Go to the Requirements section of the data editor, punch in keyword 'nuke', you'll see the listings for all the module's various ways of controlling the max amount of nukes for a player. By editing one of the 'Train Nuke' requirements you'll get what you want. Requirements are a strange looking chunk of data but yah that's where you'll figure out how to modify those amounts.
I have a sneaky feeling the galaxy editor recognizes and does things differently for any map that is official blizzard property, I'd recommend steering clear of using any such maps as a base line for your own work. I can't confirm this is what's going on but I've seen enough references in the editor to assume that 'embracing & extending' a blizzard map is something they're discouraging and likely the reason for your triggers getting all messed up.
The thread's title is very uninformative, I'd recommend changing it. Also the problem description spends too long explaining without actually identifying what's going on that shouldn't be very clearly, fix that too.
The triggers being deleted are all you need to delete the default stuff, but are you testing through battle net or just with the editor? Because battle net is a different animal requiring all sorts of junk just to make it run as you want.
The AI player controlling these units has been given the tech for burrowing/unburrowing I hope? This is something I'd gotten frustrated over as well before realizing if that's not the case.
Agreed this forum's codebase is pretty terrible compared to standard issue forum software, so far I see no advantages and huge disadvantages to their insistence on reinventing the wheel. I can't even search with quotes for multi-word string matches for christ sakes. (and man does that bug me to no end!)
Oh really eh? How pray-tell does one edit one's theme selection? (sorry couldn't find it under user management, my apologies if its right in front of my face but can't see it)
Ugh you're right, I just tried using this effect to shift a behavior from one unit to another and it 'looks' all good but then when I tried to do it again the validators are still firing like the first unit still has the behavior. Damn, this really puts a crimp in my plans...
I can say that you'd get much better results if you made that chunk its own trigger with an event that fires on a periodic timer every 2 seconds instead of an infinite loop within some other trigger. Also it looks like you're micro managing the AI a little too much, or at least not as much as required. I've had great success for instance by giving the AI instructions using the actions under the AI header for say making a new overlord etc, let it pick the specific larva to use, no need to pick which one yourself. Can't remember the specific instruction off the top of my head but it was basically along the lines of 'tell the AI to build an overlord' and it'll deal with picking which larva at which hatchery to do it. Same goes for any unit, even when it means morphing one unit to another, about the only limitation would be telling it to build a unit that it doesn't have the required structure already available to do so.
Aye, I understand the prefix & suffix text is stuff only the editor sees and that's why I'm using them, the problem is when I load a map(in the editor) with the mod as a dependency the stuff the mod adds loses those prefixes and suffixes when I'm looking at them in the data editor. IE the mod's stuff's prefixes and suffixes are lost through the dependency chain somewhere or they are only local to when you're looking at that specific file in the editor rather then any file that uses those. Meanwhile its gotta be possible since all the main SC2 modules' stuff retains those values when you attach them to a map.
Is this something anyone else encountered and hopefully resolved? What's going on is I have a mod file that I hook into maps as a dependency and all's good so far, but when I'm in the data editor of such a map the prefixes that I gave everything while editing the mod don't show up. Its made bug testing...annoying. Any way to preserve these prefixes when maps load the mod?
Heh, I went to ridiculous lengths to get a similar system working the way I wanted. The simple would be yah a rapid firing 'kill yourself' periodic effect with a validator that keeps it failing so long as the terrain height was never met was one way, but this only works in situations where the height of the map is very much 'base' vs 'death cliff's that missiles were never supposed to travel through. This also assumes you can consistently have the missiles fire with no z angle at all (straight line without angle up or down), that was probably the problem that caused the most grief for me.
ED: Meanwhile, designing stuff that is meant to smoke these missiles (like a supreme commander shield) was both a lot of fun and actually pretty easy.
The count down sounds ticking away as you contemplate exiting the game entirely I feel really captures the mood towards the current state of the custom game system on battle net for the people trying to make maps for it.
This is a very needed feature I think, especially considering how splintered the various developer sub forums are. (The splintering is good, but as a user its then that much harder to track threads you're interested in short of having dozens of bookmarks and manually/periodically checking them yourself).
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Go to the Requirements section of the data editor, punch in keyword 'nuke', you'll see the listings for all the module's various ways of controlling the max amount of nukes for a player. By editing one of the 'Train Nuke' requirements you'll get what you want. Requirements are a strange looking chunk of data but yah that's where you'll figure out how to modify those amounts.
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I have a sneaky feeling the galaxy editor recognizes and does things differently for any map that is official blizzard property, I'd recommend steering clear of using any such maps as a base line for your own work. I can't confirm this is what's going on but I've seen enough references in the editor to assume that 'embracing & extending' a blizzard map is something they're discouraging and likely the reason for your triggers getting all messed up.
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The thread's title is very uninformative, I'd recommend changing it. Also the problem description spends too long explaining without actually identifying what's going on that shouldn't be very clearly, fix that too.
Ie: TL;DR.
Sorry.
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@Lucavious: Go
The triggers being deleted are all you need to delete the default stuff, but are you testing through battle net or just with the editor? Because battle net is a different animal requiring all sorts of junk just to make it run as you want.
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@small502: Go
The AI player controlling these units has been given the tech for burrowing/unburrowing I hope? This is something I'd gotten frustrated over as well before realizing if that's not the case.
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Agreed this forum's codebase is pretty terrible compared to standard issue forum software, so far I see no advantages and huge disadvantages to their insistence on reinventing the wheel. I can't even search with quotes for multi-word string matches for christ sakes. (and man does that bug me to no end!)
-"BumpintheNig"
@WhiskeeGX: Go
Check out the top posts on curse.com's main page...some how I don't think the security through obscurity argument stands up here...
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You know, there is this great tutorial about how to create an uberlisk that just might be able to help you out with this.
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@Molsterr: Go
Oh really eh? How pray-tell does one edit one's theme selection? (sorry couldn't find it under user management, my apologies if its right in front of my face but can't see it)
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@Myndful: Go
Ugh you're right, I just tried using this effect to shift a behavior from one unit to another and it 'looks' all good but then when I tried to do it again the validators are still firing like the first unit still has the behavior. Damn, this really puts a crimp in my plans...
0
I can say that you'd get much better results if you made that chunk its own trigger with an event that fires on a periodic timer every 2 seconds instead of an infinite loop within some other trigger. Also it looks like you're micro managing the AI a little too much, or at least not as much as required. I've had great success for instance by giving the AI instructions using the actions under the AI header for say making a new overlord etc, let it pick the specific larva to use, no need to pick which one yourself. Can't remember the specific instruction off the top of my head but it was basically along the lines of 'tell the AI to build an overlord' and it'll deal with picking which larva at which hatchery to do it. Same goes for any unit, even when it means morphing one unit to another, about the only limitation would be telling it to build a unit that it doesn't have the required structure already available to do so.
0
Aye, I understand the prefix & suffix text is stuff only the editor sees and that's why I'm using them, the problem is when I load a map(in the editor) with the mod as a dependency the stuff the mod adds loses those prefixes and suffixes when I'm looking at them in the data editor. IE the mod's stuff's prefixes and suffixes are lost through the dependency chain somewhere or they are only local to when you're looking at that specific file in the editor rather then any file that uses those. Meanwhile its gotta be possible since all the main SC2 modules' stuff retains those values when you attach them to a map.
0
Is this something anyone else encountered and hopefully resolved? What's going on is I have a mod file that I hook into maps as a dependency and all's good so far, but when I'm in the data editor of such a map the prefixes that I gave everything while editing the mod don't show up. Its made bug testing...annoying. Any way to preserve these prefixes when maps load the mod?
0
Heh, I went to ridiculous lengths to get a similar system working the way I wanted. The simple would be yah a rapid firing 'kill yourself' periodic effect with a validator that keeps it failing so long as the terrain height was never met was one way, but this only works in situations where the height of the map is very much 'base' vs 'death cliff's that missiles were never supposed to travel through. This also assumes you can consistently have the missiles fire with no z angle at all (straight line without angle up or down), that was probably the problem that caused the most grief for me.
ED: Meanwhile, designing stuff that is meant to smoke these missiles (like a supreme commander shield) was both a lot of fun and actually pretty easy.
0
The count down sounds ticking away as you contemplate exiting the game entirely I feel really captures the mood towards the current state of the custom game system on battle net for the people trying to make maps for it.
0
This is a very needed feature I think, especially considering how splintered the various developer sub forums are. (The splintering is good, but as a user its then that much harder to track threads you're interested in short of having dozens of bookmarks and manually/periodically checking them yourself).