I was wondering how to reference the current player. For some reason, triggering player doesn't work with the map initialization event...
Also, how do I make it so that a unit such as the probe automatically attacks enemy targets within sight?
Thanks in advance and apologies for the nooby questions!
What do you mean current player? there can be several players in a game. If you want to run an action for a certain player on map initialization, where it says player just put in a number, player 1= 1, player 2=2 etc.
And for the probe thing, in the data editor find the probe under the data type units, and under the data field "behaviors-Response" change it form flee to acquire
You don't need a separate trigger you can do it all in one trigger, you would just need multiple actions in 1 trigger, each action referencing a different player
Thats what i meant, I was hoping there was a way to do it in one action, but it's not so bad. Thanks!
Also, I am trying to create a unit for each player, but only if that player exists. However, doing it your way creates a unit for each player, even if he doesn't exist.
Also, your acquire tip doesn't work :(
Thats what i meant, I was hoping there was a way to do it in one action, but it's not so bad. Thanks!
I think you just mean you want to select all players and do the action for all players rather than saying IE: Map initialization, add player 1 to group, player 2 to group, player 3 to group etc. you want to literally select all the players at once.
I'm having the same problem but with objects and there are 60 of them so I'm not selecting them all obviously >_< But yea I don't know how either, I don't see why you can't shift click and choose each player at the same time, the editor doesn't let you. We must be missing something but Gizmachu will help us he is a God
im not rly a god <.<, im maybe a step or 2 above noob at best xD
well you guys can try using a loop function, though tbh i dont have too much experience w/ them but this example should work
Melee Initialization
Events
Game - Map initialization
Local Variables
Player Var = 0 <Integer>
Conditions
Actions
General - For each integer Player Var from 1 to (Number of players in (Active Players)) with increment 1, do (Actions)
Actions
Player - Modify player Player Var Minerals: Set To 1000
That should set every players minerals to 1000
and you could do this for units as well, though you would probably need an array so that each unit would spawn at the proper point/region
um, well if you scaled it, it will change size, if you want to make it smaller change the actor scales or the scales of the model, just remember that if you change the scales of the model everything that uses that model will have its size changed
I tried a couple variations similar to the following:
for each SupplyDvar from 1 to (number of units in (SDgroup)) with increment of 1 do (actions) Hide - triggering unit
I used merge to put all the supply depots (64 of them) in SDgroup. The easy way out would be to make "SupplyDvar" a unit type (supply depot) but I can't do that because there are 4 supply depots I don't want to include...of course I could make a condition not to include those four but I rather find a way to get these 64 to hide without choosing each one individually.
So your trying to hide all 64 or only 60 specific supply depos?
no 60, but if it were 64, I'd be able to do it is what i'm saying lol. (actually it's 64/68). I mean there has to be a way to do this without selecting each one doesn't there? I am pretty sure I have the 64 out of 68 in a group successfully. I selected them all and pressed merge under Edit. It lets me select the unit group under Value and to the right it says 64...but even with the group of 64 I can't figure out how to do it. So somehow I need to say Hide each unit in SDgroup.
I tried:
Unit - Hide (Unit (Number of Any units in Unit Group 005) from Unit Group 005) but it does nothing
i should probably stop just giving you the answer like this and let you try and figure it out on our on a bit more xD
Melee Initialization
Events
Game - Map initialization
Local Variables
Conditions
Actions
Unit Group - Pick each unit in Unit Group 001 and do (Actions)
Actions
Unit - Hide (Picked unit)
i actually never knew that you could set up unit groups like that, i thought it had to be through triggers, thats rly neat
No, I mean the death animation is DISPROPORTIONATELY big compared to the egg. Example: the egg is scaled by 3, it looks like the death animation is scaled by 8.
i should probably stop just giving you the answer like this and let you try and figure it out on our on a bit more xD
Melee Initialization
Events
Game - Map initialization
Local Variables
Conditions
Actions
Unit Group - Pick each unit in Unit Group 001 and do (Actions)
Actions
Unit - Hide (Picked unit)
i actually never knew that you could set up unit groups like that, i thought it had to be through triggers, thats rly neat
LOL I swear I looked and there was no pick each unit I was like wtf how come there are only choices to pick a specific unit in the group but not each unit. By next week I'll put the full thing up, I'm like 95% done.
basically its a map where 6 players use WASD (3rd person view) to run from a 7th player (top down view) for a certain amount of time each round. There are 5 rounds, each round there is one less protected safety zone, so players have a higher chance of getting knocked out as the amount of safety zones decrease since the zones hold only 1 player each. The last round all safety zones are closed and there is a final timer. The running players also gain 1 Forcefield added every round to either block the 7th player or stop other players from finding cover.
pretty much all I have to do now is make a forcefield counter, a visible timer for each round, and have text on screen announcing each round. There are lots of tutorials for this stuff so it should be one of the easier parts ;D It'll probably lag horribly but I can take out the cameras and wasd and hopefully it'll still be fun ;D
I was wondering how to reference the current player. For some reason, triggering player doesn't work with the map initialization event... Also, how do I make it so that a unit such as the probe automatically attacks enemy targets within sight? Thanks in advance and apologies for the nooby questions!
What do you mean current player? there can be several players in a game. If you want to run an action for a certain player on map initialization, where it says player just put in a number, player 1= 1, player 2=2 etc.
And for the probe thing, in the data editor find the probe under the data type units, and under the data field "behaviors-Response" change it form flee to acquire
Well, instead of doing a separate trigger for each player, I was hoping there was a way to reference each player in one statement.
You don't need a separate trigger you can do it all in one trigger, you would just need multiple actions in 1 trigger, each action referencing a different player
Thats what i meant, I was hoping there was a way to do it in one action, but it's not so bad. Thanks! Also, I am trying to create a unit for each player, but only if that player exists. However, doing it your way creates a unit for each player, even if he doesn't exist. Also, your acquire tip doesn't work :(
I think you just mean you want to select all players and do the action for all players rather than saying IE: Map initialization, add player 1 to group, player 2 to group, player 3 to group etc. you want to literally select all the players at once.
I'm having the same problem but with objects and there are 60 of them so I'm not selecting them all obviously >_< But yea I don't know how either, I don't see why you can't shift click and choose each player at the same time, the editor doesn't let you. We must be missing something but Gizmachu will help us he is a God
im not rly a god <.<, im maybe a step or 2 above noob at best xD
well you guys can try using a loop function, though tbh i dont have too much experience w/ them but this example should work
Melee Initialization
Events
Game - Map initialization
Local Variables
Player Var = 0 <Integer>
Conditions
Actions
General - For each integer Player Var from 1 to (Number of players in (Active Players)) with increment 1, do (Actions)
Actions
Player - Modify player Player Var Minerals: Set To 1000
That should set every players minerals to 1000
and you could do this for units as well, though you would probably need an array so that each unit would spawn at the proper point/region
Thats perfect! thank you. Also for the attack thing, it was not enough just to set Response - acquire, I also had to make it offensive.
Edit: one more thing, why is it that when I scale the actor of the zerg egg, the death animation is WAY too big?
um, well if you scaled it, it will change size, if you want to make it smaller change the actor scales or the scales of the model, just remember that if you change the scales of the model everything that uses that model will have its size changed
I tried a couple variations similar to the following:
for each SupplyDvar from 1 to (number of units in (SDgroup)) with increment of 1 do (actions) Hide - triggering unit
I used merge to put all the supply depots (64 of them) in SDgroup. The easy way out would be to make "SupplyDvar" a unit type (supply depot) but I can't do that because there are 4 supply depots I don't want to include...of course I could make a condition not to include those four but I rather find a way to get these 64 to hide without choosing each one individually.
@Idralol:
So your trying to hide all 64 or only 60 specific supply depos?
no 60, but if it were 64, I'd be able to do it is what i'm saying lol. (actually it's 64/68). I mean there has to be a way to do this without selecting each one doesn't there? I am pretty sure I have the 64 out of 68 in a group successfully. I selected them all and pressed merge under Edit. It lets me select the unit group under Value and to the right it says 64...but even with the group of 64 I can't figure out how to do it. So somehow I need to say Hide each unit in SDgroup.
I tried: Unit - Hide (Unit (Number of Any units in Unit Group 005) from Unit Group 005) but it does nothing
i should probably stop just giving you the answer like this and let you try and figure it out on our on a bit more xD
Melee Initialization
Events
Game - Map initialization
Local Variables
Conditions
Actions
Unit Group - Pick each unit in Unit Group 001 and do (Actions)
Actions
Unit - Hide (Picked unit)
i actually never knew that you could set up unit groups like that, i thought it had to be through triggers, thats rly neat
@gizmachu: Go
No, I mean the death animation is DISPROPORTIONATELY big compared to the egg. Example: the egg is scaled by 3, it looks like the death animation is scaled by 8.
@xytor:
the death model is well a separate model, check to see if its scaled differently
LOL I swear I looked and there was no pick each unit I was like wtf how come there are only choices to pick a specific unit in the group but not each unit. By next week I'll put the full thing up, I'm like 95% done.
basically its a map where 6 players use WASD (3rd person view) to run from a 7th player (top down view) for a certain amount of time each round. There are 5 rounds, each round there is one less protected safety zone, so players have a higher chance of getting knocked out as the amount of safety zones decrease since the zones hold only 1 player each. The last round all safety zones are closed and there is a final timer. The running players also gain 1 Forcefield added every round to either block the 7th player or stop other players from finding cover.
pretty much all I have to do now is make a forcefield counter, a visible timer for each round, and have text on screen announcing each round. There are lots of tutorials for this stuff so it should be one of the easier parts ;D It'll probably lag horribly but I can take out the cameras and wasd and hopefully it'll still be fun ;D
@gizmachu: Go
The death actor doesn't even have scale (or an Art tab, for that matter)!