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    posted a message on projectile question.

    i have a question. do Pdd's effect a projectile by a damage amount? such as a marine attack. reason i ask is because i found this information: Field Weapon - Punisher Grenades Stats: Life Maximum 10 If the Pdd does 10 damage to a projectile it techincally kills it. IFF this is true, then increaseing the projectiles life to say 20 then the pdd' uses 2shots to kill it? Reason i ask is because i have herd of people asking how to depleate a pdd faster. if the above is true then its REALLY easy to fix. just make the health of a projectile to say 100so the pdd takes 10shots to kill it. lol

    Posted in: Data
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    posted a message on Projectile ability - keep traveling?

    @Fullachain:

    Field    PunisherGrenadesWeapon (Unnamed)
    Movement:     Timeout    30

    this means that the projectile from a marauder will travel for 30seconds before it disappears. if you want it to travel a rediculas amount like across the entire map set this to like 1000 seconds, lol. If you have problems with it hitting the target just double click on the projectiles name and 'copy from:' and pick one. oh and this under movers information.

    Posted in: Data
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    posted a message on [solved] Training 2 Units with 1 Button?

    Quote from DrSuperEvil:
    Look, everyone wants a certain unique style to their map. If he want to check that there are 3 empty queue slots each time he can click the button there is no problem.
    ----

    its all good, just offering suggestions. :D

    Posted in: Data
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    posted a message on help needed, move ability. (solved)

    probably as close as you can get to a turn base system with-out using any triggers. it also adds in a different stratagy to the game when you have to factor in your units can not move unlimited range.

    Posted in: Data
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    posted a message on help needed, move ability. (solved)

    @DrSuperEvil:

    @Bommes:

    @xxxDisturbedxxx:

    thank you for the suggestions, here is what i ended up with:
    Effect - Instant : autocast on, validators: Field Move Cost Ability: Validator 0 Is Pathing -- Ability: Validator 1 Has Energy. Cost:energy.
             so now when a unit moves (pathing) it spends energy. :D.
    but how to make it stop when it has none... this is what i came up with on that.
    Effect - Instant: autocast on, validators: Field    Move Stop Ability: Validator 0 Caster Energy LT1. Effects:Apply Behavior.
    Behavior:Disable 'move' ability.

    Works pretty good just have to work with the numbers to how fast i want it to spend the energy and figure out how much energy to give to a unit.
    EG:Scv gets 50energy, when it has no it stops. could make for an interesting game. :D

    Posted in: Data
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    posted a message on help needed, move ability. (solved)

    @tdhsst:

    might have figured it out but does anyone know what this validator does or how it works? "Is Pathing" it seems closest to a unit 'moving' validator i can find.

    @Bommes:
    want it like an Effect - Instant ability instead of creating a unit.

    Posted in: Data
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    posted a message on help needed, move ability. (solved)

    Quote from Doubleclick123:
    Find the ability, add energy cost. Or if you want, get all triggery about it...
    ----

    there is no field box for Cost on the ability...

    anyone know how to make--Field    MoveAbility:NameMove into a FieldMarine - StimpackAbility: Name    Stimpack ability?

    Posted in: Data
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    posted a message on help needed, move ability. (solved)

    what i was wondering is if you can make the ability to move come at a cost? the idea is, every map in SC2 has a placement grid built in already, is there a way to depleate 10engergy for ever square of movement?

    Posted in: Data
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    posted a message on (Solved) Queen auto cast spawn larva on nearest hatchery

    @xXdRaGoNrIdDeRXx:

    if it works ok, but what i listed is not an edit to any validator, lol.

    Posted in: Data
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    posted a message on Hide each race's units when looking at help tab

    @Bilxor

    try removing this data....

    Field    Marine
    Tech Tree: Glossary Priority    21

    set it to 0 and see what it does? i dont know never done it, lol.

    Posted in: Data
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    posted a message on Queen auto larva inject

    @xKennyx21:
    From a data thread... no triggers needed.

    XdRaGoNrIdDeRXx:

    all you need is autocast on and the validator that is built in already.... 'Is Hatchery, lair, hive" and thats all you need.

    Field Is Hatchery Lair Or Hive
     Editor: Editor Name Is Hatchery Lair Or Hive
    ----

    Posted in: Triggers
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    posted a message on (Solved) Queen auto cast spawn larva on nearest hatchery

    @xXdRaGoNrIdDeRXx:

    all you need is autocast on and the validator that is built in already.... 'Is Hatchery, lair, hive" and thats all you need.

    Field    Is Hatchery Lair Or Hive
    Editor: Editor Name    Is Hatchery Lair Or Hive

    Posted in: Data
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    posted a message on [solved] Training 2 Units with 1 Button?

    <<quote 909862>>
    <<reply 907760>>

    Think he wants to see them in the queue as well and not as a bulk train.
    <</quote>>

    hmmmm... can you stack buttons in the data editor? lol.. click the top one and the bottom to also fire? idk about that. but to train 3 units at the same time you just need to increase the Que command to 3 instead of 1. Field    Queue (5)
    Stats: Queue Count    1 <---change to 2,3,4,5..ect on how many units you want to build at the same time... however you get 3 units at the same time, the only thing is what you want to click. lol.

    Posted in: Data
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    posted a message on Lag reduction tips

    i know what he is talking about, i too have a map that in the end stages of it there are well over 500+ units on the board at the same time. as far as the shadows go, you can go into Map Propeties and select Options tab. there is a field that says "Static Shadow Intensity:" change this to 0 to get rid of shadows. dont know if it will help but its an option.

    Edit: question: is there a way you can remove the anamations from a unit? if so that would greatly help reduce lag being less would have to be processed. personally i dont know how to do that if even possible.

    Posted in: Miscellaneous Development
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    posted a message on Reputation means what?
    Quote from JacktheArcher: Go

    Ive been here almost as long as soulfilcher and he has 15 times the posts I do.

    wow you have Reputation: 111Posts: 101.. guess what you have to say people really "like" being you got more likes than posts. lol

    Posted in: Off-Topic
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