• 0.963287671232877

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    1. Get the Create Unit effect to use a Search Area effect that uses an Issue Order effect to use the Harvest ability (similar to how the Mule does it). If the unit creating it has a Rally ability you can use a Modify Unit effect to get it to go to the rally.

     

    2. You use a Launch Missile effect with no ammo unit specified. This uses the caster as the ammo unit and by having the Effect: Death Type set to none the unit is kept alive on impact.

    Posted in: Data
  • 0.963207029104887

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    1. Under the Combat: Launch Model field of the Action actor you set a Model type actor that uses a tint.

    Posted in: Data
  • 0.964147821290678

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    I now know enough about triggers that I might be able to give some advice.

     

    1. Try swapping the model used by the actor and see if that changes it. Second look at the mover used by the unit. Check if the actor has any SOps.

     

    2. Is the Turnable flag disabled?

    Posted in: Data
  • 0.965749578888265

    posted a message on Hiding units on the minimap - Radar Jammer

    Look how the colossus tree burner does it. Create your Region (Circle) actor using the behaviour on the caster and set the size to that of your aura. Use a Query Persistent actor event action to you the query.

    Posted in: Data
  • 0.961948249619483

    posted a message on [Solved] WC3 Data Mod: Command Card Submenu Uncooperative

    Go to XML mode and look for the <CardLayouts> part and fix it manually. Use the SCV XML from the Liberty mod as a guide.

    Posted in: Data
  • 0.966139954853273

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    1. Distance is how far the unit tries to hold itself from the host when moving (the angle also is a factor) and the leash is the distance that if the unit moves past while attacking or doing some other action it is forced to cancel what it is doing and return to the distance/angle position relative to the host. For example you can have an external arm magazine ability on a passive unit that makes a wall of zerglings around the unit which can each be selected and ordered to attack separate targets but they will all stop attacking if they move out the leash range and return to the distance.

     

    2. You mean the Ability: Info - Manage field? Recall makes the ammo units if internal return to the host when the host changes target, Ignore makes them continue attacking the previous target and Destroy suicides the ammo units once the host is no longer attacking the target.

     

    Flag wise Retarget means the ammo units automatically start attacking the unit in the scope of the Attack ability of the host if it selects a new target while the rest are pretty standard.

     

    3. Under the Action actor use Attach Methods of the Pattern type. Read the recent data forum thread on the marauder for details.

     

    4. You checked the requirements for the ability? Checked the unit has the ability and has it linked to the command card to the right ability command?

    Posted in: Data
  • 0.966024915062288

    posted a message on Showing Unit Class in Veterancy

    UI is not my specialty. Try asking https://www.sc2mapster.com/members/greythepirate.

     

    All I know is from looking at the debug menu from the allied commanders mod. You use a once off Hookup Standard Dialog Item action definition followed by setting a global variable to the last created dialog item and then in a separate trigger use a Set Dialog Item Text trigger action definition to do the final setting of the text.

    Posted in: Data
  • 0.965909090909091

    posted a message on How do I add options in lobby?

    Depends what you want to vary and on what level. For equal application to all players use game attributes while for stuff like race faction and hero selection use player attributes.

     

    For starting resources try the Modify Player Property or Set Starting Resources For Player trigger action definitions.

    Posted in: Data
  • 0.965947786606129

    posted a message on How do I add options in lobby?

    Under the Map menu there are two options called Game Variants and Game Attributes which open up separate windows. The wiki explains what all the fields do.

     

    https://sc2mapster.gamepedia.com/Game_Attributes

     

    https://sc2mapster.gamepedia.com/Game_Variants

     

    Under triggers you then use Attribute Game Value and Attribute Player Value functions for Comparison conditions. This is usually part of a Switch or an If Then Else action used on game initialization and very rarely for abilities/unit creation.

     

    For skins go to the Skins data type and mess around with the Replacements - EDSTR_FIELDNAME_SGameReplacement_ fields and use them via the Apply Player Skin trigger action definition.

    Posted in: Data
  • 0.966227819118489

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    How the beam persists is determined by the actor events for the Beam (Simple) actor.

    Posted in: Data
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