I'm still a little confused. I am having the same issue where one of my custom models is appearing pink in game, but is fine in the editor. Did we figure out a way to fix this? I'm still learning and read everything that has been posted but still can't find a solution :(
So I changed the graphics in game as suggested and the model works now. The graphics need to be set on high or above otherwise the model will be all pink.
Does anyone know why this would happen? I'd ideally like people to play the game on medium or higher graphics... what determines whether the model requires high or above graphics?
I would just like to add that there is a doodad limit in the editor. Whenever you place more doodads than the limit, upon saving and re-opening your map, the editor will just delete a bunch of the doodads (without telling you) putting you back at the limit. I think it's 10,000.
The map I am currently working on had a heck of a lot of trees. Trees are 1x1 and I was liberal in my placement. So I made all the trees 2x2 which cut the number of doodads I used in half XD
I've been trying to figure this out for hours now and I think I need help. This should be really easy for someone and I appreciate anything u can do...
I have 3 behaviours...
Dark Influence 1,
Dark Influence 2,
Dark influence 3,
I need to know how to make a validator that removes a behaviour if you have any of the other behaviours.
FOR EXAMPLE: My unit has 'Dark Influence 1". As soon as my unit receieves "Dark Influence 2", I want "Dark Influence 1" to be removed.
The easiest way to do this (I think) is for me to go to "Dark Influence 1" and under the section called...
Behaviour Validators (Remove)+ -
I need to place a validator. But I don't know how to create the validator! :'(
I assume it's a unit count behaviour validator but I keep trying different things and no matter how I try to create the validator, when I place it in the above section and test my game "Dark Influence 1" is removed as soon as it is applied. This means I am probably messing up with the validator.
May someone please write a step by step list of how to make a validator that checks to see if my unit has "Dark Influence 2"?
That way, if my unit has "Dark Influence 2" the validator will return false and remove "Dark Influence 1"... I hope...
SOLVED:
Because 5 minutes or so after I post this I find a very easy workaround...
Basically I have a search aura that gives behaviour 1. Once I learn the search aura 2 it stops applying behavior 1 so adding a very small duration means as soon as I learn behaviour 2, behavior 1 will expire and won't return...
Lets pretend we are playing a regular melee map. I have a barracks. I click to train a marine. As the marine is training it shows me a bar that fills up. When it fills up the marine pops out. What is responsible for showing that bar?
I have a structure that creates units. It has an ability called - Shop - which is of the type Train. The structure is able to create units (like a barracks). I click a marine and after 5 secs a marine pops out. The problem is there is no progress bar. How do I get my structure to show a progress bar when making marines or other units?
Hopefully this is an easy question!
SOLVED:
I had the flag: Use unit order queue ticked off by mistake. Once I removed it, the progress bar works
I created a custom unit from scratch. It's a 2x2 building which takes up the space of a supply depot. It is a structure and seems to work fine because my units cannot pass through it and it takes up the correct amount of space.
However when I attempt to build this building, I am allowed to build on top of it with the same building. I build in space A, it completes. I try and build another of the same building and the placement says I can build on top of it. I have tried using the 2x2 contor and normal footprints and the pathing only footprints and even tried a custom one but nothing works.
Hints: My building seems almost like a regular unit because the selection radius is very small. Not sure if that matters.
I used a doodad model for the actor. Again I dont think this matters?
Am I missing something?
-------
SOLVED
-----
I had to set the buildings unit collision to a higher number. This solved the issue! :D
Thanks! your answer prompted me to look in the right direction and I found a solution...
Create a behavior that is a Buff:
Under the modification+ tab you go to the behavior tab. Scroll down and there is something called a Rate Multiplier Array. There is a field called Morph. Change the value there to speed up or slow down the morph.
This is a fairly simple question but whether its possible or not is a whole nother story...
I understand that you can speed up the morph ability in the data editor. For example when an Infestor throws out a ball that morphs into an infested Terran, you can under the +info area make the time to morph into an infested terran shorter or longer. BUT...
Is there anyway to change the morph time via triggers or behaviors? For example:
Is there anyway to do either:
1) Trigger: If player type -speed infest the time for morphing becomes faster?
2) Behavior / Trigger: When it is raining out give the morph egg a behavior called speed. If it has speed make it morph faster.
After some playing around I found something that might have potential. If you...
1) Create an item with the TARGET effect. Create charges for it and give it a range.
2) Set the effect of the item to Infested Swarm (Create Egg)
This essentially lets you throw out an egg, which "grows" and becomes a unit. My theory is that you could change the effects and models of the Infested Swarm (Create Egg) to mimic a building construction. Also change the final unit that is spawned to a structure and viola, you have a pseuda item that spits out buildings.
The downside I see so far is you can't get a placement grid.
I am still testing this as we speak but this seems to have some sort of potential.
I'm having similar difficulty trying to do the same thing. Essentially...
Is there a way to make an item that you can click from your inventory to show the building grid and place it to warp in a building. An example is the mini townhall from wc3 in which you buy a Town hall, select where you wish to place it, and it builds itself into a townhall.
Did you eventually find out how to do this? any help would be greatly appreciated!
This may have been asked before but every search I have done has resulted in nothing :(
Is there a way to make an item that you can click from your inventory to place on the ground which will build a building. An example is the mini townhall from wc3 in which you buy a Town hall, select where you wish to place it, and it builds itself into a townhall.
If it is possible can anyone describe how this can be done? Thanks in advance!
Here is a simple unfinished version of the trigger
EVENT: Game - Player Any Player types a chat message containing "-name", matching Partially
LOCAL VARIABLE: Temp Name = (Text(((Entered chat string) with characters from 1 to 5 replaced by ""))) <Text>
ACTION: UI - Display Temp Name for (All players) to Subtitle area
It stores the text after -name into the local variable and displays the correct name as a test. Now I can simply add and replace whatever further actions I need. Yay :D
Text Tag seems like it has potential. One other small question that is probably very easy for you. What would a trigger look like to capture input from a player. For example what actions and events should I use to create a trigger that...
-> Stores the typed in text after the word -name... for example -name Harry (where Harry would get stored into a variable)
With the above information I can store 'Harry" into an array of text tags and attach it to a unit shortly after.
If any of you have played the custom game Mafia I'm sure you've noticed that at the beginning of the game it lets you type in a name which than gets attached to the overhead of a unit. Does anyone know how to replicate this?
I have a map and at a specific time I want a player to be able to type in a name and have that name become attached to a unit that is created right before they type in the name. Any help would be greatly appreciated.
0
I'm still a little confused. I am having the same issue where one of my custom models is appearing pink in game, but is fine in the editor. Did we figure out a way to fix this? I'm still learning and read everything that has been posted but still can't find a solution :(
So I changed the graphics in game as suggested and the model works now. The graphics need to be set on high or above otherwise the model will be all pink.
Does anyone know why this would happen? I'd ideally like people to play the game on medium or higher graphics... what determines whether the model requires high or above graphics?
0
@Karawasa: Go
I would just like to add that there is a doodad limit in the editor. Whenever you place more doodads than the limit, upon saving and re-opening your map, the editor will just delete a bunch of the doodads (without telling you) putting you back at the limit. I think it's 10,000.
The map I am currently working on had a heck of a lot of trees. Trees are 1x1 and I was liberal in my placement. So I made all the trees 2x2 which cut the number of doodads I used in half XD
0
I've been trying to figure this out for hours now and I think I need help. This should be really easy for someone and I appreciate anything u can do...
I have 3 behaviours...
Dark Influence 1, Dark Influence 2, Dark influence 3,
I need to know how to make a validator that removes a behaviour if you have any of the other behaviours.
FOR EXAMPLE: My unit has 'Dark Influence 1". As soon as my unit receieves "Dark Influence 2", I want "Dark Influence 1" to be removed.
The easiest way to do this (I think) is for me to go to "Dark Influence 1" and under the section called...
Behaviour Validators (Remove)+ -
I need to place a validator. But I don't know how to create the validator! :'(
I assume it's a unit count behaviour validator but I keep trying different things and no matter how I try to create the validator, when I place it in the above section and test my game "Dark Influence 1" is removed as soon as it is applied. This means I am probably messing up with the validator.
May someone please write a step by step list of how to make a validator that checks to see if my unit has "Dark Influence 2"?
That way, if my unit has "Dark Influence 2" the validator will return false and remove "Dark Influence 1"... I hope...
SOLVED:
Because 5 minutes or so after I post this I find a very easy workaround... Basically I have a search aura that gives behaviour 1. Once I learn the search aura 2 it stops applying behavior 1 so adding a very small duration means as soon as I learn behaviour 2, behavior 1 will expire and won't return...
So simple yet so much time spent pondering...
0
Lets pretend we are playing a regular melee map. I have a barracks. I click to train a marine. As the marine is training it shows me a bar that fills up. When it fills up the marine pops out. What is responsible for showing that bar?
SOLVED! Solution above in first post
0
@SoulFilcher: Go
Yup
0
I have a structure that creates units. It has an ability called - Shop - which is of the type Train. The structure is able to create units (like a barracks). I click a marine and after 5 secs a marine pops out. The problem is there is no progress bar. How do I get my structure to show a progress bar when making marines or other units?
Hopefully this is an easy question!
SOLVED:
I had the flag: Use unit order queue ticked off by mistake. Once I removed it, the progress bar works
0
Hey everyone,
I created a custom unit from scratch. It's a 2x2 building which takes up the space of a supply depot. It is a structure and seems to work fine because my units cannot pass through it and it takes up the correct amount of space.
However when I attempt to build this building, I am allowed to build on top of it with the same building. I build in space A, it completes. I try and build another of the same building and the placement says I can build on top of it. I have tried using the 2x2 contor and normal footprints and the pathing only footprints and even tried a custom one but nothing works.
Hints: My building seems almost like a regular unit because the selection radius is very small. Not sure if that matters. I used a doodad model for the actor. Again I dont think this matters?
Am I missing something?
------- SOLVED-----I had to set the buildings unit collision to a higher number. This solved the issue! :D
0
@Chiquihuite: Go
Thanks! your answer prompted me to look in the right direction and I found a solution...
Create a behavior that is a Buff:
Under the modification+ tab you go to the behavior tab. Scroll down and there is something called a Rate Multiplier Array. There is a field called Morph. Change the value there to speed up or slow down the morph.
SUCCESS! :D
0
This is a fairly simple question but whether its possible or not is a whole nother story...
I understand that you can speed up the morph ability in the data editor. For example when an Infestor throws out a ball that morphs into an infested Terran, you can under the +info area make the time to morph into an infested terran shorter or longer. BUT...
Is there anyway to change the morph time via triggers or behaviors? For example:
Is there anyway to do either:
1) Trigger: If player type -speed infest the time for morphing becomes faster? 2) Behavior / Trigger: When it is raining out give the morph egg a behavior called speed. If it has speed make it morph faster.
Is this possible? o.O
0
@LordSora: Go
After some playing around I found something that might have potential. If you...
1) Create an item with the TARGET effect. Create charges for it and give it a range. 2) Set the effect of the item to Infested Swarm (Create Egg)
This essentially lets you throw out an egg, which "grows" and becomes a unit. My theory is that you could change the effects and models of the Infested Swarm (Create Egg) to mimic a building construction. Also change the final unit that is spawned to a structure and viola, you have a pseuda item that spits out buildings.
The downside I see so far is you can't get a placement grid.
I am still testing this as we speak but this seems to have some sort of potential.
0
@Breathfire: Go
Did you find an answer to this question?
I'm having similar difficulty trying to do the same thing. Essentially...
Is there a way to make an item that you can click from your inventory to show the building grid and place it to warp in a building. An example is the mini townhall from wc3 in which you buy a Town hall, select where you wish to place it, and it builds itself into a townhall.
Did you eventually find out how to do this? any help would be greatly appreciated!
0
This may have been asked before but every search I have done has resulted in nothing :(
Is there a way to make an item that you can click from your inventory to place on the ground which will build a building. An example is the mini townhall from wc3 in which you buy a Town hall, select where you wish to place it, and it builds itself into a townhall.
If it is possible can anyone describe how this can be done? Thanks in advance!
0
@LordSora: Go
For anyone interested I think I figured it out...
Here is a simple unfinished version of the trigger
EVENT: Game - Player Any Player types a chat message containing "-name", matching Partially
LOCAL VARIABLE: Temp Name = (Text(((Entered chat string) with characters from 1 to 5 replaced by ""))) <Text>
ACTION: UI - Display Temp Name for (All players) to Subtitle area
It stores the text after -name into the local variable and displays the correct name as a test. Now I can simply add and replace whatever further actions I need. Yay :D
0
@Tekaichi: Go
Text Tag seems like it has potential. One other small question that is probably very easy for you. What would a trigger look like to capture input from a player. For example what actions and events should I use to create a trigger that...
-> Stores the typed in text after the word -name... for example -name Harry (where Harry would get stored into a variable)
With the above information I can store 'Harry" into an array of text tags and attach it to a unit shortly after.
0
Hello everyone,
If any of you have played the custom game Mafia I'm sure you've noticed that at the beginning of the game it lets you type in a name which than gets attached to the overhead of a unit. Does anyone know how to replicate this?
I have a map and at a specific time I want a player to be able to type in a name and have that name become attached to a unit that is created right before they type in the name. Any help would be greatly appreciated.