I've always dealt with this. Every time I open the Upgrades: Effect + Window, it always seems to lag massively (It takes about 10-15 seconds to open) when dealing with default upgrades like Terran Infantry Armor, Zerg Melee Attacks, etc. It also lags especially when I attempt to add a new value, such as an ability or actor value.
There has also been a problem that, when tested in-game, the upgrade fails to affect the unit that it has intended to affect. Units such as the Brutalisk being upgraded with Zerg Armor Upgrades (Which I've renamed to fit my current map I'm working on), sets the armor level to 1 instead of adding 1 to its current armor value.
This may have something to do with my current dependencies, though I have dealt with the first issue when I began using the editor back in 2010. I can deal with the lag, however, the second issue seems to be consistent no matter what I change.
My current standard dependencies are:
Swarm (Campaign)
Liberty (Campaign)
Liberty Story (Campaign)
Swarm (Mod)
Swarm Story (Campaign)
I have some additional mods I have added for myself, but does not affect the upgrades for my edited units in any way other than sound files.
A new unit I found, the Creep Tower, has a unique ability that spreads creep in a line, although I do not know how to change the duration of that creep spread. For example, the creep does not disappear unless you use the ability again in a different direction.
I don't really know much about effects and how they relate to behaviors, so should I add an additional behavior/effect to create this "temporary" creep spread?
Another thing interesting that I have found, was a create persistent effect that makes the creep spread grow over a period of 6 seconds. Even if I change this number, the time it takes to spread seems to remain the same.
Edit: Solved. I just had to delete the "Persist until destroyed" Flag that the persistent effect had.
I've been thinking about doing the same thing, but is it not okay to add the multiplayer mod along with the campaign mod? What will it do to the data I've already edited?
Is there a simplified way to make this work in the actors? It just seems like none of this has worked for me so far, I have even used triggers to try and destroy models seconds after the building/unit is destroyed but it only works for other essential units from the campaign.
How can I fix this problem when terran flying structures go underwater? The stationary counterpart uses the same actor as the flying, so if I use these actors it will look like its floating/flying when it is really on the ground.
I'm just terrible on the data editor when it comes to actors.
Would the Local offset be Y:-3 on one actor and Y:3 on the other? What other fields do I have to change in order for the unit actor rise above both water and ground levels because it seems that is the only thing that seems simple enough for me to edit at the moment.
Not sure what you meant by "either side of the water height", its not exactly the water that I'm dealing with its the instant height change of air units when attempting to level with the cliff level. For example, I would have have an upper cliff and a lower cliff acting as a pond for the water to be within it and the air units would drop below into the water to match with the current height level the cliff has.
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I've always dealt with this. Every time I open the Upgrades: Effect + Window, it always seems to lag massively (It takes about 10-15 seconds to open) when dealing with default upgrades like Terran Infantry Armor, Zerg Melee Attacks, etc. It also lags especially when I attempt to add a new value, such as an ability or actor value.
There has also been a problem that, when tested in-game, the upgrade fails to affect the unit that it has intended to affect. Units such as the Brutalisk being upgraded with Zerg Armor Upgrades (Which I've renamed to fit my current map I'm working on), sets the armor level to 1 instead of adding 1 to its current armor value.
This may have something to do with my current dependencies, though I have dealt with the first issue when I began using the editor back in 2010. I can deal with the lag, however, the second issue seems to be consistent no matter what I change.
My current standard dependencies are:
Swarm (Campaign)
Liberty (Campaign)
Liberty Story (Campaign)
Swarm (Mod)
Swarm Story (Campaign)
I have some additional mods I have added for myself, but does not affect the upgrades for my edited units in any way other than sound files.
0
A new unit I found, the Creep Tower, has a unique ability that spreads creep in a line, although I do not know how to change the duration of that creep spread. For example, the creep does not disappear unless you use the ability again in a different direction.
I don't really know much about effects and how they relate to behaviors, so should I add an additional behavior/effect to create this "temporary" creep spread?
Another thing interesting that I have found, was a create persistent effect that makes the creep spread grow over a period of 6 seconds. Even if I change this number, the time it takes to spread seems to remain the same.
Edit: Solved. I just had to delete the "Persist until destroyed" Flag that the persistent effect had.
0
@Metalking1417: Go
I've been thinking about doing the same thing, but is it not okay to add the multiplayer mod along with the campaign mod? What will it do to the data I've already edited?
0
Is there a simplified way to make this work in the actors? It just seems like none of this has worked for me so far, I have even used triggers to try and destroy models seconds after the building/unit is destroyed but it only works for other essential units from the campaign.
0
@DrSuperEvil: Go
How can I fix this problem when terran flying structures go underwater? The stationary counterpart uses the same actor as the flying, so if I use these actors it will look like its floating/flying when it is really on the ground.
0
I'm just terrible on the data editor when it comes to actors.
Would the Local offset be Y:-3 on one actor and Y:3 on the other? What other fields do I have to change in order for the unit actor rise above both water and ground levels because it seems that is the only thing that seems simple enough for me to edit at the moment.
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@DrSuperEvil: Go
So the SOp (Local Offset) would be in the Hosting - Host Site Operations - Operations field in this order?
SOpLocalOffsetHarness SOpHigherOfTerrainAndWater SOpLocalOffsetHarness
Not sure what you meant by "either side of the water height", its not exactly the water that I'm dealing with its the instant height change of air units when attempting to level with the cliff level. For example, I would have have an upper cliff and a lower cliff acting as a pond for the water to be within it and the air units would drop below into the water to match with the current height level the cliff has.
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@DrSuperEvil: Go
Do you mean I add it onto the 2 sides of the actual model or add it onto the operations field in the actors?
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@DrSuperEvil: Go
Ok, so the air units are leveling with the ground and the water, but how can I restore it to normal height when flying above both levels?
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@DrSuperEvil: Go
That made it work, thank you.
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@DrSuperEvil: Go
Which field do I add it onto the unit actor?
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So how do I use them to prevent air units from falling into water when it reaches the lower height level?
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What is an SOp anyway, and how do I add them to the actors? Sorry I'm still a novice at most parts of the editor.
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@DrSuperEvil: Go
I meant the patch didn't fix the problem that I am experiencing.
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@DrSuperEvil: Go
So I should use an actor event to swap the textures of the lavafall with the lavabase?