I'm trying to create an ability button that when clicked on allows you to select a structure for repair. The structure then repairs over time. So far I have duplicated the 'SCV - Repair' ability and manipulated that but when I click on the structure for repair nothing happens. I think the system is looking for the SCV unit to repair the target building ...but there is none.
I'd like to make this ability completely independent so that the SCV unit is not necessary to repair...
I can see the Resource Drop-off under behaviours when looking at the Command Center but not when looking at the refinery (my advanced view is on ;) ).. i'd like to be able to drop gathered minerals at the refinery.
My custom tga images for loading screen do not display when referencing them from a mod file.
However when referencing them from within the map file itself they display without a problem.
Any ideas why this could be? I'm importing the TGA images into my mod file, referencing the mod via the map file dependency and can find the images ok, just doesn't display when loading. Same also applies for dds file extensions.
I'm trying to learn of a simple way in which I can build a structure from a button, within a specific radius of an existing structure (HQ). Ideally when clicking on the button to build I would like to be able to place and have the build animation etc play without the need of a SCV unit to actually build it...
Could anyone give me some pointers on this please?
It would seem I could not pick up the sound files because I had placed them in a custom race folder within the data editor of the mod file. After moving them all to the 'None' sub folder and ensuring these were C sounds I found I could then reference them in the map file.
Thanks again, your post about sound objects gave me the clarity I needed to figure out my problem!
I have imported all of my sounds into a mod file to reduce the actual map file sizes and to organise things better.
However, after selecting my mod through dependencies I cannot seem to reference any of the sounds through the trigger editor...
Did you ever get this working in the end? I too am creating a mod and have imported all my sounds into a mod file called 'Soundbank'. (it is rather large as they are all wavs at the moment!) I'd like to be able to reference these sounds from my map file(s) but cannot seem to find a path to them through the Sound link in the Trigger editor.
I have referenced the 'Soundbank' mod file as a dependency but this doesnt appear to have made a difference.
Any help you could give would be greatly appreciated.
I've noticed that you can change the various colours that are displayed on the minimap. I have therefore changed the resource colour from light blue to green... and indeed the colour my units turn when selected from 'green' to 'red'
Units whilst they are not selected are default 'dark green' colour. I cannot for the life of me work out how to change this particular colour.
Please spare the time to help me if you are reading this and know how to configure loops... I am trying to work out how to achieve the following scenario in the editor:
I have 5 points labelled B1 through B5 and a unit group called 'Outpost Forces'.
I would like my unit group to move targeting B1, hold for 2 seconds and then move sequentially to the other points until finally reaching B5 (the end of the path). At this point I would like to trigger an event that basically calls the same action but in reverse, so that the unit group starts at B5 and works back to B1, again, pausing in between points... ideally I would like this on a continual loop, always going from B1 to B5 and then back again.
Now, for some reason when stacking these actions into an 'action queue' the system ignores my 'Wait for 2 seconds' function that is sandwiched in between each action. I guess there must be a reason for this but I have no idea...
If somebody could provide me with some sort of instruction to achieve this goal I would be extremely grateful as it has bugging me for several days now.
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Hi Guys,
I'm trying to create an ability button that when clicked on allows you to select a structure for repair. The structure then repairs over time. So far I have duplicated the 'SCV - Repair' ability and manipulated that but when I click on the structure for repair nothing happens. I think the system is looking for the SCV unit to repair the target building ...but there is none.
I'd like to make this ability completely independent so that the SCV unit is not necessary to repair...
Any help would be greatly appreciated.
Kind regards, Dave.
0
Hi guys,
I can see the Resource Drop-off under behaviours when looking at the Command Center but not when looking at the refinery (my advanced view is on ;) ).. i'd like to be able to drop gathered minerals at the refinery.
Any tips would be greatly appreciated.
Regards, Dave.
0
Sorry guys - I've solved it - 2 hours later I realise I havent got the 'advanced' view switched on in the data editor!
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Hi,
I would like to be able to place my refinery structure anywhere on the map without having to place on a vespene geyser... How is this achieved?
Kind regards, Dave.
0
Hi guys,
My custom tga images for loading screen do not display when referencing them from a mod file.
However when referencing them from within the map file itself they display without a problem.
Any ideas why this could be? I'm importing the TGA images into my mod file, referencing the mod via the map file dependency and can find the images ok, just doesn't display when loading. Same also applies for dds file extensions.
Thanks, Dave.
0
Hi Guys,
I'm trying to learn of a simple way in which I can build a structure from a button, within a specific radius of an existing structure (HQ). Ideally when clicking on the button to build I would like to be able to place and have the build animation etc play without the need of a SCV unit to actually build it...
Could anyone give me some pointers on this please?
Many thanks, Dave.
0
@Hobrow: Go
Many thanks, I now have this working.
It would seem I could not pick up the sound files because I had placed them in a custom race folder within the data editor of the mod file. After moving them all to the 'None' sub folder and ensuring these were C sounds I found I could then reference them in the map file.
Thanks again, your post about sound objects gave me the clarity I needed to figure out my problem!
Regards, Dave.
0
@Hobrow: Go
Thank you for your prompt response to my query.
If it's not too much trouble could you run through how I would achieve this?
Many thanks, Dave.
0
Hi Guys,
I have imported all of my sounds into a mod file to reduce the actual map file sizes and to organise things better. However, after selecting my mod through dependencies I cannot seem to reference any of the sounds through the trigger editor...
I'm sure I am missing something obvious here...
Cheers, Dave.
0
StarKiller,
Did you ever get this working in the end? I too am creating a mod and have imported all my sounds into a mod file called 'Soundbank'. (it is rather large as they are all wavs at the moment!) I'd like to be able to reference these sounds from my map file(s) but cannot seem to find a path to them through the Sound link in the Trigger editor.
I have referenced the 'Soundbank' mod file as a dependency but this doesnt appear to have made a difference. Any help you could give would be greatly appreciated.
Thanks, Dave.
0
Good evening all,
I've noticed that you can change the various colours that are displayed on the minimap. I have therefore changed the resource colour from light blue to green... and indeed the colour my units turn when selected from 'green' to 'red'
Units whilst they are not selected are default 'dark green' colour. I cannot for the life of me work out how to change this particular colour.
Could anybody point me in the right direction?
Thanks, DaveWilma.
0
Calling all mappers!
Please spare the time to help me if you are reading this and know how to configure loops... I am trying to work out how to achieve the following scenario in the editor:
I have 5 points labelled B1 through B5 and a unit group called 'Outpost Forces'.
I would like my unit group to move targeting B1, hold for 2 seconds and then move sequentially to the other points until finally reaching B5 (the end of the path). At this point I would like to trigger an event that basically calls the same action but in reverse, so that the unit group starts at B5 and works back to B1, again, pausing in between points... ideally I would like this on a continual loop, always going from B1 to B5 and then back again.
Now, for some reason when stacking these actions into an 'action queue' the system ignores my 'Wait for 2 seconds' function that is sandwiched in between each action. I guess there must be a reason for this but I have no idea...
If somebody could provide me with some sort of instruction to achieve this goal I would be extremely grateful as it has bugging me for several days now.
Many thanks, DaveWIlma.