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    posted a message on Two (simple?) questions

    @Anarcy: Go

    That list of data objects and categories can NOT be changed by you. The list is just a list showing other data objects that reference the selected object, or the selected object references. Basically it tells you what the selected object is connected to.

    Assuming you are wanting to add an actor for your unit, you will need to go to the Actors tab and create or duplicate an Actor, then change the key field at the very top to your unit. Then if you go back to your unit, the actor you chose should be listed under Actors in that list.

    Also, you do not need to duplicate the basic abilities like Move, Attack, Hold position, etc. If you do not duplicate the ability, your unit will just use the existing ability, which is perfectly fine. You only need to use new abilies when you want to make changes to it.

    Posted in: Miscellaneous Development
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    posted a message on Looking at making a "maul" type game

    @Vexal: Go

    Seconded, although remakes of every last SC/WC3 map is inevitable.

    Posted in: Miscellaneous Development
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    posted a message on Map-wide target acquire

    Bump.

    In my map, I am spawning up to 300 units at any given time to attack the players (team of six). I want each player to be in danger (i.e. targeted by 300/6 enemies), but I don't want to simply Issue the spawned units to Attack the player unit, as that will make them ignore other players if they should come across them. I also cannot order them to attack the location of the player unit, because as the player moves that location will be out of date.

    Posted in: Miscellaneous Development
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    posted a message on Map-wide target acquire

    Is there any way to make a unit type able to automatically acquire a target to attack from any distance? I want to be able to spawn some units for a hostile player with full vision, and have those units able to automatically acquire the closest enemy unit and head for it, changing targets if need be.

    Is this possible? I've messed with the data editor for quite some time now, I have found 'Acquire Path Limit' on the Attack ability, and 'Minimum Scan Range' on the unit type's Weapon, but neither of those seems to have done the trick; although setting the Minimum Scan Range to 500 and the Acquire Path Limit to 500 just about doubled the range at which the unit would acquire targets. It seems to me that a range of 500 will surely cover a medium map size, so there must be a problem somewhere.

    Edit: I would also like it if the spawned units would not give up their chase after a certain range..

    Posted in: Miscellaneous Development
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    posted a message on Anyone come across disabling unit pathfinding?

    I'm interested in this as well. It would be useful in getting a unit to take the shortest available path (a straight line) from point A to point B, but still collide with obstacles in the way.

    Posted in: Miscellaneous Development
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    posted a message on Ability Buttons per Level

    @puritysdisciple: Go

    I am pretty sure you can reference ability details inside the tooltip like you could in WC3. I am unsure though as to how you would do that.

    Posted in: Miscellaneous Development
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    posted a message on Trouble with unpathable terrain

    @Werepenguin: Go

    You could make your air units actually ground units (and appear to be in the air).

    Posted in: Miscellaneous Development
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    posted a message on Screen Resolution Trouble

    I'm confused.. can't you anchor UI elements to sections of the screen, such as the top left corner, or Middle right side?

    Posted in: Miscellaneous Development
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    posted a message on quick question on waves

    @Etravex: Go

    Hooray this is a cool tutorial doing exactly what you want. It's sort of complicated but if you can follow along you will learn advanced triggering as well.

    Posted in: Miscellaneous Development
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    posted a message on Pulling information and using it

    Arithmetic

    Posted in: Miscellaneous Development
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    posted a message on Problem with "Completed at unit" requirement

    You are using "Completed at Unit" in an Equals node along with a constant '1', right?

    Posted in: Miscellaneous Development
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    posted a message on Building in a designated area.

    Well, it's certainly solvable with triggers, i.e. remove a building constructed by a player in a region he shouldn't be building in. However, I'm sure you want a Data editor solution rather than triggers (so would I).

    Something might be doable if you use the different unused collision flags, or maybe something with different footprints.. I'm not sure.

    Posted in: Miscellaneous Development
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    posted a message on Do NOT open your map in a "specific folder"

    I've got SC2 on a 1TB drive with well over 800GB of garbage on it, and I have never experienced this. Might I suggest a reinstall?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Problems

    @Zarkm: Go

    Do you mean on the command card? You would put a button, set it to Ability Command, no requirements and have the ability be the Train ability, and the sub ability be the ability command, i.e. Train Marine.

    Posted in: Miscellaneous Development
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    posted a message on Problems
    Quote from Zarkm: Go

    Another question: How do you make things like factories create custom units like in the game?

    Well for this you would edit the Train ability for the building.

    Posted in: Miscellaneous Development
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