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    posted a message on Creep tumors visible to enemy ai?

    Hello, even though I told my AI to attack my units EXCLUDING hidden and buried, they are still able to see my creep tumors. Not sure if this is a data editor or trigger issue, but does anyone know how to prevent the AI from attacking creep tumors?

    Posted in: Data
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    posted a message on Giving hellion infernal preigniter

    Hello, all I want to do is duplicate a hellion and give the duplicate (called Inferno) the upgrade infernal preigniter by default. So right when they pop up, the hellion will be normal and the inferno will be shooting the blue flame. However, I'm having a difficult time accomplishing this, changing various things in the data editor and nothing's working. Any help is appreciated, thanks.

    Posted in: Data
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    posted a message on Make unit group attack Player

    yeh that's the problem, in my game the users will be able to create fortifications all over the map, so having the enemies attack a pre-existing point will work for the beginning, but not for the end of the game. Although the ultimate goal of the enemy is to destroy one point, so maybe it would work. I'll give this attack point method a shot and if it doesn't suit my needs I'll have to continue with the custom ai stuff. Thanks for the help so far!

    Posted in: Triggers
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    posted a message on Duplicating unit messes up original

    Hello, I am using marines as one of my enemy attack waves in my custom game. However, I also want to use customized marines w/ stim for another wave. So ALL I did was duplicate the marine (and actor), and named it Marine w/Stim, and now my original marines (which I didn't touch) have no sound effect when they shoot. I thought to properly duplicate a unit you just select its actors, but obviously its messing up the original for some reason. When I undo that duplication the original marines work fine. Any help is appreciated, thanks.

    Posted in: Data
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    posted a message on Enable ability by default

    Hello, my question is: how would I go about enabling an ability on a unit without having the required upgrade? For example, I want the computer AI to have stimpack available for its marines right away without any research. Thanks.

    Posted in: Triggers
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    posted a message on Trigger to check if unit can attack air?

    @Kueken531: Go

    oh yeh, thanks a lot

    Posted in: Triggers
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    posted a message on Trigger to check if unit can attack air?

    @o3210: Go

    thanks, i just figured out another way:

    if ((picked unit) weapon 1 can target Air == Enabled

    Of course, if they have multiple weapons then it gets a little trickier but that can be handled on a case by case basis I guess

    Posted in: Triggers
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    posted a message on Trigger to check if unit can attack air?

    Hello, I was wondering if there was a way to have an if/then that checks if a unit can attack air or not? Thanks.

    Posted in: Triggers
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    posted a message on Make unit group attack Player

    @eddiestyle: Go

    Ok so I would have to do it manually, huh? That's okay - I just figured there might have been a way to do it using the built-in AI. Anyways, thanks for the help.

    Posted in: Triggers
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    posted a message on Make unit group attack Player

    @eddiestyle: Go

    Thanks, that's a pretty smart way to do it. The only potential issue I see is that perhaps it would be better if the enemies had some kind of priority in what they were attacking, for example a group of enemy marauders would probably want to focus down a spine crawler that was in range as opposed to a couple zerglings, but since the lings would be closer, they would attack the lings instead. I'm not sure if the Melee AI is that advanced but if so it would be better to get some of that integration going. I did mess around with the AI/Advanced AI Triggers a tad but I didn't get anything to work. I noticed you could create Attack Waves, but when I tried adding the enemies to an attack wave and then sending out the attack wave, they just stood there.

    Perhaps your suggestion would be sufficient, but I do wonder about adding some additional options. Maybe I could do my own custom AI, assuming the triggers allow you to set priorities. Any additional help is appreciated, thanks.

    Posted in: Triggers
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    posted a message on Make unit group attack Player

    Hello, I have a group of enemy units that spawn, and all I want them to do is try their best to annihilate a player, let's say Player 1, units and buildings and all. What is the best way to accomplish this? Right now after my enemies spawn I have:

    Unit: Order all units in (Last created units) to (Attack targeting units in (Any units in (Entire Map) owned by player 1 matching (No value), with at most Any Amount)) (Replace existing orders)

    This seemed to work fine at first but if, while the enemies are running toward me (player 1), I attack him, they don't fight back. They just keep running towards my original position. What I want is to have them run towards my base while at the same time attacking any of my units that get in the way. So the ultimate goal is to destroy my hatchery, but if I start attacking them or they see other units/structures that I own, have them attack those. Ideally, this behavoir would apply against any user (i.e. if there are 3 players, the enemies will try to destroy all of them). Any help is appreciated. Thanks.

    Posted in: Triggers
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    posted a message on DIfficulty of learning editor?

    It's mostly not hard, and even more complex triggers are easy/fun to create. But the data editor is the most annoying piece of ever. But I guess there's no way around it with so many options, attributes, etc. 1 little thing can be the difference between a working map and a non-working one. This is coming from someone who never used a map editor before, though.

    Posted in: Miscellaneous Development
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    posted a message on Any way to reset data

    What I mean is, I want to keep the terrain I created, but reset all of the things I created/edited in the Data Editor. Is this possible? I have become extremely frustrated with the data editor and I want to start from scratch; all the duplication and everything has gotten insanely confusing. In fact, I still have no clue what the proper way to edit a unit is without affecting 50 other things, especially since everyone seems to have different opinions on the matter. Anyways, any help is appreciated.

    Posted in: Miscellaneous Development
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    posted a message on Making a building shoot?

    blump

    Posted in: Miscellaneous Development
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    posted a message on Making a building shoot?

    @gizmachu: Go

    thanks - I managed to get regular units to work fine, they even rotate and everything, but this building I can't get to see guys except in one direction.

    Posted in: Miscellaneous Development
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