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    posted a message on Data genious wanted (pay provided)

    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.

    Posted in: Data
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    posted a message on [Contest] Out of Bounds

    @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.

    Posted in: Project Workplace
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    posted a message on [Contest] Out of Bounds

    @progammer: Go

    Quite simple on insane really, just die enough to get a zealot out and you're good to go:p

    Posted in: Project Workplace
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    posted a message on Data export/import

    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:

    • The whole "Base.SC2Data" folder.
    • The "<locale>.SC2Data/LocalizedData" folder except the "TriggerString.txt" if You're not moving the triggers.
    • * If You are moving the triggers You'd also want the "Triggers" and "Triggers.version" located in the map folder.

    It's the only solution i have found so far.

    edit: looks like someone beat me :d

    Posted in: Miscellaneous Development
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    posted a message on (Solved) Trading Resources - how do I enable it sooner?

    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:

    Untitled Trigger 002
        Events
            Game - Map initialization
        Local Variables
        Conditions
        Actions
            UI - Disable resource trading for 0 seconds
    
    Posted in: Data
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    posted a message on Launch Attachment Question

    @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.

    Posted in: Data
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    posted a message on Removing 1 specific attack from the animation pool

    I would also find a way to do this.

    Posted in: Data
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    posted a message on Changing model scale w/o selection

    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.

    Posted in: Data
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    posted a message on [Weapons/Effects] Multiple Damage Effects?

    @Vitkar: Go

    pfft :p

    Posted in: Data
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    posted a message on [Weapons/Effects] Multiple Damage Effects?

    @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

    Posted in: Data
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    posted a message on Making Icons for requests

    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?

    Posted in: Art Assets
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    posted a message on Earn Minerals by attacking

    Well that makes sence, got it working now;) Guess that explains the greyed out fields aswell. And thanks for some damn quick answers.

    Posted in: Triggers
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    posted a message on Earn Minerals by attacking

    Tried it and couldn't get it to work, this is what i got so far.

    Scavenge
        Events
            Unit - Any Unit is attacked
        Local Variables
            Damage = 0.0 <Real>
            Cost Int = 0 <Integer>
            Cost = 0.0 <Real>
            Health = 0.0 <Real>
            Mineral Given = 0.0 <Real>
            Mineral Given Int = 0 <Integer>
        Conditions
        Actions
            Variable - Set Damage = (Triggering damage amount)
            Variable - Set Cost Int = (Minerals cost of (Unit type of (Triggering unit)))
            Variable - Set Cost = (Real(Cost Int))
            Variable - Set Health = ((Triggering unit) Maximum Life (Current))
            Variable - Set Mineral Given = (((Cost / Health) * Damage) * 0.5)
            Variable - Set Mineral Given Int = (Integer(Mineral Given))
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Cost > 0.0
                Then
                    Player - Modify player (Owner of (Attacking Unit)) Minerals: Add Mineral Given Int
                Else
    

    It gave me an error about (Triggering damage amount has no matching event.) Any idea what i did wrong?

    Posted in: Triggers
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    posted a message on Earn Minerals by attacking

    @slaydon: Go

    Arg, not possible to get catalog field of triggering unit or something like that?

    Posted in: Triggers
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    posted a message on Earn Minerals by attacking

    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?;)

    Posted in: Triggers
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