Hate to bump an old thread but I'm looking for the same functionality.
I need to ping the mini-map at the caster when some abilities are used and at the target when others are used.
Right now I'm doing it via triggers but I'd rather do it through data. Is there any way to do this via actors?
I'm having trouble making an untargeted missile work correctly. I've searched the site and found a lot of threads on this type of missile but none of them outline how to solve this problem.
I've made the missile unit, the launch and damage effects, the launch and missile actors actors and the ability to fire it. If I have the ability set as Effect - Target it works perfectly, launches from my unit and hits the target. When I change the ability to Effect - Instant the missile launches but immediately blows up in the middle of my unit.
I've been using the lost viking missile launch ability and effects as an example and I can't see that I'm doing anything differently.
Does anyone know if there's a way to rotate the mini-map 180 degrees for specific players?
My map is a top vs bottom map and I want the player to always be looking up, I've created cameras for two of the players so they face the opposite direction but when playing as those players the map appears backwards.
What I do is create a point where my target base is, then use "issue order to unit group" ordering all enemy units in the map to attack the target point. It's like issuing a move-attack order manually, they move towards that location and attack any enemy targets in their path prioritizing them based on the default AI.
If you just want to remove the requirement for stimpack you do that in the data editor under commands for the stimpack ability.
If you want to have a specific player receive the stimpack upgrade then you would use the "Set Upgrade Level for Player" action under the Tech Tree Category. Setting stimpack level to 1 should allow the player to use stimpacks.
Go to the actors tab and look for an actor named "Placement Model" it holds the placement events for all actors.
I was originally under the impression that there was a placement model actor for every unit, and could not find it. Turns out all placement is handled by a single actor.
Looks like I found my problem. In order for "Kill on Complete" to work with the build command the structure being built must have the "Build in Progress" ability. I don't know why but once I added that ability to my buildings the worker disappeared as expected when building.
I've tried everything I can think of for this and still can't get it to work, hopefully somebody can come up with a solution.
I've got a custom unit that can create a group of units or a building using two separate abilities, one train and one build. I want the unit to destroy itself after creating the new unit. The train ability has a flag "Kill on Complete" which destroys the unit correctly. The build ability also has "Worker Kill on complete" but it doesn't seem to do anything.
I checked out the zerg drone to see how it works but I couldn't find anything special. I even tried duplicating the drone and just changing the buildings it created but when it creates my buildings it just sits there afterwards.
I tried creating an event that triggers when the ability it used but the best I could do is get the command card to blank out.
Anyone have any suggestions? I know I could do it with a create unit/destroy unit set of effects but I'd rather not have to do that for every building I want to create.
You have to understand, it isn't about what is or isn't "offensive" it's about what will or will not get people to complain. Blizzard doesn't care what's in your map, what they care about is having to pay customer service people to deal with complaints about your map. It's more expedient and cost effective for them to just ban your map and get back to wallowing around in their room full of money.
Since your map is popular, more people play it and there are more chances for people to run into words that they find offensive. You're a victim of your own success in a way. If your map wasn't very popular it probably wold have never been a blip on Blizzards radar.
That being said, if you're going to use a dictionary, try the official Scrabble dictionary, no proper names and no offensive words. You can even get versions with words of specific lengths.
I've searched the forums and can't find much on this specific topic.
I'm creating a TD map and I want range indicator circles (like around the missile turret or siege tank) on my turrets when placed and when selected. I was able to get the selection range to work by adding an event to the turret actors but I can not figure out how to get the range to appear when placing the turret.
I found this tiny tutorial:
http://www.stardepot.org/47/range-indicators
Which says to add an event to the placement model actor, but there isn't a placement model actor only a placement model, and when opening the events+ field on the model it just gives me options for animations not the regular actor event window.
But when I try to save my map with this library imported I get a ton of syntax errors, even if I don't actually reference the library actions in anyway. Which is exactly what the author says will happen without changing the name in his instructions.
When I try to change a library ID it won't let me enter 4 characters, the OK button lights up at three and then gray's out as soon as the fourth character is entered.
I'm guessing this is a bug in the editor as it happens with every library I try.
Anyone have a suggested work around? I need to change the ID to use rrowland's WASD library.
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@KratsAU: Go
Hate to bump an old thread but I'm looking for the same functionality.
I need to ping the mini-map at the caster when some abilities are used and at the target when others are used. Right now I'm doing it via triggers but I'd rather do it through data. Is there any way to do this via actors?
0
I'm having trouble making an untargeted missile work correctly. I've searched the site and found a lot of threads on this type of missile but none of them outline how to solve this problem.
I've made the missile unit, the launch and damage effects, the launch and missile actors actors and the ability to fire it. If I have the ability set as Effect - Target it works perfectly, launches from my unit and hits the target. When I change the ability to Effect - Instant the missile launches but immediately blows up in the middle of my unit. I've been using the lost viking missile launch ability and effects as an example and I can't see that I'm doing anything differently.
Anyone have any suggestions on how to fix this?
0
Does anyone know if there's a way to rotate the mini-map 180 degrees for specific players?
My map is a top vs bottom map and I want the player to always be looking up, I've created cameras for two of the players so they face the opposite direction but when playing as those players the map appears backwards.
0
@rymonator: Go
What I do is create a point where my target base is, then use "issue order to unit group" ordering all enemy units in the map to attack the target point. It's like issuing a move-attack order manually, they move towards that location and attack any enemy targets in their path prioritizing them based on the default AI.
0
@rymonator: Go
If you just want to remove the requirement for stimpack you do that in the data editor under commands for the stimpack ability.
If you want to have a specific player receive the stimpack upgrade then you would use the "Set Upgrade Level for Player" action under the Tech Tree Category. Setting stimpack level to 1 should allow the player to use stimpacks.
0
@kwketh: Go
Go to the actors tab and look for an actor named "Placement Model" it holds the placement events for all actors.
I was originally under the impression that there was a placement model actor for every unit, and could not find it. Turns out all placement is handled by a single actor.
0
Looks like I found my problem. In order for "Kill on Complete" to work with the build command the structure being built must have the "Build in Progress" ability. I don't know why but once I added that ability to my buildings the worker disappeared as expected when building.
0
I've tried everything I can think of for this and still can't get it to work, hopefully somebody can come up with a solution.
I've got a custom unit that can create a group of units or a building using two separate abilities, one train and one build. I want the unit to destroy itself after creating the new unit. The train ability has a flag "Kill on Complete" which destroys the unit correctly. The build ability also has "Worker Kill on complete" but it doesn't seem to do anything.
I checked out the zerg drone to see how it works but I couldn't find anything special. I even tried duplicating the drone and just changing the buildings it created but when it creates my buildings it just sits there afterwards.
I tried creating an event that triggers when the ability it used but the best I could do is get the command card to blank out.
Anyone have any suggestions? I know I could do it with a create unit/destroy unit set of effects but I'd rather not have to do that for every building I want to create.
0
You have to understand, it isn't about what is or isn't "offensive" it's about what will or will not get people to complain. Blizzard doesn't care what's in your map, what they care about is having to pay customer service people to deal with complaints about your map. It's more expedient and cost effective for them to just ban your map and get back to wallowing around in their room full of money.
Since your map is popular, more people play it and there are more chances for people to run into words that they find offensive. You're a victim of your own success in a way. If your map wasn't very popular it probably wold have never been a blip on Blizzards radar.
That being said, if you're going to use a dictionary, try the official Scrabble dictionary, no proper names and no offensive words. You can even get versions with words of specific lengths.
http://www.isc.ro/en/commands/lists.html
0.954762446010457
@ringot: Go
Wouldn't you know it, I figured it out on my own right after posting this. You have to add an event to the actor named "Placement Model":
Event : Actor Creation
Term : ModelName - Name of your placement model
Msg Type: Create - Actor - Name of your range actor
It's actually really easy once you find it.
0
I've searched the forums and can't find much on this specific topic. I'm creating a TD map and I want range indicator circles (like around the missile turret or siege tank) on my turrets when placed and when selected. I was able to get the selection range to work by adding an event to the turret actors but I can not figure out how to get the range to appear when placing the turret.
I found this tiny tutorial: http://www.stardepot.org/47/range-indicators Which says to add an event to the placement model actor, but there isn't a placement model actor only a placement model, and when opening the events+ field on the model it just gives me options for animations not the regular actor event window.
Anybody able to enlighten me on this?
0
@Doubotis: Go
Thanks for the suggestion, I tried that but when I open up the triggers file it's already got the id=WASD
But when I try to save my map with this library imported I get a ton of syntax errors, even if I don't actually reference the library actions in anyway. Which is exactly what the author says will happen without changing the name in his instructions.
rrowlands 8way WASD
I can open up a map that already has the library in it and save it just fine, but I can't save a map that I've added the library to.
Any other ideas? Or am I just out of luck?
0
When I try to change a library ID it won't let me enter 4 characters, the OK button lights up at three and then gray's out as soon as the fourth character is entered.
I'm guessing this is a bug in the editor as it happens with every library I try.
Anyone have a suggested work around? I need to change the ID to use rrowland's WASD library.