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    posted a message on Data Editor - Gameplay Settings

    @DrSuperEvil: Go

    that would be a trigger to create a unit then. The problem is there will be a lot of these little bastards running around and constantly having triggers go off for 100 or so units will cause lag. I may just scrap the idea. Here's a question you may be able to answer for me. How do I add Cargo space to a Hatchery. I am wanting to make it like the terran command center but for other units like zerglings or queens

    Posted in: Data
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    posted a message on Data Editor - Gameplay Settings

    @DrSuperEvil: Go

    Let me get specific as to what Im trying to achieve.

    I want zerglings to spawn creep every 5 seconds or so and only spawn creep for a second or two at most (Puddle of drool) I want the creep to last about 10-15 seconds before it starts to decay

    What i am NOT looking for is a constant trail of creep. Hope this helps. I will try your recommended numbers and see if that helps. To answer your gameplay value question I duplicated it then modified the duplicate. Do i need to tell my map to use the specific gameplay data or will it figure it out on its own?

    Posted in: Data
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    posted a message on Data Editor - Gameplay Settings

    @DrSuperEvil: Go

    It isnt a trigger I am needing as much as I am needing an explanation as to why this isn't working. I have tested all of the attributes that I listed about with extreme numbers (like 0 one test then change the numbers to 1000 the next) and notice no difference. The creep decays the same speed even if its at 500(max) or 0(minimum) creep decay stat. Any ideas?

    Posted in: Data
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    posted a message on Data Editor - Gameplay Settings

    I am currently working in the data editor to allow for zerglings to spawn bits of creep as they move around the map (Think puddles of drool). The creep spawn looks fine if the zergling sit still but there are a few problems I am running into. 1.) While moving the creep doesnt stay on the ground or even show up (it is a very very brief trail behind the ling but decays very rapidly) I have to sit still for the creep to accumulate 2.) I don't want a constant trail, rather every 10 seconds or so for a pool of it to drop 3.) Increasing the time before the creep begins to decay

    This is what I have done so far. I have gone into the data editor and modified the Gameplay Setting for the creep decay time to 500(maximum) and I have dropped the creep blend time to 0. I have also gone into the Behaviors of spawning creep and changed the delay to 0 and the period to 10.

    Posted in: Data
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    posted a message on Gate placement

    @DrSuperEvil: Go

    yes

    Posted in: Data
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    posted a message on Walls being shot through

    I have a series of Metal walls through out my map and i am unable to stop my units from shooting through to the other side. I attempted to use an invisible LOS blocker and that blocks my view however if a friendly unit is on both sides of the wall the unit on the other side will still shoot through at enemies that he shouldnt be able to see. Any idea on how to fix this? Thanks

    Posted in: Data
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    posted a message on Gate trigger assistance needed

    Solved, thank you Kueken. You are the only person on here so far to offer anything other than "I'm not helping you, you're probably making some gay turret defence map" or "Make some maps and gain some credibility before I help you"

    Posted in: Triggers
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    posted a message on Gate trigger assistance needed

    @Kueken531: Go

    So by using that trigger I can essentially make 1 Region (Region X) to cover both sides of Gate X while preventing Gate X from triggering itself by being inside Region X?

    Posted in: Triggers
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    posted a message on Gate trigger assistance needed

    I have a trigger set up so that if any unit enters Region X it opens Gate X. If Unit exits Region X, Gate X closes. However I had to set up 2 different regions (1 on either side of the gate) because If i made a region enveloping the entire gate 1 side to the other the trigger would fire because the Gate itself is a "Unit" entering Region X. If that makes sense lol. How do I make it so I can exclude Gate X from Region X's triggering system. Thanks.

    Posted in: Triggers
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    posted a message on Gate placement

    @DrSuperEvil: Go

    I did and it still "snaps" the unit to the grid. Think of it like a checker board. You can only place the piece squarely on the boards tiles. A Doodad you can place anywhere on the board. Inbetween the lines, up and down the x and y axis in any location as long as you press and hold Shift. The gate unit, even after I remove the footprints, still won't let me do that

    Posted in: Data
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    posted a message on Gate placement

    Anyone else have an idea to where I can move a Gate around in very very SMALL increments to allow for me to place it exactly where I need it?

    Posted in: Data
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    posted a message on Gate placement

    Solved (Kinda) The problem was that the size of the Gate is 4x2. Whenever I tried to move the gate it would only move into locations to hold this object. I changed the shape size to 1x1 in the data editor and that allowed me to place it on a more precise location. Now if only I can figure out how to make it fit vertically (it is still poking to far out on 1 side than the other)

    Posted in: Data
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    posted a message on Gate placement

    I placed the gate unit, went into its Unit in the Data editor (Yes i made sure I had the right one) and removed the Pathing, Placement Apply and Placement Check. All 3 are just blank now. Everytime I try moving the unit however it does the same thing. It moves about an inch in either direction and cannot be moved any less than a full "Grid" distance. All i want is to match up the unit with walls that do not match up with the grid lay out. I need to be able to move the unit more precisely than the auto placement allows

    Posted in: Data
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    posted a message on Gate placement

    Simple question I hope. I am trying to place a gate(Unit) in a specific location but it "snaps" to a grid location to the left or right of the place I need it to be in. Is there a way for me to move the gate unit to a specific pixel by pixel location as needed like a Doodad if you hold Shift? Thanks

    Posted in: Data
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    posted a message on Functional TPS camera for multiple players?
    Quote from jcraigk: Go

    @Cabalistlbb: Go

    I'd suggest getting familiar with the list of Camera functions in the Editor. Go to create a new Action and then select Camera from the left list to filter on just the Camera functions. I end up using Apply Camera Property and Pan a lot. Most of the camera controls will take a player (integer) as one of its parameters, so you can control individual player experiences that way.

    If you provide more detail about what you're trying to do, perhaps I can be more specific.

    What im trying to do is have a camera follow each of about 8 players. There will be an option for some players to use an ability and it gives a top down view temporarily then changes back to the original camera angle. Im bad with triggers so if u can provide me with some assistance in setting this up id greatly appreciate it

    Posted in: Triggers
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