Is it possible to make the attachment bob up and down...?
If you want to know what I mean, I've attached this to the L2 Speedwheeler unit from the campaign. However the units model moves up and down naturally and the turret kind of fades through it, and doesn't look attached by any means.
Either that or make the unit not move up and down, I'm happy with either, but does anyone mind explaining to me? :) thanks
Alright, I am a huge noob when it comes to Data editing...
What I'm trying to do is give the void ray weapon to the A.R.E.S hero unit from single player campaign.
The problem is, simply giving it the weapon will create strangely places beams around the unit and the target unit the more charged the beam gets.
I blame this on the actors "Void Ray Charge X02" and X03. (I'd like to keep X01 as it looks awesome.)
I can set the actors to remove the model of the beam, but that of course removes it from the Void Ray itself, which i'd like to keep.
So I thought I'd try and duplicate the void ray weapon, but it isn't going so well.
As well as duplicating the weapon, what else would I have to duplicate or link to make sure that I can remove the unwanted beam models from the A.R.E.S independently of the Void Ray unit?
Thanks in advance for any help
Acren
Oh, and as well as that, I'm looking to set up an additional void beam which comes from the opposite side of the turret, is there any way to do that? I've looked up tutorials for turrets and attachments but they only really offer step by step ways to do it and don't actually explain what is needed to do something like I want. (or I'm just missing something ><)
Thanks again
Here is my trigger which adds the units to the unit groups.
ArmyGroupEventsUnit-AnyUnitisissuedanordertoAnyAbilityCommand//I've also tried AttackLocalVariablesa=0<Integer>//a is for the player whos point is being targeted. Each player has their own point associated.ConditionsActionsGeneral-Foreachintegerafrom1to6withincrement1,do(Actions)//there are 6 players, 2 teams of 3ActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Targetpointfor(Triggeringorder))==hp1[3][a] //hp1 is an array of points. For each player, the point that gets targeted is set to hp1[3][<thattargetedplayer>]
Then
Unit Group - Add (Triggering unit) to TargetingPlayer[a] //a unit group
Else
Are there any holes in my logic or a better way I shuold be doing this?
What is the beat way to find someones terrazine or custom resource? I want to do "if triggering players terrazine >= x then..." but the function for if "player has resources" only seems to include minerals and gas. Is there another way to get someones resources?
Err, I'm really kind of noob with triggers and scripts, but what I'm trying to do is this:
I have a trigger that when run, picks a random trigger out of 5 or so and runs it. (I'm planning for 100 or so which is why I need help here)
I have the 5 triggers named r00,r01,r02.. ..r04 etc.
My random trigger goes as so.
RANDOMPICKEventsDialog-AnyDialogItemisusedbyPlayerAnyPlayerwitheventtypeClicked//I only have one dialog item which is why it's set to AnyLocalVariablesa=(Emptyplayergroup)<PlayerGroup>b=NoTrigger<Trigger[5]>ConditionsActionsPlayerGroup-Addplayer(Triggeringplayer)toaGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Player(Triggeringplayer)hasatleast100Mineralsandatleast0Gas)==trueThenPlayer-Modifyplayer(Triggeringplayer)Minerals:Subtract100Variable-Setb[0]=r00Variable-Setb[1]=r01Variable-Setb[2]=r02Variable-Setb[3]=r03Variable-Setb[4]=r04Trigger-Runb[(Randomintegerbetween0and4)](CheckConditions,Don'tWaituntilitfinishes)ElseUI-Display"Not enough resources. You require a..."foratoSubtitleareaPlayerGroup-Removeplayer(Triggeringplayer)froma
Is there a way so instead of setting 100 variables to triggers I can change the:
(Addthisnewinteger)rand=0<Integer>General-Foreachintegerrandfrom0to4withincrement1,do(Actions)ActionsVariable-Setb[rand] = (Some way I can set this to r0[rand], meaning if rand is set to 4 then it will set b[4] to trigger r04)
Is there any way of doing this using custom script or whatnot?
Is there any reason morph abilitis should be doing this?
I notice my map in development is loading unusually slow, taking 75 seconds to crawl past a point it reaches right near the end of the loading bar.
In multiplayer it is long enough to automatically drop others I have that were going to test with me.
I have 19 Morph upgrade abilities, each of them with a respective button and of course a building to upgrade to.
If I delete the morph abilities the map loading time falls from 75 seconds to 10 seconds.
I can't put up with this as, it is of course, a multiplayer map, and I'd prefer to keep that multiplayer aspect.
ARGH!
After spending my entire day trying to find out why my map crashes during the very last section of loading, I have narrowed it down to the abilities in the map.
Specifically, morph abilities.
I'm trying to make buildings upgrade to other buildings using a morph ability, which I duplicated from command center > orbital command.
I have about 12 of these morph upgrades, 3 of which are stopping the map from loading, even though they are all exactly the same except for the button and the unit that they morph into.
So if I delete those 3 abilities OR the units those abilities upgrade into, I can load the map.
But the problem doesn't seem to be in the units.
Lets say one the 3 morph abilites upgrade building A into > building B.
If I delete building B, I can load the map fine with the morph abilites still intact.
If I remove the upgrade button from building A, the map also loads.
If I delete the ability itself the map loads.
If I change the ability of building A from one of the 3 that don't work to one of the other 7 that do work, then the map loads.
If I keep the ability on building A but change the button and the unit that it morphs into it still doesn't work.
I've also tried changing the name and ID of the ability.
I would just make the ablities again, I can change building A to have a different morph ability but if I try copy that working morph ability or make a new oneand use that instead it won't work!
It seems these people are having the same problem.
0
Is it possible to make the attachment bob up and down...?
If you want to know what I mean, I've attached this to the L2 Speedwheeler unit from the campaign. However the units model moves up and down naturally and the turret kind of fades through it, and doesn't look attached by any means.
Either that or make the unit not move up and down, I'm happy with either, but does anyone mind explaining to me? :) thanks
0
Hi, I've been trying to add weapons to some units from the single player. Specifically, the blimp and L2 Speedwheeler.
But simply adding the weapon does not seem to work. It worked with the A.R.E.S. though.
Is there something i'm missing?
Thanks
0
Thanks, but I can't find the dark void ray, is there another name for it?
EDIT: Crap, it's only a model right? I'm already using both the Void ray unit and the hero unit in the map. :(
I need another void ray weapon, is there no way to duplicate it?
0
Alright, I am a huge noob when it comes to Data editing...
What I'm trying to do is give the void ray weapon to the A.R.E.S hero unit from single player campaign.
The problem is, simply giving it the weapon will create strangely places beams around the unit and the target unit the more charged the beam gets.
I blame this on the actors "Void Ray Charge X02" and X03. (I'd like to keep X01 as it looks awesome.) I can set the actors to remove the model of the beam, but that of course removes it from the Void Ray itself, which i'd like to keep.
So I thought I'd try and duplicate the void ray weapon, but it isn't going so well.
As well as duplicating the weapon, what else would I have to duplicate or link to make sure that I can remove the unwanted beam models from the A.R.E.S independently of the Void Ray unit?
Thanks in advance for any help Acren
Oh, and as well as that, I'm looking to set up an additional void beam which comes from the opposite side of the turret, is there any way to do that? I've looked up tutorials for turrets and attachments but they only really offer step by step ways to do it and don't actually explain what is needed to do something like I want. (or I'm just missing something ><) Thanks again
0
I still cant get it working.
Here is my trigger which adds the units to the unit groups.
Are there any holes in my logic or a better way I shuold be doing this?
EDIT: Nevermind, I got it. Thanks guys.
0
Thanks, but is there a way to specify the order as attacking a specific point? (with attack move)
Context: Varying units are ordered to attack move to a point. At that point there is a command center.
The units will kill everything in their path and eventually the command center.
After the command center is destroyed, I want all the units which are at the command center or on their way to it, to die.
I can't seem to find away to detect the point which a unit is targeting though
0
How about all units which are, for example, attack-moving a specific point?
0
I need to know if there is a way to return all the units which have been issued the order to attack another specific unit.
Or if there is a way to know when a unit is issued that order so that I can add them to a unit group and then pick that unit group to return them.
Is this possible? Thanks.
0
What is the beat way to find someones terrazine or custom resource? I want to do "if triggering players terrazine >= x then..." but the function for if "player has resources" only seems to include minerals and gas. Is there another way to get someones resources?
0
Err, I'm really kind of noob with triggers and scripts, but what I'm trying to do is this:
I have a trigger that when run, picks a random trigger out of 5 or so and runs it. (I'm planning for 100 or so which is why I need help here) I have the 5 triggers named r00,r01,r02.. ..r04 etc. My random trigger goes as so.
Is there a way so instead of setting 100 variables to triggers I can change the:
Into something like:
Is there any way of doing this using custom script or whatnot?
Help greatly appreciated.
0
So its most likely the units then?
But why would 19 Barracks/Factory duplicates add so much load time? It drops players in multiplayer!
0
Is there any reason morph abilitis should be doing this? I notice my map in development is loading unusually slow, taking 75 seconds to crawl past a point it reaches right near the end of the loading bar. In multiplayer it is long enough to automatically drop others I have that were going to test with me.
I have 19 Morph upgrade abilities, each of them with a respective button and of course a building to upgrade to.
If I delete the morph abilities the map loading time falls from 75 seconds to 10 seconds.
I can't put up with this as, it is of course, a multiplayer map, and I'd prefer to keep that multiplayer aspect.
Anyone know what's going on?
Thanks
0
ARGH! After spending my entire day trying to find out why my map crashes during the very last section of loading, I have narrowed it down to the abilities in the map.
Specifically, morph abilities.
I'm trying to make buildings upgrade to other buildings using a morph ability, which I duplicated from command center > orbital command.
I have about 12 of these morph upgrades, 3 of which are stopping the map from loading, even though they are all exactly the same except for the button and the unit that they morph into. So if I delete those 3 abilities OR the units those abilities upgrade into, I can load the map.
But the problem doesn't seem to be in the units.
Lets say one the 3 morph abilites upgrade building A into > building B. If I delete building B, I can load the map fine with the morph abilites still intact. If I remove the upgrade button from building A, the map also loads. If I delete the ability itself the map loads.
If I change the ability of building A from one of the 3 that don't work to one of the other 7 that do work, then the map loads. If I keep the ability on building A but change the button and the unit that it morphs into it still doesn't work. I've also tried changing the name and ID of the ability.
I would just make the ablities again, I can change building A to have a different morph ability but if I try copy that working morph ability or make a new oneand use that instead it won't work!
It seems these people are having the same problem.
http://forums.sc2mapster.com/development/data/9578-editor-crashing-due-to-abilities-or-buildings/ http://forums.sc2mapster.com/development/map-development/1965-morph-ability-and-loading-crash/
Is there a maximum number of abilities or morph abilities or something!?! WTF is going on?
I really don't want to ditch this map as I've spent SOOOO much time on it and probably even MORE time troubleshooting this!! >.<
Thanks.