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    posted a message on Merc Ground Drop

    Hey there, I am having a few issues and I am wondering what I am doing wrong/how to fix it.

    I am wanting to calldown a variety of different units in drop pods. Such as if I hit the "Calldown Thor" button a Thor will drop down in a drop pod.

    I took a look at the "Summon Mercenaries" ability to see how it was done with mercenaries. It uses the effect "Merc Ground Drop" for ground units and "Merc Air Drop" for air units. I then made a ability just like it and started adding units to the train list. I assigned all the ground units the "Merc Ground Drop" effect but for some reason it is only working for some of them. Such as it wont work for a Diamondback but it will work for a Spartan Company.

    What am I doing wrong? Should I be using a different effect? I am not sure why it's not working.

    Posted in: Data
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    posted a message on Command Card Questions

    Disregarding #2, I want it to upgrade for the neutral player not the player that is clicking the button. I want it so that Player 3 clicks on the neutral player's base and then clicks the Upgrade Button. It then subtracts the minerals from Player 3 and applies the upgrade to the Neutral player, not Player 3.

    Posted in: Data
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    posted a message on Command Card Questions

    Hey there, I have a few questions regarding command cards. Please excuse me if I am in the wrong sub-forum but I am not sure if this is done with Data or Triggers. I prefer for this to be done with Data but if it would be easier to do with Triggers then I would prefer Triggers.

    1.) In my map I have a neutral player (player 0) and then several other players in the game. The neutral player has only a few buildings consisting of defenses and a base. On the base there is a upgrade button that will upgrade the base. I want any player to be able to click on the base and when hitting the upgrade button it will spend there money to upgrade it, not the neutral players cash. Example: Player 3 clicks on the base and the clicks the Upgrade Base Button for 10 minerals, it then takes 10 minerals from Player 3 and then applies the upgrade to player 0.

    2.) Similar to number 1, in that same base there is a submenu to buy additional units and upgrades. When a player clicks on a button to purchase a unit or upgrade, I want it to spend the purchasing players money and then give them the upgrade/unit that they purchased. Example: Player 2 decides to purchase a Marine for 10 minerals and Combat Shield Upgrade for 5 minerals. It then takes 10 minerals from Player 2 for the marine, and gives Player 2 the Marine. Then Player 2 purchases the Combat Shield Upgrade, it takes 5 minerals from Player 2 and gives Player 2 the Combat Shield Upgrade.

    I hope all of that makes sense. Thanks for the help!

    Posted in: Data
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    posted a message on Space Map Questions

    New Question: I was doing some testing earlier today and I was having a Battlecruiser kill some mutalisks. Upon having the mutalisk die, they would drop blood onto the invisible terrain below leaving a blood spot floating in the empty space. I would assume that this could also happen with other units, how can I make it so that doesn't happen? My map will involve lots of Zerg killing and I'd rather not have floating blood stains everywhere.. Thanks!

    Posted in: Data
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    posted a message on Space Map Questions

    2.) So I took a look at the Gorgon Battlecruiser and how it fires multiple weapons with multiple turrets. Since the Battlecruiser only has one turret, how would I go about making it have more so that multiple weapons of the same type can fire?

    3 + 4.) Thanks, this works great!

    Still working on the other ones.

    Posted in: Data
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    posted a message on Space Map Questions

    Hey there, I am currently working on a space map and have a few questions, some are Trigger related, but most are Data related so I put it in the Data Forum, hope that's ok!

    1.) How can I get a unit to fire multiple weapons at a time? Such as, I add Longbolt Missiles to my Battlecruiser, how do I get those to fire at the same time as the laser batteries (assuming there both in range)? I tried to find answers for this but had no luck, if you know where to find the answer please point me in the right direction! Unfortunately though I couldn't find much on creating a space map.

    2.) How can I get the same weapon to target multiple enemies at the same time? Such as the laser batteries on the Gorgon Battlecruiser will shoot at several different targets. Say I have Longbot missiles on a Battlecuiser, however instead of firing 2 it fires 5, and I want them to split between 3 different targets? Or I have the laser batteries on the Battlecuiser but want each shot to randomly go between several different enemies in range.

    3.) How do I actually remove the terrain and make it become space? I have hidden the terrain with a trigger "Hide terrain cells in Region 001", but it stills shows the terrain on the map.

    4.) After question 3, then how do I actually make the background space with stars/planets, and not just blackness?

    5.) How can I show a permanent vortex on the map? I want it to represent say a wormhole, but I can't figure out how to get a vortex to stay on the map.

    6.) Been awhile since I edited Attack Count, but don't you have to change 2 different things for it to fire multiple shots? Such as I want the banshee to fire 5 rockets instead of 2. Isn't there one thing you change for the UI then for the actual weapon itself? I'm having trouble finding the weapon part. Where would I find those options?

    7.) How can I have a unit fire as it's moving? Such as I want to be able to move my Battlecruiser around while it's firing all of it's weapons.

    I may have more questions as they come along as I develop the map. I will post them here if I do. Thanks guys!

    Posted in: Data
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    posted a message on Editing the Gorgon Battlecruiser

    Hey there guys, I have a few questions regarding the Gorgon Battlecruiser. I am trying to get it to function like a regular battlecruiser and so far have gotten a few things done.

    I am not sure how to achieve the following things though, I have dug around and messed with things, but I can't seem to find a way to achieve these:

    1.) Regular battlecruisers have a slight sway back and forth to them, as to where the Gorgon just stays still and looks odd. How can I give it the slight sway like a regular battlecruiser?

    2.) On the bottom of the Gorgon are search lights, I am trying to remove those search lights?

    3.) On the map instead of being a regular unit dot, it is a triangle with a ! . How can I change that to a regular unit dot?\

    4.) When battlecuisers turn they bank the way they are turning, the Gorgon does not. How can I get it to bank like the battlecruiser?

    Thanks for the help!

    Posted in: Data
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    posted a message on Sharing Kill Resource

    Don't want to bump this but it's been a few days and I am still wondering how to do this.. Thanks.

    Posted in: Data
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    posted a message on Sharing Kill Resource

    Hey guys, I have used search to no avail, I really thought I would be able to find this. I am hoping this is really simple, but I am not sure.

    I want to be able to share the kill resource between all the players in the game. Right now when say Player 1's marine kills Hostile's Zergling it grants 10 minerals to the killing player. I want to be able to spilt those 10 minerals between all the players in the game. So that say when Player 2's marine kills Hostile's Zergling, it will split those 10 minerals between Player 1, Player 2, Player 3, ETC.

    How can I go about this? Is it even possible in Data or does it have to be done via Triggers?

    Thanks for the help!

    Posted in: Data
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    posted a message on Race UI not showing properly

    Hey guys, so I am currently developing a map and on some of my earlier tests I was getting this bug where the race UI would not show up around the buttons, minimap, unit info, ETC. but I noticed it worked perfectly fine for Terran so I just made the default race for everyone Terran as race doesn't matter in my map. This solved this wierd quark bug for a bit, until as I continued to work on the map, it started to happen only sometimes at first, but no whenever I got to test my map, it is 95% of the time happening, my last 5 tests have all had this bug.

    I do not know what is causing it, I have no edited any of the UI, the only thing that I have that involved the UI is in Triggers I have it hide the amount of vespene gas you have and I have it display a boss bar on the screen. That is it. I have not touched anything else to do with UI at all.

    I got a bit irritated and decided to start a new project from scratch just to mess around, no edits no nothing and I just messed around with units, and sure enough, despite no eidts, I still got the bug.

    Does anybody know what could be causing this? Thanks for the help!

    Screenshots of the bug:

    Bug with a unit selected

    Bug with no unit selected

    EDIT: So I uploaded it and I decided to test play the map and I am finding that this isn't happening, maybe this is something client side?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on (Solved) Issuing Orders to Created Units from an Effect

    I actually forgot to mention in my main post that there are actually multiple buildings spawning different units and I need all those units to attack a structure.

    So what I ended up doing, I am not sure if this is the best or most effective way to do this, but I created a new trigger and did this:
    Events
    Unit - Any Unit creates a unit with ability Any or behavior Any
    Local Variables
    Conditions
    (Owner of (Triggering unit)) == 15
    Actions
    Unit - Order (Created Unit) to (Attack targeting 'Attacking Point') (Replace Existing Orders)

    Thanks for the reply as it helped me figure out how to set up the above trigger, now I don't know if that's the best way to do that but it works.

    Posted in: Triggers
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    posted a message on (Solved) Issuing Orders to Created Units from an Effect

    Hey guys I can not seem to figure this one out, I need some help!

    I currently have a trigger set up to add a Effect to unit that will make that unit spawn 5 hydralisks every 5 seconds, that trigger is: Environment - Execute 'Spawn Hydralisks' on 'Hydralisk Den' from player 1

    The first ' ' is my effect and the second ' ' is the unit it's adding the effect too. This works with no problem, works just as intended.

    However, now what I am wanting to do, is that when it spawns those 5 hydralisks, to then tell those 5 hydralisks to attack a command center, however if those hydralisks run into any enemies on the way, say a Marine, they will stop to attack the marine then carry on toward the command center, I want to issue a Attack order on the command center and have them attack any enemies they encounter.

    I have tried playing around with the triggers but can't seem to find something that works.

    Thanks for the help!

    Posted in: Triggers
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    posted a message on Using hero selection to set race

    Hey guys, I am using this hero selection screen: http://www.sc2mapster.com/assets/libchs/

    I would like it so that say when player 1 selects a terran hero, it spawns a engineering bay for that player at point A, then when player 2 selects say a protoss hero, it spawns a Forge for that player at point B, and when player 3 selects a terran hero, it spawns a engineering bay for that player at point C, and so on so forth..

    I'm not the best with triggers, how would I go about doing this? Thanks for the help!

    Posted in: Triggers
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    posted a message on Best Method for Presenting Hero Selection?

    @TheSC2Maniac: Go

    The download for that has gone bad, I've PM'd the mods but no response, if you find the file, would you mind sending it to me? I'd like to use it as it's exactly what I'd like to use.

    Posted in: Map Suggestions/Requests
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    posted a message on (Solved) Korhal Palace Turret

    So I've been messing around with the Korhal Palace Turret and have noticed that when it fires, it can hit targets in a full 360 degrees, but the actual turret will only rotate 45 degrees from its original position. I can't figure out how to make it rotate a full 360 degrees to shoot at all targets, does anyone know how to do this?

    Solved

    For those wondering how I did it or want to do it themselves, I actually stumbled upon it myself while just screwing around with things. You will need to go to the "Turrets" tab in the data editor, find the "Korhal Palace Turret", go to the "Basic tab" under that, and change the following values to what I have shown:

    (Basic) Basic: Yaw Arc

    360

    Turn Angle

    360

    Posted in: Data
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