There is a field for unit cost include with every unit. I believe before the patch, I did nothing. You had to set cost in the build ability.
This was changed to allow the cost of the unit to be set on the unit itself, in addition to on the build ability.
One consequence of this is that all units which were duplicated from a melée unit now have the cost field set to re melée cost. So your ability build cost is adding on the unit cost field. Deleting one will fix.
Also, if you change the unit to none, the events will fire for any unit. For
example, the actor will be created for any unit birth. I had a good laugh wheni found that out.
If you look under Gameplay Data in the data editor (choose it from the drop down menu), you will find some parameters pertaining to creep. But only a few.
I don't know whether you can do so directly. But you could give units a behavior which increases their attack speed. You can then add a validator which checks whether the unit is on creep.
As for finding the creep itself, I'm not sure. I will look into it.
When you say "creep 2", do you mean "creep too"? Or do you mean having two sets of creep, one which affects zerg, and one which affects protoss?
Movement - Creep Speed Multiplier
Will allow you to slow down or speed up a unit while it's on creep. It should be present on every unit in the data editor. So, if you'd like to make a zealot move more quickly, find the zealot unit in the data editor, and find the aforementioned field.
You can modify the speed modifier under each individual unit. There is a field for it in the movement section, I think. The creep itself does not have a global effect.
At the moment, there are pretty much nothing but standard units. You can edit their abilities and stats with the built-in editor, but the units you have to start with are only those included with the ladder game.
There will likely be more "creeps" when the single player is released from Blizzard.
As for item shops and heroes The ability to make a unit a hero or an item shop is built-in to the editor. So is the ability to modify the UI.
I can't seem to figure out how to make an attack with a speed debuff affect units whose speed has been previously modified via triggers. The same attack works fine on the unit before it's modified.
Does anyone know how to make this work? The unit stats in my map are completely set in triggers.
I am confused. It says "2 placement matches remain." Before the end of phase 1, I had two placement matches remaining. Did they not wipe the database? Likewise, my previously published maps are still up.
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@SquarelyCircle: Go
There is a field for unit cost include with every unit. I believe before the patch, I did nothing. You had to set cost in the build ability.
This was changed to allow the cost of the unit to be set on the unit itself, in addition to on the build ability.
One consequence of this is that all units which were duplicated from a melée unit now have the cost field set to re melée cost. So your ability build cost is adding on the unit cost field. Deleting one will fix.
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@YiffMaster: Go
Also, if you change the unit to none, the events will fire for any unit. For example, the actor will be created for any unit birth. I had a good laugh wheni found that out.
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Without chat channels or named game lobbies, how do you all generally organize tests of a map?
Clarification. I'm asking due to my being unsure how to organize a test, and organizing is not my strong point!
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@enslavednumber: Go
If you look under Gameplay Data in the data editor (choose it from the drop down menu), you will find some parameters pertaining to creep. But only a few.
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@enslavednumber: Go
I don't know whether you can do so directly. But you could give units a behavior which increases their attack speed. You can then add a validator which checks whether the unit is on creep.
As for finding the creep itself, I'm not sure. I will look into it.
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@enslavednumber: Go
When you say "creep 2", do you mean "creep too"? Or do you mean having two sets of creep, one which affects zerg, and one which affects protoss?
Movement - Creep Speed Multiplier
Will allow you to slow down or speed up a unit while it's on creep. It should be present on every unit in the data editor. So, if you'd like to make a zealot move more quickly, find the zealot unit in the data editor, and find the aforementioned field.
Or is your question something different?
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@enslavednumber: Go
You can modify the speed modifier under each individual unit. There is a field for it in the movement section, I think. The creep itself does not have a global effect.
Does that make sense?
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Anyone else worried that continuing your map after release in hopes of adding new models and such will spoil the single player story?
With the popularity system, getting your map out before anyone else seems to be important.
But is it worth it to know everything that will be in the game before you play it?
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@smurfbizkit: Go
I got the same affect by picking up my display and walking around with it while someone dressed up like a marine stood in the background.
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@ryeguy1: Go
At the moment, there are pretty much nothing but standard units. You can edit their abilities and stats with the built-in editor, but the units you have to start with are only those included with the ladder game.
There will likely be more "creeps" when the single player is released from Blizzard.
As for item shops and heroes
The ability to make a unit a hero or an item shop is built-in to the editor. So is the ability to modify the UI.0
@Vexal: Go
Bump.
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I can't seem to figure out how to make an attack with a speed debuff affect units whose speed has been previously modified via triggers. The same attack works fine on the unit before it's modified.
Does anyone know how to make this work? The unit stats in my map are completely set in triggers.
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Where do I find a friend?
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I am confused. It says "2 placement matches remain." Before the end of phase 1, I had two placement matches remaining. Did they not wipe the database? Likewise, my previously published maps are still up.
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All I see anywhere is "Vexal". No three-digit code.