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    posted a message on Checking to see how many workers are mining a vespene geyser?

    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?

    Posted in: Miscellaneous Development
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    posted a message on Patrolling: can you limit it?
    Quote:

    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

    if distance < 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>>

    Posted in: Miscellaneous Development
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    posted a message on Help with artillery ability

    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!

    Posted in: Miscellaneous Development
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    posted a message on Continuous Movement

    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..

    Posted in: Miscellaneous Development
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    posted a message on [Solved] Unit turning

    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?

    Posted in: Miscellaneous Development
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    posted a message on Mega Help Thread

    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)

    Quote from Xesh: Go

    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

    Set Camera Bounds
    

    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).

    Quote from Xesh: Go

    2. How do I disable the camera from moving when I press space-bar after receiving a mini-map ping?

    2.Notes: Lock Screen does not prevent this.

    Same as above - locking the camera bounds to a point will prevent the screen from moving.

    Quote from Xesh: Go

    3. How do I reference other maps when setting the next map after the current map ends?

    3.Example: When creating the trigger "Set Next Map", All I see is "current Map". How do I reference a separate map?

    I have not explored this yet. Might get back to you on this.

    Quote from Xesh: Go

    4. Is it possible to save a map in its current state and reload it at a selected time?

    4. Example: The party leaves the world map, saves the world map, sets next room, (Cave), finished in cave and loads world map data.

    Don't really understand you. The answer would be yes though, it is possible. How is another story.

    Camera Systems(Query)

    Quote from Xesh: Go

    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.

    Quote from Xesh: Go

    2. For Camera: How do I reduce, or nullify, the lag I recieve when pointing the camera array at a large section of map?

    2.Example: 256x256, lower left looking at top right, Here be (dr)lag(ons)

    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

    Quote from Xesh: Go

    3. What are some general concerns/things not to do when messing with cameras that can make it terribly buggy?

    None that I have found so far.

    Quote from Xesh: Go

    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.

    Data Editor(Query and Technical Assault)

    Quote from Xesh: Go

    1. Is there a way to change the color/hue/gradient of a unit in the Data Editor?

    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.

    Quote from Xesh: Go

    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.

    Quote from Xesh: Go

    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?"

    Quote from Xesh: Go

    4. How do I make a unit create (x) amount of missles with each attack that all attack individually?

    4. Example: In Starcraft 1 we call this stacking photocannons. it made a nice looking beam of shots, i want to recreate this but without stacking.

    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 )

    Quote from Xesh: Go

    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?

    Quote from Xesh: Go

    2. Same question regarding Doodads.

    Quote from Xesh: Go

    1+2 BONUS: Together, Terrain AND doodads?

    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."

    Quote from Xesh: Go

    3. F*cking Bridges, How do THEY work??? /reference lost to most

    3. Notes: Right, How do i make a cross-able bridge, also for underneath

    I don't know.

    Quote from Xesh: Go

    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.

    Data+Trigger(Fun Times)

    Quote from Xesh: Go

    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?

    Quote from Xesh: Go

    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 - Set Camera Bounds
    

    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.

    Quote from Xesh: Go

    3. Multiplayer Shooter. . . Possible?

    Anything's possible.

    Quote from Xesh: Go

    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."

    - - -

    Quote from Xesh: Go

    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!)

    Quote from Xesh: Go

    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?

    Quote from Xesh: Go

    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?)

    Tell us something we didn't know ;)

    Quote from Xesh: Go

    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?

    Edit the

    Actor
    

    in Data Editor.

    Quote from Xesh: Go

    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.

    Quote from Xesh: Go

    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.

    Quote from Xesh: Go

    9. Has anyone started working on a cleaned up editor? Yes, i know Blizzard MIGHT~ clean it up but i think its fine the way it is.

    The current editor's fine. However, I believe there are several .galaxy Editors in progress already.

    Quote from Xesh: Go

    10. How do I place Items on the map? this eludes me...I have items and I need to give them away~

    Haven't worked with items yet.

    Quote from Xesh: Go

    11. Are we able to directly transfer over Warcraft Models to Starcraft? Alot of them are really nice.

    Use a converter. They are different formats, therefore, you must change the format.

    Quote from Xesh: Go

    12. I tested a "third person shooter" and it was terribly laggy. Does anyone know why this is? How do they get their game so lag-free?

    Camera update eats up a lot of time, as well as Camera far-clip.

    Quote from Xesh: Go

    13. Just a side question, Has anyone played Tribes? I am fully certain we can recreate Tribes in the SC editor for online FPS action.

    No, but you can probably do it.

    Quote from Xesh: Go

    14. Are we able to take unit models apart..Like Tank Turrets and heads and such..? Scythe Armed Zealots or perhaps Immortal Turretted Tanks..?

    Probably. Export a file and get to work on it with a 3D modeling program.

    Quote from Xesh: Go

    15. Is there a way to reverse an animation and use that? Example: Warping in image, using that for Blink ability out..except reversed.

    Not that I know of. I am still trying to do this so that I can make my unit walk backwards.

    Quote from Xesh: Go

    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.

    - - -

    Quote from Xesh: Go

    Hey, i didnt want to turn here but it looks like i must:

    I gave one of my ground Units the ability of the Phoenix: Gravity Warp or something.

    It seems there is a built in behavior that makes the unit stop moving and attacking. is this a spell timer or just the way the behavior makes me?

    Final: I wish to turn it off, giving my g-unit the freedom to continue to fight after using it.

    So what do you want the Graviton Beam ability thing to do? Just make it float?

    - - -

    Quote from Xesh: Go

    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?

    Already answered.

    Posted in: Miscellaneous Development
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    posted a message on Help with artillery ability

    Okay, I've made the ability and all that work, but I've run into two problems:

    1. The tank's turret does not turn to face the way it is firing.
    2. The tank can use other abilities while using the artillery strike.

    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.

    Posted in: Miscellaneous Development
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    posted a message on first person framerate problem

    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?

    Posted in: Miscellaneous Development
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    posted a message on Help with artillery ability

    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!

    Posted in: Miscellaneous Development
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    posted a message on Selecting/Building from custom dialog buttons.

    I read somewhere else that this was not possible?

    However, you can probably fake it..

    Posted in: Miscellaneous Development
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    posted a message on A trigger question

    @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.

    Posted in: Miscellaneous Development
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    posted a message on Need help with selecting units + giving them orders

    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".

    Posted in: Miscellaneous Development
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    posted a message on Unit Group (Actual Group of Units)

    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..

    Posted in: Miscellaneous Development
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    posted a message on Changing Brood Lord and Carrier turning speed

    Don't think it has anything to do with movers.

    Try changing Strafe Radius?

    Posted in: Miscellaneous Development
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    posted a message on Revealer Help

    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...

    Posted in: Miscellaneous Development
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