obiwan blue
Clone Trooper
posted 07-01-16 05:52 PM
EDT (US)
2252 / 2273
Well I hope you all like the moncalimari rebel troople i hope the walking for the scenario editor i put alot of time on that model . oh by the way how do you do the explosion triggers.
NexusPatriot
Clone Trooper
posted 10-30-16 05:03 PM
EDT (US)
2254 / 2273
Not sure if anyone is still active on this but crazier things have happened. I recently rediscovered this game as I played it constantly when I was child. Just a simple question, but when creating a scenario, how do you set defeat to yourself upon a hero's death? Also victory for yourself when killing an enemy hero? I assume that would work backwards. I've looked all over the place and I can't seem to find it anywhere. Any response at all would be legendary! Thank you!
Darth Kiro
Clone Trooper
posted 09-27-17 00:58 AM
EDT (US)
2266 / 2273
I have replied with more info for that in your own topic. Check it out (reply # 5).
m4ce_windu
Clone Trooper
posted 06-11-18 04:27 PM
EDT (US)
2267 / 2273
Hey, I'm not sure if this is the correct thread, but I need a little help with Expanding Fronts. What I'm trying to do is change the projectile of the unit Star Destroyer (the small one). I used the command with ProjetileUnitID. However this only changes the projectile against ground units. I want a space unit to be attacked differently. How can I change this? The scene takes place on Starfield area so changing the target to non-flying won't do it I think.
m4ce_windu
Clone Trooper
posted 06-12-18 04:30 PM
EDT (US)
2270 / 2273
Thanks for the fast help! I did it with the invisible unit trick and it works like a charm for my purpose.
L00K3
Clone Trooper
posted 10-06-21 08:03 AM
EDT (US)
2271 / 2273
Hi, I am just seeing if someone may have the answer to an issue I suspect is a bug but in regards to expanding fronts trigger effect "Unit Prop" when using the Geanie Function "SET Attack 21 x" where x is a value > 0 the property never applies but if done via Advanced Geanie Editor it applies. All other Geanie functions but 'Attack' and 'Armor' apply fine, its just those two functions that will not apply irregardless of what I do.
MPK
Clone Trooper
posted 09-25-22 07:23 AM
EDT (US)
2272 / 2273
Yo.
Been monkeying around with the scenario editor. EF is an outstanding piece of work. It's a shame it couldn't have existed ten or fifteen years ago when more people played this game.
Anyway, got a question. I'm trying to make a scenario with hostile predator units which are controlled by a proper AI player, as opposed to Gaia. This way I would be able to keep them from attacking or being attacked by other units when I don't want them to. (Gaia predator units also tend not to attack a player unit unless they venture pitifully close, which is another problem this would solve.)
So for example I used Change Unit Data to switch all the graphics of the (GN) Mounted Trooper to those of a Vapaad, like so:
SET StandingGraphics 8727
SET DyingGraphics 8726
SET WalkingGraphics 8728
Etc. But the problem comes in here:
SET DeadUnitID 1462
Because whenever I kill the new "Vapaad", it disappears instead of leaving a corpse. Same has happened with every other critter I've tried this with. I've done experimenting and tinkering. If I set DeadUnitID to, say, 1285 (Gundark Debris), that shows up upon death. And if I make a trigger which changes it back to Gaia and then kill it, the corpse shows up like it's supposed to.
So can anyone think of something I haven't tried yet, or is it just one of those weird things with no workaround?
janisek
Clone Trooper
posted 05-15-23 11:33 PM
EDT (US)
2273 / 2273
Need help fixing a weird bug in a scenario I'm designing.
For some reason, when I place a row of some trees in the same area and then try to test it the game just completely crashes itself every time for some reason. Could it be an issue with the amount of triggers that I have or specifically one of the triggers is causing it to crash. In any case I would appreciate any help or advice you can have so I can fix the issue and be able to finish the level.