: Data
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    posted a message on Add-on Structure problem

    @Dorkles: Go

    Thanks for your answer. I duplicated everything, like the tutorial said. Obviously, I forgot a field somewhere I didn't change, like you said (Even tho I checked everything 10 times). What is weird, is that at first, it was morphing into a custom structure of my map. Getting mad about the problem, I deleted that structure (lol), and now it morphs into ANOTHER structure :/

    What really bugs me is that it happens at the END. While it's building, I see it'S the good unit.

    Posted in: Data
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