Any ideas? I have made a very rough trigger version using behaviours but it would be nice to use the data editor to validate.
In case no other suggestions are made, I'm currently applying a behaviour when the pickup is targeted by a smart command and the pickup then validates that the hero has that behaviour. So if he is just walking past he wont pick it up.
The behaviour is also removed if the hero is issued a smart command to somewhere/something other than the pickup.
This is kinda awkward though due to there being 10 pickups of different types :/
When a unit moves over an auto cast pickup, such as the health ones available in the editor, they automatically cast themselves onto the unit. I am wanting this to happen but only if the unit that moves over the pickup is currently moving toward the pickup with the pickup as the target unit.
So, I want to validate that the target's (target of the pickup's ability) current order is to move to the caster (the pickup)
- - RED replied while I was uploading the photo. Thats exactly what I want :) I want to validate that the move command of the hero is targeting the item.
I am trying to validate that the target of an ability is targeting the caster. I can't seem to find any way to do this is in the data editor or in the trigger editor.
I am specifically wanting a pickup item to auto cast on (like the health pickups) but only when the unit that gets close is targeting it.
Many thanks in advance.
Hey,
I made Artifact Defence. which is basically a base defence map.
I stopped working on the map but then it went up to be the third most popular map on EU servers.
It would be good if people could post feedback. Is this the correct place for people to do that?
Not sure but, have you made sure that the 5 orange buttons are enabled just above the right hand pane. The buttons are to the left of the Search box and are named:
Show Table View
Show Default Values
Show Advanced Features
Show Field Type Names
Combine Structure Values
I have all these enabled. Hope this is your problem since it's an easy fix :)
Turns out it was fairly simple... :D I am pretty useless with the Data Editor but I just made the Offsets on the Search part of the effect start at the Target Unit/Point. I pretty much copied the Hellion then made those changes. I didn't think it would work since I didn't know what to set the Offset end point as but I just put that as the Target Unit/Point and it works.
The only problem with that is that the range of it is fixed, so the flames always go X distance. Sorry for not being clear but I'd like for the bullet to hit an enemy then also travel another 2units further since the bullet will slow down. So if the unit is right next Tychus then the the bullet is only going to travel about 2.5units. But if the unit is 5units away from Tychus then the bullet is going to travel about 7. Sorry about *units* :D I've no idea what units SC2 uses...
Can anyone think of a way to make a weapon that penetrates though enemies.
I specifically want Tychus' chaingun to penetrate through the zombies on my map, since he has a massive gun and they are so small it seems only normal, and also he needs balancing with the other characters.
Sorry for the bump,
but is it possible to hide the food/supply but show the minerals? There is no option in Races for food, just minerals vespene and terrazine.
Seems silly that the action to change a dialog items color doesn't apply to labels. sorry for the bump but is there no other way than to set the dialog items text with styles?
Hi,
I'm trying to figure out a way to change all mineral fields on the map to rich mineral fields. Is there some way I can apply a behaviour to all the units on the map of a certain type? I would remove the normal mineral field behaviour and then apply the rich minerals behaviour, Or I could remove all the minerals and place high yield at the position of each but both methods require either a lot of work and triggers or being able to apply something to all units of certain type.
This is exactly what I want. With timers and leaderboards the screen gets fill up so I would like to have the time left in a timer display in the title of the leaderboard.
0
Any ideas? I have made a very rough trigger version using behaviours but it would be nice to use the data editor to validate.
In case no other suggestions are made, I'm currently applying a behaviour when the pickup is targeted by a smart command and the pickup then validates that the hero has that behaviour. So if he is just walking past he wont pick it up. The behaviour is also removed if the hero is issued a smart command to somewhere/something other than the pickup. This is kinda awkward though due to there being 10 pickups of different types :/
0
When a unit moves over an auto cast pickup, such as the health ones available in the editor, they automatically cast themselves onto the unit. I am wanting this to happen but only if the unit that moves over the pickup is currently moving toward the pickup with the pickup as the target unit. So, I want to validate that the target's (target of the pickup's ability) current order is to move to the caster (the pickup)
- - RED replied while I was uploading the photo. Thats exactly what I want :) I want to validate that the move command of the hero is targeting the item.
0
I am trying to validate that the target of an ability is targeting the caster. I can't seem to find any way to do this is in the data editor or in the trigger editor.
I am specifically wanting a pickup item to auto cast on (like the health pickups) but only when the unit that gets close is targeting it. Many thanks in advance.
0
Hey, I made Artifact Defence. which is basically a base defence map. I stopped working on the map but then it went up to be the third most popular map on EU servers. It would be good if people could post feedback. Is this the correct place for people to do that?
0
Not sure but, have you made sure that the 5 orange buttons are enabled just above the right hand pane. The buttons are to the left of the Search box and are named: Show Table View Show Default Values Show Advanced Features Show Field Type Names Combine Structure Values
I have all these enabled. Hope this is your problem since it's an easy fix :)
0
Turns out it was fairly simple... :D I am pretty useless with the Data Editor but I just made the Offsets on the Search part of the effect start at the Target Unit/Point. I pretty much copied the Hellion then made those changes. I didn't think it would work since I didn't know what to set the Offset end point as but I just put that as the Target Unit/Point and it works.
0
The only problem with that is that the range of it is fixed, so the flames always go X distance. Sorry for not being clear but I'd like for the bullet to hit an enemy then also travel another 2units further since the bullet will slow down. So if the unit is right next Tychus then the the bullet is only going to travel about 2.5units. But if the unit is 5units away from Tychus then the bullet is going to travel about 7. Sorry about *units* :D I've no idea what units SC2 uses...
0
Can anyone think of a way to make a weapon that penetrates though enemies. I specifically want Tychus' chaingun to penetrate through the zombies on my map, since he has a massive gun and they are so small it seems only normal, and also he needs balancing with the other characters.
0
Sorry for the bump, but is it possible to hide the food/supply but show the minerals? There is no option in Races for food, just minerals vespene and terrazine.
0
Seems silly that the action to change a dialog items color doesn't apply to labels. sorry for the bump but is there no other way than to set the dialog items text with styles?
0
lol so easy... Thank you.
0
Hi, I'm trying to figure out a way to change all mineral fields on the map to rich mineral fields. Is there some way I can apply a behaviour to all the units on the map of a certain type? I would remove the normal mineral field behaviour and then apply the rich minerals behaviour, Or I could remove all the minerals and place high yield at the position of each but both methods require either a lot of work and triggers or being able to apply something to all units of certain type.
0
http://forums.sc2mapster.com/development/map-development/4849-how-to-make-a-label-display-a-timer/
0
This is exactly what I want. With timers and leaderboards the screen gets fill up so I would like to have the time left in a timer display in the title of the leaderboard.