As the subject states: when Marines and Marauders use Stimpack in my custom map, the effect goes off and they get the damage/speed bonus and it shows the "!" over their heads, but the units do not take the 10 or 20 damage, whatever the value is. Does anyone know the cause of this, and/or how to fix it? I'm sure it's a simple data-edit solution but I'm not even sure where to look. Thanks!
As the title states: I made a special SuperZergling. When he burrows, he is turned into a normal zergling, then upon unburrowing he remains a normal zergling. I know there must be a simple way to fix this through the data, but I can't figure it out. Please help! :)
Edit: Fixed. I always find solutions to problems right after asking for help! :D
This is a fairly complex question that has a few possible solutions that I can think of...but have not been able to implement. I'm fairly new to the editor, but I have been making good progress learning what I need to know for this specific map. The map is a "Team Monobattle" based off Day9's famous Funday Monday game variation.
If you're unfamiliar with the format: Each player picks one unit at the start of a 4v4 and publicly announces it to everyone. That player can only build that attacking unit for the entire game (excludes essential units such as workers, overlords, and queens). The map I'm creating is based off this idea.
The problem is this: with units such as Zerglings/Banelings and Corruptors/Broodlords, they come from a base unit that morphs into another unit. I want to keep the game mechanics as true-to-form as possible. For example, if you pick BANELINGS at the onset of the match, I want the tech tree to adjust and the larva to build only the special zerglings that are identical to normal zerglings (FOR ONLY THE PLAYER WHO SELECTED BANELINGS!), except that they can't attack. I've gone through the data and modified larva, hatcheries, zerglings, corruptors, and burrow, but the larva still produce regular zerglings, and when the special zerglings unburrow they revert to normal zerglings (which I thought I had modified through the data editing). This is a problem.
I'm curious if anyone knows what units, abilities, buttons and other miscellany I have to modify to get this to work, OR if there's a way, through triggers, to automatically replace the "Normal Unit" (when they are built) with the "Special Unit".
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As the subject states: when Marines and Marauders use Stimpack in my custom map, the effect goes off and they get the damage/speed bonus and it shows the "!" over their heads, but the units do not take the 10 or 20 damage, whatever the value is. Does anyone know the cause of this, and/or how to fix it? I'm sure it's a simple data-edit solution but I'm not even sure where to look. Thanks!
0
As the title states: I made a special SuperZergling. When he burrows, he is turned into a normal zergling, then upon unburrowing he remains a normal zergling. I know there must be a simple way to fix this through the data, but I can't figure it out. Please help! :)
Edit: Fixed. I always find solutions to problems right after asking for help! :D
0
This is a fairly complex question that has a few possible solutions that I can think of...but have not been able to implement. I'm fairly new to the editor, but I have been making good progress learning what I need to know for this specific map. The map is a "Team Monobattle" based off Day9's famous Funday Monday game variation. If you're unfamiliar with the format: Each player picks one unit at the start of a 4v4 and publicly announces it to everyone. That player can only build that attacking unit for the entire game (excludes essential units such as workers, overlords, and queens). The map I'm creating is based off this idea.
The problem is this: with units such as Zerglings/Banelings and Corruptors/Broodlords, they come from a base unit that morphs into another unit. I want to keep the game mechanics as true-to-form as possible. For example, if you pick BANELINGS at the onset of the match, I want the tech tree to adjust and the larva to build only the special zerglings that are identical to normal zerglings (FOR ONLY THE PLAYER WHO SELECTED BANELINGS!), except that they can't attack. I've gone through the data and modified larva, hatcheries, zerglings, corruptors, and burrow, but the larva still produce regular zerglings, and when the special zerglings unburrow they revert to normal zerglings (which I thought I had modified through the data editing). This is a problem.
I'm curious if anyone knows what units, abilities, buttons and other miscellany I have to modify to get this to work, OR if there's a way, through triggers, to automatically replace the "Normal Unit" (when they are built) with the "Special Unit".