Can you give a reason and see if there is a workaround? I don't think there's a way to directly see how many workers are mining from a geyser. Is this for AI, or for UMS?
If this is AI, you could record the number as you add workers.
If this is for UMS, you could count the number of workers in the vincinity (assuming the minerals are elsewhere).
However, a solution for both would probably be to find a way to see how many workers are targeting the refinery/assimilator/extractor. Maybe a stacking buff?
Actions
-If Then Else
() If
()() (Distance between (Target point for (Triggering order)) and (Position of (Triggering Unit))) > 10.0
() Then
()() Unit - Order (Triggering unit) to (Stop) (Replace Existing Orders)
()() UI - Display "You can't patrol that far! (Max range 10)" and play Hellion_Help for (Player group((Owner of (Triggering unit)))) [i used error message]
It should probably be
ifdistance<10.0
, not the other way around.
Quote:
c) So my mobile tower is a hellion if you havent seen. Basically i want it to be told to patrol once (i'm gonna hide the button/ability so they cant keep moving it) and it attack waves WHILE it moves back and forth. However since units can only do 1 ability at a time, attacking STOPS the patrolling. How do i allow the unit to patrol and attack simultaneously?
You need to make the weapon a turret. Say, something like the mothership has a turret. Then change deceleration to 0 or something - not sure about that. I'm pretty sure it has to be a turret, however.
<</code>>
Was thinking about that, but I thought there was an easier way. I guess not. Thanks for the reply.
EDIT: Works now ^ . ^ I made a Stun behavior and applied it during the "Initial Effect" phase.
However, how would I make the turret face the right way? The turret is only part of the actor? So I have to make the whole actor face the right direction..? Hmm.. Maybe I've got it!
You would do what ezbeats is saying to do. Create a behavior that constantly orders it to move 2 units in front of it. If you are creating an aircraft, collision should not be a problem. Turning would be okay if you use "Make unit face instantly" triggers :P Otherwise, turning might be a bit affected..
I would like help with a similar problem. I have made an ability on my Siege Tank that targets a location (pretty much "Attack ground"). However, though the ability fires and all, the Siege Tank's turret does not turn to fire at that direction. What do I have to do with the Actors to make the Turret turn correctly?
Also, how would I make the Actor continuously animate the "Attack" animation? I have tried "Play Forever", but it seems to only play once. Would the single play have something to do with the Time Modifier ("Default", "Automatic", etc.)? How do I use that field?
Because I need to gain some credibility (:P), I will go through and see what I can do. However, do not expect a lot of answers - I'll just point you to the right direction :)
1. How do I disable the camera from moving from a spot when the mouse hits the edge of the screen? (Mouse, Camera, Screen)
1.Conditions: All while keeping the mouse free to move and the camera free to navigate using arrow keys.
You would probably do something involving the
SetCameraBounds
trigger.
Set the bounds to the current spot, so the player cannot move at the initialization, then free movement when a player presses the arrow keys. Relock when he/she releases the arrow key(s).
1. I have tried multiple camera systems and have learned alot about the triggers However what is the single best way to create a Third Person View?
1.Conditions: I require control over the mouse and User Interface still avaliable. It must be able to scroll in and out.
There is no single best way. However, I have made my own way where all three conditions are met. It is currently not yet ready for release, though I could provide some help to creating a similar system. I am simply hesitant to release it before it is complete.
4. Do I really need multiple cameras or can I just use the default camera? Limiting Data is relative to Load time~
Depends what you are doing. Apparently multiple cameras are useful for cutscenes, repeatedly returning to a set view, etc. However, using the default camera would be for general gameplay view. I do not think that limiting the amount of cameras will significantly decrease the load time, however.
2. Is there a way to put a cost on the MOVE ability? I have searched however it seems impossible.
2. Notes: Every time a unit moves, it drains energy (As Cloak) In Example: A Chess or Tactics game where energy is spent to cross the board
I would assume you would like this ability to be an instantaneous move as well, because of the example you have provided (Chess). Copy the "Blink" ability from the Stalker. However, in Tactics games, it would probably not be instantaneous. To achieve this, a similar effect would be used, but you would have to move it a bit at a time or simply order it to move somewhere.
Doing this with the default right-click is probably not possible, as the game seperates this as smart-click. However, you could probably make a custom trigger that activates every time a player presses the right mouse button that moves it... etc.
3. How do I take away upgrades? As in...When a player researches upgrades, a trigger or Data would remove them with a certain action...
3. Answered by (Anonymous) "There's a set upgrade action. If that doesn't work then you can create a separate upgrade that does the opposite of the original upgrade and just upgrade that to undo it."
3. Additional Data by (Anonymous) "Can't you simply delete the upgrade datas?"
1. Is it possible to copy terrain from one map onto another? I did a lot of work with terrain and this certain map but have decided to scrap it and rework it from the ground up.
1. And/Or: Is it possible to copy/Paste terrain on the same map?
1. Answered by (Anonymous) "You can copy and paste terrain, but it's really buggy right now. Just go to the terrain layer and if you have a tool selected, hit escape. Then drag a box around what you want to copy, and hit control + C. then control + V to paste. I believe doodads are the same, but you can't copy both at the same time."
4. Oh Man Blizzard, teasing us with "Underground" Starcraft Ghost scenes. So...How do we do them?
4. wait: Oh god, it isn't fancy camera tricks is it...?
Nope. I don't know how to do underground, but I do know there's a tutorial for going into buildings. I guess you could make underground a big building? Entering buildings.
1. How easy would it be to create a Ship, insides+Command Consoles that require Button pressing to move a ship around, activate shields- Load ammunitions and ect ect?
1. Continued: A 4 player venture that would require utmost teamwork to navigate the Stars (THE WAY IT SHOULD BE!)
Very easy. What? I don't know.. Do you have a difficulty scale that I can use to measure that?
2.Has the old "Burrow underground, oh look its a whole new area" Gotten easier to perform? I assume I can track when burrow is activated, but as I questioned earlier, underground..is it easier to synthesize?
2. Answered by (Anonymous) "You can detect when a unit burrows, so when that happens you could move the unit to a section of the map that represents the underground and then you can order the unit that burrowed to unburrow. "
The
Camera-SetCameraBounds
action would help you here once again. Also you can drop the unit from the sky using triggers that change the height of the unit.
4. Max players in a map? No, really..Maximum players..like 64? 100? (dont say 8. . .): )
4. Answer by (Anonymous) "Max players is 16 human, and up to 32 total. So you can have 16 human players and 16 computers, or 1 human and 31 computers. However, max om bnet2 at the moment is 4v4, I believe. That limit should disappear after release."
1. Using a Copy of guardian shield: I want to add armor from using the ability however cannot find where to do so. every attempt ends with no change in any stat.
(SOLVED: Remember to match up your data in the editor, I was not using my copied Guardian Shield Behavior...CHECK YOUR DATA!)
2. How do I change the hue of a unit? HDR..Color..What if i wanted an all Red Zergling or a pitch Black Battlecruiser (SOLVED? Without Modelling change this seems unreasonable)
Same as the above colour changing method. What's the difference between these two questions?
3. Changing Map size mid-edit..just to go over some notes: Nothing happens when I try to do this (SOLVED: Im an idiot. Does the map sizes seem a little small to anyone else?)
5. I want one of my Hero units to have a Trail of after-images when he walks or performs an action (attacking, fapping, whatever) How do i go about this?
7. Wind/Rain/Lightning: Are these use-able at this time? Everytime i place one nothing usually happens...
I haven't done this yet, but I'd assume they do work. They are effects, meaning that they will probably not work in the Map Editor, but only in the game.
8. I noticed there was a Civilian "Blimp" in the Doodads, leaving me to think it was rejected as a unit and put there. Can Doodads models be used as actor models?
Umm.. I think they left it that way for a reason. However, if you want to use it as an actor model, find the model that the Doodad is referencing, and refer to that when creating your Actor.
15.B. Also is there a way to delay someone from Blinking back into existence? IE: Start Blinkout, wait 1 second, Unit appears in BlinkIn in desired location.
Yes. Data Editor. You'd need a few more Effects for Blink, however.
I'm swapping around textures for my map but...alot of stuff just wont show up. it doesnt even do anything.. the strange part is its all manmade tilesets (templefloor/metal/concrete)
what am i doing wrong? Is it because i have 4 wall types instead of 2?
((Extended...))
I mean that I would place it in my 'Terrain Texture Set's' as a custom tileset.
Tarsonic Dirt
Bel Shir Brush
Bel Shir Grass Dark
Korhal 5
Braxis Alpha Metal Detail
Tarsonis Dirt Rough
These 6 currently all work just fine... I am able to place them on my map with no problems whatsoever. When i add: Tarsonis Concrete or...Anything else Braxis tileset, they just act like i am not performing an action. I click and drag as i would a regular brush stroke but nothing happens..not even an action..its not even invisible as if the file was wrong. Nothing happens, nothing at all. that is what i mean.
<<quote>>
You want a custom tileset? I'm confused.
- - -
<<quote 98021>>
How do change it so That when the mouse hits the edge of the screen it doesnt scroll...But still allow for the camera to follow a unit?
- - - When i lock the camera, but a unit outside of the camera gets attacked and a get a minimap ping, I am able to hit spacebar and force the camera to the minimap ping..how do I stop this from happening?
The problem with FPS in my RPG game is caused by updating the camera (even every 0.1 seconds slows down my computer..) See if that's the problem with yours, or is it just the amount of objects on the screen when you look towards the horizon?
The workaround would be to use a variable to represent your unit instead of a value. When you create a new instance, simply set the variable to hold the new instance instead of the old one.
I mean you should set Player 1 as Enemy to Player 2 when Player 1 moves. This way, Player 2 will not attack until Player 1 moves, at which point he will become the "enemy".
For the second part, simply attatch your region to the unit you're following. There's an action called "Attach Region to Unit". The region will follow the unit wherever it goes...
0
Can you give a reason and see if there is a workaround? I don't think there's a way to directly see how many workers are mining from a geyser. Is this for AI, or for UMS?
If this is AI, you could record the number as you add workers.
If this is for UMS, you could count the number of workers in the vincinity (assuming the minerals are elsewhere).
However, a solution for both would probably be to find a way to see how many workers are targeting the refinery/assimilator/extractor. Maybe a stacking buff?
0
It should probably be
, not the other way around.
You need to make the weapon a turret. Say, something like the mothership has a turret. Then change deceleration to 0 or something - not sure about that. I'm pretty sure it has to be a turret, however. <</code>>
0
Was thinking about that, but I thought there was an easier way. I guess not. Thanks for the reply.
EDIT: Works now ^ . ^ I made a Stun behavior and applied it during the "Initial Effect" phase.
However, how would I make the turret face the right way? The turret is only part of the actor? So I have to make the whole actor face the right direction..? Hmm.. Maybe I've got it!
0
You would do what ezbeats is saying to do. Create a behavior that constantly orders it to move 2 units in front of it. If you are creating an aircraft, collision should not be a problem. Turning would be okay if you use "Make unit face instantly" triggers :P Otherwise, turning might be a bit affected..
0
I would like help with a similar problem. I have made an ability on my Siege Tank that targets a location (pretty much "Attack ground"). However, though the ability fires and all, the Siege Tank's turret does not turn to fire at that direction. What do I have to do with the Actors to make the Turret turn correctly?
Also, how would I make the Actor continuously animate the "Attack" animation? I have tried "Play Forever", but it seems to only play once. Would the single play have something to do with the Time Modifier ("Default", "Automatic", etc.)? How do I use that field?
0
Because I need to gain some credibility (:P), I will go through and see what I can do. However, do not expect a lot of answers - I'll just point you to the right direction :)
Technical(advanced)
You would probably do something involving the
trigger.
Set the bounds to the current spot, so the player cannot move at the initialization, then free movement when a player presses the arrow keys. Relock when he/she releases the arrow key(s).
Same as above - locking the camera bounds to a point will prevent the screen from moving.
I have not explored this yet. Might get back to you on this.
Don't really understand you. The answer would be yes though, it is possible. How is another story.
Camera Systems(Query)
There is no single best way. However, I have made my own way where all three conditions are met. It is currently not yet ready for release, though I could provide some help to creating a similar system. I am simply hesitant to release it before it is complete.
You mean when there's a large amount of stuff on the screen? That's not possible - there's too much stuff on the screen.
Turning down your graphics settings might help though :P
None that I have found so far.
Depends what you are doing. Apparently multiple cameras are useful for cutscenes, repeatedly returning to a set view, etc. However, using the default camera would be for general gameplay view. I do not think that limiting the amount of cameras will significantly decrease the load time, however.
Data Editor(Query and Technical Assault)
Yes, of course. Anything can be done.
What? What did you expect? You asked if there's a way...
Fine.. check out this guide: Changing unit colour.
I would assume you would like this ability to be an instantaneous move as well, because of the example you have provided (Chess). Copy the "Blink" ability from the Stalker. However, in Tactics games, it would probably not be instantaneous. To achieve this, a similar effect would be used, but you would have to move it a bit at a time or simply order it to move somewhere.
Doing this with the default right-click is probably not possible, as the game seperates this as smart-click. However, you could probably make a custom trigger that activates every time a player presses the right mouse button that moves it... etc.
3. Answered by (Anonymous) "There's a set upgrade action. If that doesn't work then you can create a separate upgrade that does the opposite of the original upgrade and just upgrade that to undo it."
3. Additional Data by (Anonymous) "Can't you simply delete the upgrade datas?"
4. Answered by(Anonymous) "For the stacked photon cannon effect, just remove the weapon cooldown, or make it very small. "
Either the above answer, or you could create a beam attack (similar to the sentry, I hear).
Terrain(General 'wut' s )
1. Answered by (Anonymous) "You can copy and paste terrain, but it's really buggy right now. Just go to the terrain layer and if you have a tool selected, hit escape. Then drag a box around what you want to copy, and hit control + C. then control + V to paste. I believe doodads are the same, but you can't copy both at the same time."
I don't know.
Nope. I don't know how to do underground, but I do know there's a tutorial for going into buildings. I guess you could make underground a big building? Entering buildings.
Data+Trigger(Fun Times)
Very easy. What? I don't know.. Do you have a difficulty scale that I can use to measure that?
2. Answered by (Anonymous) "You can detect when a unit burrows, so when that happens you could move the unit to a section of the map that represents the underground and then you can order the unit that burrowed to unburrow. "
The
action would help you here once again. Also you can drop the unit from the sky using triggers that change the height of the unit.
Anything's possible.
4. Answer by (Anonymous) "Max players is 16 human, and up to 32 total. So you can have 16 human players and 16 computers, or 1 human and 31 computers. However, max om bnet2 at the moment is 4v4, I believe. That limit should disappear after release."
- - -
(SOLVED: Remember to match up your data in the editor, I was not using my copied Guardian Shield Behavior...CHECK YOUR DATA!)
Same as the above colour changing method. What's the difference between these two questions?
Tell us something we didn't know ;)
Edit the
Actor
in Data Editor.
I haven't done this yet, but I'd assume they do work. They are effects, meaning that they will probably not work in the Map Editor, but only in the game.
Umm.. I think they left it that way for a reason. However, if you want to use it as an actor model, find the model that the Doodad is referencing, and refer to that when creating your Actor.
The current editor's fine. However, I believe there are several .galaxy Editors in progress already.
Haven't worked with items yet.
Use a converter. They are different formats, therefore, you must change the format.
Camera update eats up a lot of time, as well as Camera far-clip.
No, but you can probably do it.
Probably. Export a file and get to work on it with a 3D modeling program.
Not that I know of. I am still trying to do this so that I can make my unit walk backwards.
Yes. Data Editor. You'd need a few more Effects for Blink, however.
- - -
So what do you want the Graviton Beam ability thing to do? Just make it float?
- - -
Already answered.
0
Okay, I've made the ability and all that work, but I've run into two problems:
Hints please? I'm pretty new to the editor, but I've gotten the explosions, damage, and random timing/positioning down.
I'm pretty sure you've gotten yours working by now :P I just want to do this so I can have a tutorial done - helps with my learning process too.
0
The problem with FPS in my RPG game is caused by updating the camera (even every 0.1 seconds slows down my computer..) See if that's the problem with yours, or is it just the amount of objects on the screen when you look towards the horizon?
0
I'll work on a tutorial :P I wanna test out my tutorial skills..
This is the first guide I'm making: Just for you!
0
I read somewhere else that this was not possible?
However, you can probably fake it..
0
@Mursh_: Go
The workaround would be to use a variable to represent your unit instead of a value. When you create a new instance, simply set the variable to hold the new instance instead of the old one.
0
I mean you should set Player 1 as Enemy to Player 2 when Player 1 moves. This way, Player 2 will not attack until Player 1 moves, at which point he will become the "enemy".
0
Make it one unit with a huge actor? :)
Then anchor weapons to various parts of it..
However, it would deal and take damage as a unit..
0
Don't think it has anything to do with movers.
Try changing Strafe Radius?
0
For the second part, simply attatch your region to the unit you're following. There's an action called "Attach Region to Unit". The region will follow the unit wherever it goes...