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  1. Clockwork

    Unit Selection Bug

    That is weird. You can modify a units mover though. Some of the scripts for jumping switch a units mover to the colossus mover and then back again. But that also is done with Triggers so maybe that some how stops it from bugging out.
  2. Clockwork

    Unit Selection Bug

    I had this happen to me only once, but I do not have an exact solution for it unfortunately. I think I ended up deleting the unit and remaking it. The other thing to double check is some of the flags for the unit. It may have something like 'Cannot be selected' checked some how.
  3. Clockwork

    Locust Ability

    If you remember I talked about making an ability based from the carrier ability that I was having issues with. It is essentially the locust ability you are trying to create. Look at the carrier weapon and that is what you want to make with some exceptions. *Im not currently at my home computer...
  4. Clockwork

    Custom Carrier Bug

    I hate the hangar abilities. I tried to use them for something but ran into a ton of issues with it. If you have any extra insight for it I would appreciate it. I tried making an ability for a ground marine type unit that when pushed made a drone and when used again would launch the drone...
  5. Clockwork

    can't select custom doodad in editor?

    I think it is a setting or flag somewhere in one of the unit properties. Sorry I cant be more specific, but I know for instance there is a check box (among many) which says whether or not the unit/doodad can even be placed in the editor. I would start by finding and looking there for something...
  6. Clockwork

    New Event Definition / Unit Acquires Buff Event

    Sounds like you would just need a player(Integer) array. But you said 'affect' players 2, 4, 6 which does not have to be necessarily determined by who triggers the event. Semantics, I know. In any case you should still be able to establish a int array in the custom event to designate players...
  7. Clockwork

    New Event Definition / Unit Acquires Buff Event

    Based off your example (and mind you everything I say from this point on requires testing) it might go something like this. *Also important is make sure you have the sub windows on (one of the red boxes on the toolbar) For a player event, the return type would be (none). You need an...
  8. Clockwork

    How to create global variables?

    Yeah in the Built-in libraries there is a section called 'Starmap', and Planets and such fall under that category. I have no clue what that means, but my mind wanders into awesome ideas. I was going to ask about it but figured no one had done anything with it. Maybe there will be some work with...
  9. Clockwork

    New Event Definition / Unit Acquires Buff Event

    Wait what? You mean you cannot modify the parameters and such? Im just trying to make sure I am understanding your problem correctly. crtl + alt + F is the shortcut. Then it should make Untitled Function 001. You highlight Options, change function to Event. Check Native to remove the Actions...
  10. Clockwork

    Building on uneven ground

    Actors > Unit > Terran Building Flyer > Not Doodad > Barracks. There is handy search bar too!
  11. Clockwork

    New Event Definition / Unit Acquires Buff Event

    So started writing my own event once. I wanted to create an event for 'Unit Kills'. In the trigger editor push the new function button. You can switch the type from 'Function' to 'Event'. Then you have to go about writing it. As per the second question. Isnt a buff just a type of behavior in...
  12. Clockwork

    Vitality?

    How do you think it would be used though. I mean obviously you could have something return a units value of vitality, but in your tinkering did you try to set vitality? Since it is Life + Shields what value would change? One then the other perhaps?
  13. Clockwork

    Attaching actors to weapons

    Dude, you rock! Even cooler since I used an Immortal I made a second charge actor and then one was attached to SOpAttachWeaponRight and SOpAttachWeaponLeft. In the events for each I added that they scale from 1 to 5 over 3 seconds. So each gun gets the photon missile and they scale up as the...
  14. Clockwork

    Attaching actors to weapons

    Wow. Thank you. I had no idea what the Host Site Operations + did as there was no GE tooltip for it. Would there be somewhere I can read up on this sort of thing? I had not changed the actual missile yet. Im sure you can guess what I will be going for after this. I need to duplicate the...
  15. Clockwork

    Attaching actors to weapons

    Forgive the crudeness of the map. I had to quickly recreate what I have been toying with. Move the marine to the beacon to spawn zlings for killing. The Immortal has the Yamato copy (which is still at stage 1 of what Im trying to make). In the object editor you can search Yamato and...
  16. Clockwork

    Infestion (True FPS)

    Forgive me, but I find that argument very hollow. Its like saying no one should make a 3rd person shooter because the SC2 wasnt designed for it. The original map editor showcase had the creators specifically mentioning FPS support and they demoed a 3rd person shooter, so they clearly had these...
  17. Clockwork

    Attaching actors to weapons

    Still no real progress on this. The Actor Events + look like they work like triggers, but unfortunately it seems that you cannot have multiple actions for one event. I attempted to have one event lead into another, but maybe I did not get the action correct. First it goes...
  18. Clockwork

    Attaching actors to weapons

    Ok went to (Actor) Yamato Attack Charge Model Copy and changed the Model field to Photon Cannon Weapon. It creates the Photon Cannon Attack Model when the ability begins to prepare. I am not sure what made the difference between what my previous post did and what this method does. Now, it...
  19. Clockwork

    Attaching actors to weapons

    This is a bit more confusing then I originally thought. Im trying to start simple though. I copied an Actor, I chose the Photon Cannon Projectile. I looked at how the original Yamato works. It has a model during the prep, so I mimicked its event. Before that I changed the Photon Copy Actor type...
  20. Clockwork

    Attaching actors to weapons

    Sounds great. I will get to testing that out. Thank you for the help.
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