I'm looking to make a requirement that limit the numbers of probe allowed to the numbers of nexus + the numbers of obelisk built
Pretty much i'm wanting to have nexus allow 6 probes each, and obelisk allow 2 probe each.
Example if you had 1 nexus and 3 obelisk, you would be allowed to have 12 probes total
Currently I'm using...
Probe Requirement
Use-
And
count unit probe queued or better
Less thatn or equal to
-Sum
-Multiplication
-Constant 6
-count unit nexus completed
-Multiplication
-constant 2
-count unit obelisk completed
I want my game set to where whenever a probe return a mineral the nexus , the nexus shows "+5" in blue , very similar to the auto harvesting gas from the SC2 Campaign, or when you kill a unit (if the unit has kill mineral value) it would show as +x Mineral in blue
Basically I want to send a wave of sentry to a target point
I don't want them to just go in there and attack.
I want the sentry to utilize guardian shield and FF like it would if it was a melee AI
I've started the AI in melee, but I'm confused of the attack waves and how to send them correctly
What I'm looking for is a regular build ability, where the caster can place the see through model of the building on the ground ( Example: When a probe walks to it's destination to build a pylon, you see the see through pylon) but instead have the ability make the nearest probe to the target destination designated from the caster to build it for the caster.
What I have in mind right now and have no idea how to accomplish it is a build ability as described above, and have a trigger to set to when the ability is used, to command a random probe from Player 1 to build the building at the location targeted from the casting unit
Thankyou sooo much. I founded what you were saying in a second. I will put all structure at around 50
to give player the sense as if they're repairing terran structures.
I'm trying to set the SCV ability to repair other structures that are non mechanical, so I've set the filter target to building and mechanical is not required.
Only problem is when I try to repair other structure such as Fleet Beacon, The repair rate is significantly slower??
What cause the terran building to be repaired at a much higher rate than other buildings?
I tried setting fleet beacon to "Terran Race" and to Mechanical. No changes.
I tried giving the fleet beacon all of the Armory behavior, no luck....
If I modify the repair ability to work at a faster rate, then the rate from terran building to protoss building would still be a lot different.
I'm trying to set the SCV ability to repair other structures that are non mechanical, so I've set the filter target to building and mechanical is not required.
Only problem is when I try to repair other structure such as Fleet Beacon, The repair rate is significantly slower??
What cause the terran building to be repaired at a much higher rate than other buildings?
I tried setting fleet beacon to "Terran Race" and to Mechanical.
No changes.
I tried giving the fleet beacon all of the Armory behavior, no luck....
If I modify the repair ability to work at a faster rate, then the rate from terran building to protoss building would still be a lot different.
I'm looking to make an ability for the unit "Raynor-Commando"
I'm too new to the data portion I can't figure everything out.
What I'm looking for is an ability similar to the "Experimental- Plasma Gun" ability, where raynor would shoot a ball of fire.
Similarly to that, the ability I specifically want will have Raynor shoot a Phase cannon missile (Photon Cannon Projectile) at target point (Like psi storm, where you can miss a unit), and have the projectile travel maybe a range of 100 before disappearing (And collide with any enemy unit on the way)
I've been playing around with it, and the only thing I got right was changing the target to target pint instead of unit, and changing the projectile to phase cannon missile. I have no idea where to go from here
yes,there's already been a post about this. but it didn't help much.
I've added the abilities to zergling so it can have broodling escorts.
However, when the zergling attack something. It's stuck in hold position queuing up the broodling escorts until it gets to 2 *( which won't happen unless all surrounding enemies are dead since it constantly sends the broodling escorts).
What data do I modify to have the zergling be able to do it's normal weapon attack and queue up broodling simultaneously
0
I'm looking to make a requirement that limit the numbers of probe allowed to the numbers of nexus + the numbers of obelisk built
Pretty much i'm wanting to have nexus allow 6 probes each, and obelisk allow 2 probe each. Example if you had 1 nexus and 3 obelisk, you would be allowed to have 12 probes total
Currently I'm using... Probe Requirement Use- And count unit probe queued or better Less thatn or equal to -Sum -Multiplication -Constant 6 -count unit nexus completed -Multiplication -constant 2 -count unit obelisk completed
0
I want my game set to where whenever a probe return a mineral the nexus , the nexus shows "+5" in blue , very similar to the auto harvesting gas from the SC2 Campaign, or when you kill a unit (if the unit has kill mineral value) it would show as +x Mineral in blue
0
Basically I want to send a wave of sentry to a target point I don't want them to just go in there and attack. I want the sentry to utilize guardian shield and FF like it would if it was a melee AI
I've started the AI in melee, but I'm confused of the attack waves and how to send them correctly
0
@DrSuperEvil: Go
created effect target, but not sure what persistent effect give the hologram building
0
@DrSuperEvil: Go
I'm clueless, tried it, any chance you can walk me through or create a map that have this ability in it?
0
@DrSuperEvil: Go
thankyou evil, will try to implicate this later
0
What I'm looking for is a regular build ability, where the caster can place the see through model of the building on the ground ( Example: When a probe walks to it's destination to build a pylon, you see the see through pylon) but instead have the ability make the nearest probe to the target destination designated from the caster to build it for the caster.
What I have in mind right now and have no idea how to accomplish it is a build ability as described above, and have a trigger to set to when the ability is used, to command a random probe from Player 1 to build the building at the location targeted from the casting unit
0
@Dragoneles: Go
Thankyou sooo much. I founded what you were saying in a second. I will put all structure at around 50 to give player the sense as if they're repairing terran structures.
0
I'm trying to set the SCV ability to repair other structures that are non mechanical, so I've set the filter target to building and mechanical is not required.
Only problem is when I try to repair other structure such as Fleet Beacon, The repair rate is significantly slower??
What cause the terran building to be repaired at a much higher rate than other buildings?
I tried setting fleet beacon to "Terran Race" and to Mechanical. No changes.
I tried giving the fleet beacon all of the Armory behavior, no luck....
If I modify the repair ability to work at a faster rate, then the rate from terran building to protoss building would still be a lot different.
SO what am I missing here?
0
I'm trying to set the SCV ability to repair other structures that are non mechanical, so I've set the filter target to building and mechanical is not required.
Only problem is when I try to repair other structure such as Fleet Beacon, The repair rate is significantly slower??
What cause the terran building to be repaired at a much higher rate than other buildings?
I tried setting fleet beacon to "Terran Race" and to Mechanical. No changes.
I tried giving the fleet beacon all of the Armory behavior, no luck....
If I modify the repair ability to work at a faster rate, then the rate from terran building to protoss building would still be a lot different.
SO what am I missing here?
0
I'm looking to make an ability for the unit "Raynor-Commando"
I'm too new to the data portion I can't figure everything out.
What I'm looking for is an ability similar to the "Experimental- Plasma Gun" ability, where raynor would shoot a ball of fire.
Similarly to that, the ability I specifically want will have Raynor shoot a Phase cannon missile (Photon Cannon Projectile) at target point (Like psi storm, where you can miss a unit), and have the projectile travel maybe a range of 100 before disappearing (And collide with any enemy unit on the way)
I've been playing around with it, and the only thing I got right was changing the target to target pint instead of unit, and changing the projectile to phase cannon missile. I have no idea where to go from here
0
yes,there's already been a post about this. but it didn't help much.
I've added the abilities to zergling so it can have broodling escorts.
However, when the zergling attack something. It's stuck in hold position queuing up the broodling escorts until it gets to 2 *( which won't happen unless all surrounding enemies are dead since it constantly sends the broodling escorts).
What data do I modify to have the zergling be able to do it's normal weapon attack and queue up broodling simultaneously
0
@SoulFilcher: Go
Yup still not working
My dependencies are in as order
Melee Multi Melee Liberty Liberty Story
I rearranged them in every combination >.<
0
@SoulFilcher: Go
I'll test in game vs editor view when I get back to a computer.
I have Multi (not sure if this one is necessary) Multi Mod liberty liberty story
0
@SoulFilcher: Go
I tried that. then closed and reopened editor. It didn't work =[ Nexus still have no energy, which indicate other units didn't change either