View Full Version : Mod help
LifeLongHawk
05-27-2007, 10:08 PM
Hello. Im new to the starcraft modding. Im currently trying to mod Tom Kazansky to give him glave wurm and acid spore. When I go to use him in game his damage is set as 0. Not even the new attack will show up. It shows that he still has his old weapons and they say that they are stuck at zero. I was wondering if I did something wrong when I imported it or what. Any help on this would be appreciated. Thank you.
Voyager7456_MM
05-28-2007, 10:16 AM
Hello. Im new to the starcraft modding. Im currently trying to mod Tom Kazansky to give him glave wurm and acid spore. When I go to use him in game his damage is set as 0. Not even the new attack will show up. It shows that he still has his old weapons and they say that they are stuck at zero. I was wondering if I did something wrong when I imported it or what. Any help on this would be appreciated. Thank you.
In order to do what you are asking, you will need to go into DatEdit, and change Tom Kanasky's weapons in the unit tab. Then save this file as units.dat, and add it to your MPQ under the directory arr\. Is this what you did?
raidmax
05-28-2007, 10:43 AM
Actually, it could be the fact that you are playing on a UMS map. I have had trouble playing mods on UMS.
LifeLongHawk
05-28-2007, 12:58 PM
I was using StarEdit to add the guy to the map but it didnt work.
LifeLongHawk
05-28-2007, 1:54 PM
I do have another question though. I want to get a computer to automatically put units in to a bunker at the start and I also want the computer to send units constantly down three separate lanes like in DotA Allstars for Warcraft 3. I was wondering how I would be able to set up the trigger for that. Heres what Im getting so far for the trigger
Force 2 brings at most 4 Terran Marine to 'Location 13'
ACTIONS:
Give 4 Terran Marine owned by Force 2 at 'Location 13' to Force 2.
Wait for 30000 milliseconds.
Preserve Trigger.
MaxedOutBC
05-28-2007, 2:36 PM
For the bunker auto-fill,there is an Ai Script that does that. Set the locations with bunkers and then set the actions to run the AI Script in those locations.
For the lane thing, you can make it:
-Computer always intructed to move units from location A to location B constantly (preserve trigger)
-Units to spawn at Location A. The number of units and the frequency of the spawns are up to you, but don't preserve this trigger.
-Set any unit that goes to location B to appear back at location A or you can instruct comp to always move units from B to A (preserve trigger).
--------------------------------
Your modding problem is rather general. Do iot again, and then if it fails, tell us everything you changed.
LifeLongHawk
05-28-2007, 5:13 PM
Ok I tested the map and I have a huge problem. None of my beacons or buildings show up to choose which character I want or anything. Could someone look at the map Ive created and possibly help me out a little?
DarkMirror
05-28-2007, 5:48 PM
make the character they belong to be a comp or nuetral, not human.
LifeLongHawk
05-28-2007, 5:56 PM
My forces read
Force 1 - Terran
Player 1- Red-Terran[Human]
Player 2- Blue- Terran[Human]
Player 3- Teal- Terran[Human]
Player 7- White- Terran[Neutral]
Force 2 - Zerg
Player 4 - Purple- Zerg[Human]
Player 5 - Orange - Zerg[Human]
Player 6 - Brown - Zerg[Human]
Player 8 - Yellow - Zerg[Neutral]
When I load the map none of the buildings show up even though the two neutral forces have had their buildings and stuff set up. I can select the character I want just cant see any of the buildings from the neutral force.
Do I have to have map revealer put in to see them?
matefkr
05-28-2007, 6:13 PM
You better to post your map now.
EDIT: You can alsot make them set all players to shared vision (ai script). You can do that with SCMDraft2 or with other editors
DarkMirror
05-28-2007, 6:58 PM
Use UMS, or use map settings. otherwise it wont work.
LifeLongHawk
05-28-2007, 8:01 PM
Im using SCMDraft 2.0. Where can I set the AI script to share vision?
LifeLongHawk
05-28-2007, 8:17 PM
Heres the map Ive been working on.
LifeLongHawk
06-21-2007, 3:14 AM
I posted for help almost a month ago and was wondering if anyone could look at my map for me and tell me what my problem is with it.
Death505
06-21-2007, 5:57 PM
Holy **** thats a long time. it looks like a bad attempt of a rpg that can be re deemed if good enough.
matefkr
06-21-2007, 6:04 PM
You can set shared vision with run ai script turn_shared_vision on for player number (you want to set for). This way, the selected player (for the trigger) will share vision with the player in turn_shared_vision on for player#.
EDIT:
You hasn't set any cpu in your map. Is it for multiplayer? If not you are adviced to read through the staredit help file (for the basics of triggering), but i don't think that it is the case.
LifeLongHawk
06-25-2007, 4:57 PM
Ty for your guys help. Im gonna work on it some more then post it here if anyone would like to play it.
LifeLongHawk
06-25-2007, 5:32 PM
Ok I found out my problem. Its not a shared vision problem but... When I go start up the game the computers are not in the game for some reason. Any suggestions?
matefkr
06-26-2007, 7:05 PM
Just there hadn't any cpu players set. The suggestion is to set some.
LifeLongHawk
06-27-2007, 1:13 AM
I fixed my problem. Now another question. Is there a way to set a trigger so that when the player unit dies it will respawn in a set time or is there a trigger i may set to give that player back the hero choose so they may be able to choose another hero when they die?
LifeLongHawk
06-30-2007, 1:44 PM
So I take it no one has an answer for my question?
ColMirage
07-01-2007, 12:47 PM
I haven't took a look at your map because I don't have the time, but I think this will do :
Set the trigger for every player (Player 1 2 3 5 6 7 in your case)
CONDITIONS :
Current player commands exactly 0 *unit name*.
ACTIONS :
Create 1 *unit name* at *location where you want the person to respawn* for Current Player.
Preserve Trigger.
LifeLongHawk
07-02-2007, 11:03 PM
Ok. Ive been fiddling with the map and its comin along quite well now =D I just need help. I tried executing the AI script for units to enter a bunker but it doesnt seem to be workin to well. Also another question. I want to see units down three separate lanes and was wondering what the trigger may be for this to happen.
ColMirage
07-06-2007, 7:16 PM
Well, for the trigger with different lanes I cannot help, but for the bunkers I can.
It's very simple. First, make sure the 4 units that you want in the bunker are next to it. Then, put a location for each individual bunker, envelopping the bunker and the units. After that, you need to make a trigger . The trigger is this one :
CONDITIONS :
Always (Unless you want some other event to trigger the AI Script)
ACTIONS :
Execute AI Script 'Enter Closest Bunker' at 'location'.
Of course, you put as many actions as you need for all your bunkers. Also, make sure it's set for the proper player.
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