So I'm trying to make certain structures in my map require a certain structure in order to be placed. Similar to how you need to place a refinery on top of a geyser, I want to say, require a barracks to be placed on top of a supply depot.
Though after I made this change, the structure would finish, but the supply depot underneath is still present, whats worse I can build another structure in the exact same spot, allowing for indefinite structures to be built in the exact same area.
I can't seem to find a remedy to this cause, I read somewhere that the geyser actor hides itself in order to prevent another structure being built upon it, yet after basically copying everything from the vespene geysers actor events, I am still recieving the same issue, and I'm not sure where to check for errors.
Does anyone happen to know the steps for creating a new type of "Geyser Built Upon" unit that I can use for other structures?
Edit: I notice when I put the custom "geyser" in question into a refinery the refinery prevent's multiple building of structures on that custom "geyser" but I can't seem to find out how the refinery blocks the construction.
Still got issue's, nothing I do makes the structure vanish like a geyser and I can keep building on it as though it had nothing on it. I honestly wish I knew what was wrong here so I can just fix it and continue on, but I need this applied to every structure I built and I want to know what I need to do before hand.
Sadly, CTRL + Z was neutered in the galaxy editor, it doesn't fix EVERY change you make, I've encountered problems where CTRL + Z leaves the issue there still.
There's a dropdown where you can choose three options "unavailable, restricted, and available" I think the perdition turret by default is restricted probably because it's waiting to be enabled or something.
Try setting it to available if it's set to anything else, I encountered this problem before too, it should be a simple fix if anything else.
Edit: I forgot to mention, this is all with the menu on where you put the button on the command card.
Yeah but, all I did was copy the raw data but took off the things before the underscore "_" that's about the only thing I had to do to get this to work.
Course to get it to reference minerals and gas I had to put [Minerals] or [Gas] or something like that. Well at any rate that problem is nice and solved, glad to know this place is full of so many helpful people.
My last idea if you still haven't fixed this, it may be timely but you could try reinstalling starcraft 2, this could reinstall the editor as well. Maybe even though you didn't edit the core game data, maybe the editors data got f'd up in some way, perhaps if you reinstall the game the editor will fix itself.
But then again not really sure whats going on there either, thats just another idea to try, reinstalling doesn't delete your maps so the only thing it will do is just consume a bit of your time with the reinstallation.
As for the registry idea, reinstalling should basically do the same thing, except it's easier and less prone to screw ups.
Anyone got anything? I feel it's something simple that i'm overlooking, but it's wierd, is all this happening due to actors? I thought actors were just visual and audio data, this is actually causing an impact on the game though.
I'm really flustered and nothing I try seems to work.
Also, why can't I make the Signal.*.Covered that's in one of the events. It won't let me set that option.
If I don't leave the geyser exactly how I duplicated it, I can't remake that event, but even still I can't get these things to work properly.
So I'm trying to make certain structures in my map require a certain structure in order to be placed. Similar to how you need to place a refinery on top of a geyser, I want to say, require a barracks to be placed on top of a supply depot.
Though after I made this change, the structure would finish, but the supply depot underneath is still present, whats worse I can build another structure in the exact same spot, allowing for indefinite structures to be built in the exact same area.
I can't seem to find a remedy to this cause, I read somewhere that the geyser actor hides itself in order to prevent another structure being built upon it, yet after basically copying everything from the vespene geysers actor events, I am still recieving the same issue, and I'm not sure where to check for errors.
Does anyone happen to know the steps for creating a new type of "Geyser Built Upon" unit that I can use for other structures?
Hello, I am making a kind of rocket soldier for my map and I want the unit to have a delayed time before firing at each target. Thing is, when the unit aquires a target, I want them to not fire until after they have aimed at the target for a given amount of time. I have tried adjusting the random delay and the time start/use in cost's but none of them seem to do what I need.
Basically the goal is I need the rocket soldier to only fire off it's shot after a certain amount of time has passed with it just staring at the enemy (consider them aiming their rockets to make sure it hits)
And I need this to apply whenever the target is changed.
If anyone here has played command and conquer at all, it's similar to the laser guided missles that are in generals and red alert 3.
Well I suppose a mountain of text is very boring to read, so here is an early screenshot showing a few of the things I have finished.
Take note I have not done anything to the terrain yet, as that is to be handled once the core concept of the game has been rooted together. After all if I use idea's that require a redesign of the terrain, I would end up wasting alot of effort.
As you can see I am currently working on one of the core features of the game, the civilization trait selection screen. My current build involves choosing 3 choices out of the available list, each item in the list provides certain benefits. Currently they provide very simple adjustments to existing units that everyone has, though depending on how I might want to focus them, they might provide certain unique units for each individual, or combination of decisions.
Example, an aggressive and defensive civilization might get an assault tank with a regenerating shield, allowing them to advance on enemies and also protect themselves by holding off before the tank regenerates it's shielding.
Awesome, thanks everyone. My faith in blizzard is now restored.
Now why didn't the other guys working on the data editor use this? It would just seem more sensible to use this system over hardcoding, I mean hardcoding is such a... unprofessional form of programming.
I couldn't find any using references, in fact every single one of blizzard's prebuilt abilities and tooltips all have hard coded data. I can't imagine how much of a sweatshop it must have been inputting all this data manually each time an update was made.
Could you show me an example of an area in the text editor referencing an area of the data editor? Right now I am unable to find anything to work on, I just want to know if hardcoding tooltips in the data editor is avoidable.
Ok I just want to make sure I'm being understood correctly, what I'm requesting doesn't involve the trigger editor. I'm trying to edit a piece of text in the DATA editor that pulls information from OTHER parts of the DATA editor. I am not trying to pull information from the data editor to use in triggers, I don't have a use for that at the moment. I will in the future but not at this exact moment.
Are these tutorials to show me what I'm requesting? Because I worry I may have been misunderstood, I just want to see if I'm getting the message across clear enough, because I'm trying to understand what's being said in these tutorials but they seem to be talking about a function used in the trigger editor and I'm getting concerned.
Ok here's basically what I'm asking, I made a custom text actor based off the automated refinery, every few seconds it says +10 minerals have been gained, I have an upgrade that adjust the effect that gives the minerals, however the text actor has a static +10 as it's text so even if I'm gaining different amounts of minerals it will always say +10.
I'm wondering if I can change
Field
CityTextKicker
UI - Text <s val="Kicker_Refinery">+10 </s><IMG path="Assets\Textures\icon-mineral-terran.dds" height="28" width="28"/>
to read from the effect that is increasing the minerals for the player
If you can show me an example, the raw data for the Mineral Income effect is
Field AutoHarvestVespene2 (City - CityIncomeEffectModifyUnit)
CEffectModifyPlayer_Resources (10|0|0|0)
Do you all remember back in the warcraft 3 editor where if you typed <A000,Dur1> into a tooltip the game would convert it to the duration of the ability A000.
Well I was wondering if the starcraft 2 has an equivilant function that can be used in it's tooltips, I have a popup for resource gain that I want to be changed depending on the value of an effect, I was wondering if there was a way that I can just reference the data on that effect.
I HOPE blizzard put something in, because otherwise this would be very counterproductive.
0
So I'm trying to make certain structures in my map require a certain structure in order to be placed. Similar to how you need to place a refinery on top of a geyser, I want to say, require a barracks to be placed on top of a supply depot.
Though after I made this change, the structure would finish, but the supply depot underneath is still present, whats worse I can build another structure in the exact same spot, allowing for indefinite structures to be built in the exact same area.
I can't seem to find a remedy to this cause, I read somewhere that the geyser actor hides itself in order to prevent another structure being built upon it, yet after basically copying everything from the vespene geysers actor events, I am still recieving the same issue, and I'm not sure where to check for errors.
Does anyone happen to know the steps for creating a new type of "Geyser Built Upon" unit that I can use for other structures?
Edit: I notice when I put the custom "geyser" in question into a refinery the refinery prevent's multiple building of structures on that custom "geyser" but I can't seem to find out how the refinery blocks the construction.
0
@Zackreaver: Go
Still got issue's, nothing I do makes the structure vanish like a geyser and I can keep building on it as though it had nothing on it. I honestly wish I knew what was wrong here so I can just fix it and continue on, but I need this applied to every structure I built and I want to know what I need to do before hand.
0
@Eiviyn: Go
Sadly, CTRL + Z was neutered in the galaxy editor, it doesn't fix EVERY change you make, I've encountered problems where CTRL + Z leaves the issue there still.
0
@Kojjeh: Go
There's a dropdown where you can choose three options "unavailable, restricted, and available" I think the perdition turret by default is restricted probably because it's waiting to be enabled or something.
Try setting it to available if it's set to anything else, I encountered this problem before too, it should be a simple fix if anything else.
Edit: I forgot to mention, this is all with the menu on where you put the button on the command card.
0
@RileyStarcraft: Go
Yeah but, all I did was copy the raw data but took off the things before the underscore "_" that's about the only thing I had to do to get this to work.
Course to get it to reference minerals and gas I had to put [Minerals] or [Gas] or something like that. Well at any rate that problem is nice and solved, glad to know this place is full of so many helpful people.
0
@KillerGymSox: Go
My last idea if you still haven't fixed this, it may be timely but you could try reinstalling starcraft 2, this could reinstall the editor as well. Maybe even though you didn't edit the core game data, maybe the editors data got f'd up in some way, perhaps if you reinstall the game the editor will fix itself.
But then again not really sure whats going on there either, thats just another idea to try, reinstalling doesn't delete your maps so the only thing it will do is just consume a bit of your time with the reinstallation.
As for the registry idea, reinstalling should basically do the same thing, except it's easier and less prone to screw ups.
0
Anyone got anything? I feel it's something simple that i'm overlooking, but it's wierd, is all this happening due to actors? I thought actors were just visual and audio data, this is actually causing an impact on the game though.
I'm really flustered and nothing I try seems to work.
Also, why can't I make the Signal.*.Covered that's in one of the events. It won't let me set that option.
If I don't leave the geyser exactly how I duplicated it, I can't remake that event, but even still I can't get these things to work properly.
0
So I'm trying to make certain structures in my map require a certain structure in order to be placed. Similar to how you need to place a refinery on top of a geyser, I want to say, require a barracks to be placed on top of a supply depot.
Though after I made this change, the structure would finish, but the supply depot underneath is still present, whats worse I can build another structure in the exact same spot, allowing for indefinite structures to be built in the exact same area.
I can't seem to find a remedy to this cause, I read somewhere that the geyser actor hides itself in order to prevent another structure being built upon it, yet after basically copying everything from the vespene geysers actor events, I am still recieving the same issue, and I'm not sure where to check for errors.
Does anyone happen to know the steps for creating a new type of "Geyser Built Upon" unit that I can use for other structures?
0
Hello, I am making a kind of rocket soldier for my map and I want the unit to have a delayed time before firing at each target. Thing is, when the unit aquires a target, I want them to not fire until after they have aimed at the target for a given amount of time. I have tried adjusting the random delay and the time start/use in cost's but none of them seem to do what I need.
Basically the goal is I need the rocket soldier to only fire off it's shot after a certain amount of time has passed with it just staring at the enemy (consider them aiming their rockets to make sure it hits)
And I need this to apply whenever the target is changed.
If anyone here has played command and conquer at all, it's similar to the laser guided missles that are in generals and red alert 3.
0
Well I suppose a mountain of text is very boring to read, so here is an early screenshot showing a few of the things I have finished.
Take note I have not done anything to the terrain yet, as that is to be handled once the core concept of the game has been rooted together. After all if I use idea's that require a redesign of the terrain, I would end up wasting alot of effort.
As you can see I am currently working on one of the core features of the game, the civilization trait selection screen. My current build involves choosing 3 choices out of the available list, each item in the list provides certain benefits. Currently they provide very simple adjustments to existing units that everyone has, though depending on how I might want to focus them, they might provide certain unique units for each individual, or combination of decisions.
Example, an aggressive and defensive civilization might get an assault tank with a regenerating shield, allowing them to advance on enemies and also protect themselves by holding off before the tank regenerates it's shielding.
0
@Nashadun: Go
Awesome, thanks everyone. My faith in blizzard is now restored.
Now why didn't the other guys working on the data editor use this? It would just seem more sensible to use this system over hardcoding, I mean hardcoding is such a... unprofessional form of programming.
Thanks everyone, this is just the info I needed.
0
@cavemaneca: Go
I couldn't find any using references, in fact every single one of blizzard's prebuilt abilities and tooltips all have hard coded data. I can't imagine how much of a sweatshop it must have been inputting all this data manually each time an update was made.
Could you show me an example of an area in the text editor referencing an area of the data editor? Right now I am unable to find anything to work on, I just want to know if hardcoding tooltips in the data editor is avoidable.
0
@progammer: Go
Ok I just want to make sure I'm being understood correctly, what I'm requesting doesn't involve the trigger editor. I'm trying to edit a piece of text in the DATA editor that pulls information from OTHER parts of the DATA editor. I am not trying to pull information from the data editor to use in triggers, I don't have a use for that at the moment. I will in the future but not at this exact moment.
Are these tutorials to show me what I'm requesting? Because I worry I may have been misunderstood, I just want to see if I'm getting the message across clear enough, because I'm trying to understand what's being said in these tutorials but they seem to be talking about a function used in the trigger editor and I'm getting concerned.
Ok here's basically what I'm asking, I made a custom text actor based off the automated refinery, every few seconds it says +10 minerals have been gained, I have an upgrade that adjust the effect that gives the minerals, however the text actor has a static +10 as it's text so even if I'm gaining different amounts of minerals it will always say +10.
I'm wondering if I can change
Field CityTextKicker
UI - Text <s val="Kicker_Refinery">+10 </s><IMG path="Assets\Textures\icon-mineral-terran.dds" height="28" width="28"/>
to read from the effect that is increasing the minerals for the player If you can show me an example, the raw data for the Mineral Income effect is
Field AutoHarvestVespene2 (City - CityIncomeEffectModifyUnit) CEffectModifyPlayer_Resources (10|0|0|0)
0
@Klishu: Go
I'm sorry, is that for using the trigger editor?
I want to know if I can type a piece of text in the data editor for a tooltip that updates depending on what an effect's value is.
Can you explain that in a little more detail?
0
Do you all remember back in the warcraft 3 editor where if you typed <A000,Dur1> into a tooltip the game would convert it to the duration of the ability A000.
Well I was wondering if the starcraft 2 has an equivilant function that can be used in it's tooltips, I have a popup for resource gain that I want to be changed depending on the value of an effect, I was wondering if there was a way that I can just reference the data on that effect.
I HOPE blizzard put something in, because otherwise this would be very counterproductive.