If I understand you correctly, you want the move speed to faster, but everything should be slowed down a tad. I think only touching the move speed would be way easier done, shouldn't be much work then. Could that be useable aswell? The change then would be setting the speed to normal and units would walk at the faster speed. And I hope using triggers is allowed.
Intentionally? :p Checked the map, I'm not giving up on this. Looks like any unit can enter the zone, so if I can somehow get the slow zealot up there where the *SPOI tanks LER* are, then I can just kill my probe.
Still haven't found a way to this in the data editor, but is easily changed in triggers. Find the "Set Resource Trade Countdown Time" and change it to 0 and run this on the Map Initializing:
Not sure if this answers all your questions but what i did when i wanted to make a custom launch point on a weapon the was a field named "Target - Launch Site Ops +" in there i put the center of the unit which was SOpAttachHarness and under it i made custom operation with the offset.
The custom one I made was Site operation (local Offset) based on CActorbase (not sure if it matters) and i put in some numbers i the local offset. At least that worked for me with my unit with no weapon attachment points. So maybe you can get something out of this.
Not sure about this but it's worth a shot. Depending on where you scaled the model, in the model data or actor data, try change the scale in the other field.
Yeah, first you gotta make 2 new effects. One effect set and one for the other damage which ignores armor. Then add both damage effects under the set effect and under the weapon remove the damage effect and add the set effect. Guess that should work. good luck
Hey, saw all those sweet icons you've made so far and i wouldn't miss out. Could you possible color this pretty? It's purpose is fireing a taser gun, so what i think would be nice is some blue glow on the lighting and if possible some greyish color on the gun. Thanks:)
And by the way, how do you open those .dds files? just a simple rename?
Hei, first of, I'm pretty new to the trigger editor. And here I'm trying to make a trigger which gives resources to a player when a unit attacks a another unfriendly unit. Here's a formula to explain what i mean:
Cost of unit being attacked / Hitpoints of the unit being attacked * Damage dealt by attacking unit * Ability ratio.
An example:
200 minerals worth building / with 100 hitpoints * takes 10 damage * the effect has a 0,25 ratio = gives 5 minerals to attacking unit each hit.
Got it all pretty much working but i could not find a way to get the cost of the unit, any help?;)
0
If I understand you correctly, you want the move speed to faster, but everything should be slowed down a tad. I think only touching the move speed would be way easier done, shouldn't be much work then. Could that be useable aswell? The change then would be setting the speed to normal and units would walk at the faster speed. And I hope using triggers is allowed.
0
@progammer: Go
Intentionally? :p Checked the map, I'm not giving up on this. Looks like any unit can enter the zone, so if I can somehow get the slow zealot up there where the *SPOI tanks LER* are, then I can just kill my probe.
0
@progammer: Go
Quite simple on insane really, just die enough to get a zealot out and you're good to go:p
0
To answer this roughly and "simple" I think the best solution to this is to first get a MPQ browser.
Then save Your initial map, make a new map blank map and save this aswell, and then close it in the Galaxy Editor
Open the MPQ editor and find files which You think is worth moving. After a quick look i think you need:
It's the only solution i have found so far.
edit: looks like someone beat me :d
0
Still haven't found a way to this in the data editor, but is easily changed in triggers. Find the "Set Resource Trade Countdown Time" and change it to 0 and run this on the Map Initializing:
0
@XLIIVI: Go
Not sure if this answers all your questions but what i did when i wanted to make a custom launch point on a weapon the was a field named "Target - Launch Site Ops +" in there i put the center of the unit which was SOpAttachHarness and under it i made custom operation with the offset.
The custom one I made was Site operation (local Offset) based on CActorbase (not sure if it matters) and i put in some numbers i the local offset. At least that worked for me with my unit with no weapon attachment points. So maybe you can get something out of this.
0
I would also find a way to do this.
0
Not sure about this but it's worth a shot. Depending on where you scaled the model, in the model data or actor data, try change the scale in the other field.
0
@Vitkar: Go
pfft :p
0
@PIESOFTHENORTH: Go
Yeah, first you gotta make 2 new effects. One effect set and one for the other damage which ignores armor. Then add both damage effects under the set effect and under the weapon remove the damage effect and add the set effect. Guess that should work. good luck
0
Hey, saw all those sweet icons you've made so far and i wouldn't miss out. Could you possible color this pretty? It's purpose is fireing a taser gun, so what i think would be nice is some blue glow on the lighting and if possible some greyish color on the gun. Thanks:)
And by the way, how do you open those .dds files? just a simple rename?
0
Well that makes sence, got it working now;) Guess that explains the greyed out fields aswell. And thanks for some damn quick answers.
0
Tried it and couldn't get it to work, this is what i got so far.
It gave me an error about (Triggering damage amount has no matching event.) Any idea what i did wrong?
0
@slaydon: Go
Arg, not possible to get catalog field of triggering unit or something like that?
0
Hei, first of, I'm pretty new to the trigger editor. And here I'm trying to make a trigger which gives resources to a player when a unit attacks a another unfriendly unit. Here's a formula to explain what i mean:
Cost of unit being attacked / Hitpoints of the unit being attacked * Damage dealt by attacking unit * Ability ratio.
An example:
200 minerals worth building / with 100 hitpoints * takes 10 damage * the effect has a 0,25 ratio = gives 5 minerals to attacking unit each hit.
Got it all pretty much working but i could not find a way to get the cost of the unit, any help?;)