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Superpsyke62
08-24-2005, 10:24 PM
I've got 3 questions

1. can you make a shuttle be able to repair mechanical units like an scv?
2. how do you make protoss robotic units repairable?
3. in SCXE, i cant seem to use triggers to create units not found in staredit such as mengsk and raszagal (sp?) is it just me? if it's not then is there a way around this?

SuiCidAl-KiSmEt
08-24-2005, 10:51 PM
In my 3 years of Map making, I don't think its possible for an SCV to repair Protoss Units with triggers. You can use 'Modify Hit Point amount to 100%' as an Action. But there is 1 way for triggers to do that and they are called 'EUD' triggers. You can't use them, Blizzard doesn't want you to.

Aquarian
08-25-2005, 12:04 AM
Question no.3:Just save your map and then transfer it to the normal Staredit.

Case_in_point
08-25-2005, 12:27 AM
You need to use a mod to do those things. Arsenal III is fairly easy to learn and it can do those for you. The only way to make Protoss units repairable is to check the 'Terran unit' box in Arsenal III, so that it will be repairable by SCVs.

As for Raszagal and Mengsk, they cannot be created using triggers without a mod, they must be preplaced. If you use Arsenal III for this as well, just check the 'placeable' box and they can be created with triggers.

Kingscrab
08-25-2005, 8:33 AM
In my 3 years of Map making, I don't think its possible for an SCV to repair Protoss Units with triggers. You can use 'Modify Hit Point amount to 100%' as an Action.
That's what i would do.

You could make a repair area that allows your units to be healed when the player brings them there... Have a couple of SCVs hanging around it just for effect. I might try it myself... :)

MidnightGladius
08-25-2005, 8:52 AM
More like centering a location on your scv and repairing units that enter the vicinity.

Kingscrab
08-25-2005, 9:03 AM
More like centering a location on your scv and repairing units that enter the vicinity. True... good thinkin'. If you do that, could you have multiple "repair SCVs" or just the one?

MidnightGladius
08-25-2005, 10:41 AM
You could have multiple ones as long as you used 1x1 locations centered in a 3x3 location.

Superpsyke62
08-25-2005, 9:45 PM
so how do you make a shuttle repair units like an scv using mods?

I already know mostly my way around Arsenal III and Ice

SuiCidAl-KiSmEt
08-25-2005, 10:08 PM
Thats good, ok go Open Arsenal III, find the shuttle, click on the 'Advanced Tab' and check the 'Mechanical' check box. Thats it. I think you already know how to save it and everything.

Superpsyke62
08-25-2005, 10:21 PM
toonami, thatt doesn't seem right...all robot units are checked mechanical including the protoss robot units in arsenal III

The only way to make Protoss units repairable is to check the 'Terran unit' box in Arsenal III

where's that box?

Aquarian
08-25-2005, 11:35 PM
It's [QUOTE}{/QUOTE] to open the quote box.Replace the { with [.

MidnightGladius
08-26-2005, 12:20 AM
Actually, he got the order wrong. Basic HTML, man :/

Aquarian
08-26-2005, 12:33 AM
HTML goes like this: <blablabla></blablabla>
The one we're using is UBBC code:

SuiCidAl-KiSmEt
08-26-2005, 9:13 AM
Sure. Well besides checking it to mechanical, go to the 'StarEdit' tab in Arsenal 3, and UNCHECK the 'Protoss' check box in group flags and CHECK the 'Terran' checkbox. I just runned it into a test mod and thats what I did to make that work.

MidnightGladius
08-26-2005, 10:36 AM
HTML goes like this: <blablabla></blablabla>
The one we're using is UBBC code:

Oh, my bad. Besides, he put the [/] in the opening bracket, not the closing one.

Aquarian
08-26-2005, 11:26 AM
Heh.Yah.It's quite funny.

Superpsyke62
08-26-2005, 4:11 PM
ok i got it thanks

Case_in_point
08-26-2005, 10:48 PM
Sure. Well besides checking it to mechanical, go to the 'StarEdit' tab in Arsenal 3, and UNCHECK the 'Protoss' check box in group flags and CHECK the 'Terran' checkbox. I just runned it into a test mod and thats what I did to make that work.

You don't have to uncheck the Protoss box. You can have it be both, in fact I recommend that just in case making it no longer a Protoss unit might cause problems later. Not sure about that, but I do know that making a unit belong to multiple races doesn't hurt.

Superpsyke62
08-28-2005, 2:03 PM
ok well I've got another question

can you increase the ganthridor's interceptors damage amount, and keep the regular carriers interceptors keep their damage at 6 using mods without adding a new unit?

Aqo
08-28-2005, 3:02 PM
can you increase the ganthridor's interceptors damage amount, and keep the regular carriers interceptors keep their damage at 6 using mods without adding a new unit?
No, you can't *insert what you wrote*.

Basan
08-29-2005, 10:00 AM
I've got 3 questions
...
3. in SCXE, i cant seem to use triggers to create units not found in staredit such as mengsk and raszagal (sp?) is it just me? if it's not then is there a way around this?

Q3 - It's just you. I can see those units when picking'em from inside the units menu when making my triggers with SCXE. *Hint*You should look better into the hero units.*Hint* ;)

Q1 - Thus it's possible with triggers. But my fav method would be as it was described by MidnightGladius.
An alternative is an healing area / beacon to pull the job. :)

Question no.3:Just save your map and then transfer it to the normal Staredit.

And what that would do? Besides nothing, that is. (Unless you made a mistake and meant to have written SCXE instead of StarEdit.) :shiftyl:
Side note: Many times when you transfer maps from other editors to StarEdit you'll lose somethin' in the 'translation process' you speak of (read, units placed irregularly, edited player colours and so on), therefore I strongly advise fellas not to do this unless they know exactly what the switching into the original map editor and saving it there would do. Usually, triggers aren't affected by this unless you edit'em later on in StarEdit and save the map.

As for Raszagal and Mengsk, they cannot be created using triggers without a mod, they must be preplaced. ...

You must not know the enhanced or more advanced maps editors that already exist well enough to post such a statement as that one... please peep better into SCXE, SCMDraft 2 or even SF.
Even the BW campaigns make those units appear with triggers... :smirk: Next time before posting stuff like this, please get your knowledge a tad more consistently based upon.

Superpsyke62
08-29-2005, 10:27 PM
Basan, in SCXE I made triggers like:


Condition

always

Action

create Mengzk at anywhere


but Mengzk wouldn't be created ingame. But it's not a problem anymore I figured it out.

also for my first two questions I origionally wanted to know how to do that by modding.

Basan
08-31-2005, 5:35 AM
SuperSpike', from what I read you must've wanted to make a Mengsk BC in the game right from the map start, right? And that's why I sometimes prefer the "Elapsed scenario time is at least 0 game seconds" condition. ;)

Glad that you solved it as well. :)

Superpsyke62
08-31-2005, 9:36 PM
yeah...just curious whats the difference between the conditions elapsed time 0 sec and always?

Basan
09-01-2005, 7:22 AM
yeah...just curious whats the difference between the conditions elapsed time 0 sec and always?

Altough "elapsed scenario at least 0 game secs" is very similar to the "always" condition I usually prefer the 1st one to create a unit at game start. I don't really why keep up with this, since it was an early mapping excentricism of mine 'cause one of my creating units from a different race with the same colour (with StarEdit, obviously) at game start with the "always" condition didn't work.
But I still use the "always" condition in triggers, like setting AI scripts for the computer players, or for switches and/or traps along with doors at game start.

Maybe someone with a more sound knowledge of the distinctive properties between those 2, might stop by and explain this better than I. :)