True, I'm still mystified how it happened however. If it was caused by a problem with the editor and not something else on my computer then that's one hell of a bug.
What I'm trying to do is have any of the player's units that touch creep be turned into a cocoon, which then bursts open to create an enemy infested terran. So far I've managed to get them turning into cocoons and being controlled by the computer, but for some reason I just cannot get them to turn into a infested terran after.
This is what I've got so far:
Creep slows down marines by 50%
Every time a marine's speed alters, the game waits 5 seconds then replaces that marine with a cocoon, and changes ownership to the computer.
The game then waits another 5 seconds, then replaces the unit with an infested terran
Very simple, but for some reason the second replacement doesn't work.
I have tried the following alternatives:
- Put the marine into a group called "cocoon" upon speed alteration
- Start a repeating timer once marine is cocooned that every 5 seconds any unit in "cocoon" is replaced with an infested terran
- Start a general "every 5 seconds" periodic event to do the same thing on map initialisation
- Create a new ability which takes 5 seconds called "Hatch" which transforms the cocoon into an infested terran (ability is confirmed to be working perfectly if I give myself a cocoon and use it manually)
- Order any idle units with the "hatch" ability to use "hatch"
- Order any idle cocoon units to use "hatch"
- Pick every unit in "cocoon" and order them to use "hatch"
- Do the two above, but on a 5-second repeating timer
- Set "hatch" to be auto cast so it should fire automatically anyway
NONE of these methods work and it's driving me nuts. Can anyone please explain to me how to get the second transformation going, because I can't think of any other way of doing it. The annoying thing is that all of these methods work if the unit hasn't already been transformed once.
Ok this is a very weird bug, and I have no idea how it happened.
I wanted to mess around with unit abilities to see if I could create a custom aura that generates creep and transforms all enemy units in the vicinity into infested terran. I started a new map from scratch, spawned an overlord, removed the "have lair" requirement for "generate creep", removed the "caster is stationary" validator and tried to test the map quickly to make sure it was doing what it should be doing (i.e an overlord that can generate creep on the move without needing a lair). Simple, right?
I forgot I had saves set to "smaller files" so when I clicked the "test document" button it was loading for ages, presumably because it wanted to autosave first. Then suddenly the editor shut down completely and the game didn't load. Puzzled, I tried to restart the editor, but I got a message saying that the executable file referenced by the shortcut no longer existed.
SC2editor.exe has been completely removed from my computer, I ran a search and it's gone. I have an application called "StarCraft II Editor.exe" in the main folder but this does nothing at all, even when moved into the Support folder where the old one used to be. Also, now vanilla SC2 won't start, clicking the exectuable does nothing. My entire Starcraft II folder is only 7gb, and I'm sure it was supposed to be bigger than that.
What the hell? The editor has been absolutely fine since I installed the game 2 weeks ago and now suddenly this has happened. Looks like I'm going to have to uninstall and reinstall the whole game now (after backing up my map of course...).
Oh I'm not worried about people copying my idea, I took the original idea from the campaign so it's not original. I think it will be quicker to just post a screenshot of what I've got:
This is how it appears in-game:
I've got the ability set up as a morph, so it turns into "Fortified Bunker" and the model changes to the jumbo bunker model. All this works perfectly, I just can't figure out how make the mouse-over display the cost and time of the ability, as well as the "requires Improved Bunkers" tooltip if the player hasn't researched this yet.
I'd also like to change the cost of the ability from 10 minerals to 50, but I can't find anything anywhere that defines the cost. However, messing around with the "cost" field in the screenshot does nothing, as you can see it's currently set to 0|0|0|0 for all resources and yet it still costs 10 minerals to activate, so that can't be it.
Thanks for the help! I managed to fix it. However, I do appear to have broken something else in the meantime. The ability to fortify the bunker starts greyed out until the upgrade "improved bunkers" has been researched, it costs 10 minerals and takes 5 seconds to activate which is all well and good. However, the tooltip no longer displays the requirements, cost and time. Basically, mousing over the ability simply gives the tooltip I wrote: "Fortify the bunker, doubling its health and increasing its armor", but nothing else. I also can't remember where I found the setting that dictates the cost and time of that ability should I want to change it again in the future (in fact I want it to cost 50 minerals!)
Sorry about this, usually I can work it out for myself or find a guide online, but this one particular thing seems to be stumping me completely.
I've been slowly getting to grips with the editor, and have been making a co-operative zombie wave survival map with a day/night cycle similar to the "outbreak" campaign mission. My current issue that I've been unable to resolve on my own is that my custom upgrade is repeatable and can be queued unlimited times, but I want it to be a one-shot upgrade that can only be researched once and then disappears permanently from the command card like the "neosteel frame" upgrade in vanilla SC2.
My upgrade, "improved bunkers", currently has no effect on anything but is just meant to unlock the ability for bunkers to upgrade themselves into super bunkers. This mechanic works absolutely fine, the problem is that once researched, "improved bunkers" stays available and can be researched over and over again. I'm assuming I accidently broke it while fiddling with some other stuff in the data editor and for the life of me I can't find the setting needed to change it back.
0
True, I'm still mystified how it happened however. If it was caused by a problem with the editor and not something else on my computer then that's one hell of a bug.
0
Hello everyone,
What I'm trying to do is have any of the player's units that touch creep be turned into a cocoon, which then bursts open to create an enemy infested terran. So far I've managed to get them turning into cocoons and being controlled by the computer, but for some reason I just cannot get them to turn into a infested terran after.
This is what I've got so far:
Creep slows down marines by 50% Every time a marine's speed alters, the game waits 5 seconds then replaces that marine with a cocoon, and changes ownership to the computer. The game then waits another 5 seconds, then replaces the unit with an infested terran
Very simple, but for some reason the second replacement doesn't work.
I have tried the following alternatives:
- Put the marine into a group called "cocoon" upon speed alteration
- Start a repeating timer once marine is cocooned that every 5 seconds any unit in "cocoon" is replaced with an infested terran
- Start a general "every 5 seconds" periodic event to do the same thing on map initialisation
- Create a new ability which takes 5 seconds called "Hatch" which transforms the cocoon into an infested terran (ability is confirmed to be working perfectly if I give myself a cocoon and use it manually)
- Order any idle units with the "hatch" ability to use "hatch"
- Order any idle cocoon units to use "hatch"
- Pick every unit in "cocoon" and order them to use "hatch"
- Do the two above, but on a 5-second repeating timer
- Set "hatch" to be auto cast so it should fire automatically anyway
NONE of these methods work and it's driving me nuts. Can anyone please explain to me how to get the second transformation going, because I can't think of any other way of doing it. The annoying thing is that all of these methods work if the unit hasn't already been transformed once.
0
Ok this is a very weird bug, and I have no idea how it happened.
I wanted to mess around with unit abilities to see if I could create a custom aura that generates creep and transforms all enemy units in the vicinity into infested terran. I started a new map from scratch, spawned an overlord, removed the "have lair" requirement for "generate creep", removed the "caster is stationary" validator and tried to test the map quickly to make sure it was doing what it should be doing (i.e an overlord that can generate creep on the move without needing a lair). Simple, right?
I forgot I had saves set to "smaller files" so when I clicked the "test document" button it was loading for ages, presumably because it wanted to autosave first. Then suddenly the editor shut down completely and the game didn't load. Puzzled, I tried to restart the editor, but I got a message saying that the executable file referenced by the shortcut no longer existed.
SC2editor.exe has been completely removed from my computer, I ran a search and it's gone. I have an application called "StarCraft II Editor.exe" in the main folder but this does nothing at all, even when moved into the Support folder where the old one used to be. Also, now vanilla SC2 won't start, clicking the exectuable does nothing. My entire Starcraft II folder is only 7gb, and I'm sure it was supposed to be bigger than that.
What the hell? The editor has been absolutely fine since I installed the game 2 weeks ago and now suddenly this has happened. Looks like I'm going to have to uninstall and reinstall the whole game now (after backing up my map of course...).
0
Oh I'm not worried about people copying my idea, I took the original idea from the campaign so it's not original. I think it will be quicker to just post a screenshot of what I've got:
This is how it appears in-game:
I've got the ability set up as a morph, so it turns into "Fortified Bunker" and the model changes to the jumbo bunker model. All this works perfectly, I just can't figure out how make the mouse-over display the cost and time of the ability, as well as the "requires Improved Bunkers" tooltip if the player hasn't researched this yet.
I'd also like to change the cost of the ability from 10 minerals to 50, but I can't find anything anywhere that defines the cost. However, messing around with the "cost" field in the screenshot does nothing, as you can see it's currently set to 0|0|0|0 for all resources and yet it still costs 10 minerals to activate, so that can't be it.
0
Thanks for the help! I managed to fix it. However, I do appear to have broken something else in the meantime. The ability to fortify the bunker starts greyed out until the upgrade "improved bunkers" has been researched, it costs 10 minerals and takes 5 seconds to activate which is all well and good. However, the tooltip no longer displays the requirements, cost and time. Basically, mousing over the ability simply gives the tooltip I wrote: "Fortify the bunker, doubling its health and increasing its armor", but nothing else. I also can't remember where I found the setting that dictates the cost and time of that ability should I want to change it again in the future (in fact I want it to cost 50 minerals!)
Sorry about this, usually I can work it out for myself or find a guide online, but this one particular thing seems to be stumping me completely.
0
Hello everyone,
I've been slowly getting to grips with the editor, and have been making a co-operative zombie wave survival map with a day/night cycle similar to the "outbreak" campaign mission. My current issue that I've been unable to resolve on my own is that my custom upgrade is repeatable and can be queued unlimited times, but I want it to be a one-shot upgrade that can only be researched once and then disappears permanently from the command card like the "neosteel frame" upgrade in vanilla SC2.
My upgrade, "improved bunkers", currently has no effect on anything but is just meant to unlock the ability for bunkers to upgrade themselves into super bunkers. This mechanic works absolutely fine, the problem is that once researched, "improved bunkers" stays available and can be researched over and over again. I'm assuming I accidently broke it while fiddling with some other stuff in the data editor and for the life of me I can't find the setting needed to change it back.
Can anyone point me in the right direction?