I would but I need the black fog so what I will do is just change the terrain texture for the zerg base from grass to something darker and use one of my replaced map textures to give it a purple tint. It shouldn't be hard to do. Thanks!
Okie so I thought I had this simple task covered but I am running into issues. I want to make it so that
1. The Hive is invulnerable or can't be targeted as long as Hatchery #1 and #2 are alive.
2. Hatchery #1 is invulnerable or can't be targeted as long as its 4 surrounding evolution chambers are alive.
3. Hatchery #2 is invulnerable or can't be targeted as long as its 4 surrounding evolution chambers are alive.
So in my first picture you can see that at the beginning I made an action to make the Hive, Hatchery #1 and Hatchery #2 invulnerable.
So I had to make 2 units groups for the evolution chambers so that I could make an Event like: **
Event - Units in Evolution Chambers #1 (Unit group) dies
Action - Make Hatchery (Hatchery #1) vulnerable
And same thing for Hatchery #2
But for the Hive I had to make a unit group for both Hatchery #1 and #2.
So it is like this **
Event - Units in Hatcherys (Unit group) dies
Action - Make Hive invulnerable.
But with no luck. I test the document and I am able to destroy the Hive without having to kill Hatchery #1 or #2.
First Picture:
Second Picture:
Something to do with Event - Units in Unit Group or something like that? I know this is possible as I have witnessed something like it in a map before. Oops by "targeted" I meant attack.
I wouldn't get too crazy with events. They can particularly not work well with variables. Rather specify that stuff in conditions. For events I would use unit is killed. Since those structures are likely on the map straight from the editor, it'll be ok to reference them directly in the event. For conditions use the unit is alive condition.
So something like this:
Event:
Evo 1 dies/is killed
evo 2 dies
evo 3 dies
evo 4 dies
Conditons:
evo 1 is alive = false
evo 2 is alive = false
evo 3 is alive = false
evo 4 is alive = false
Oh wow I just learned something! I wasn't aware you could have more than one event and have them all work. Thanks!! :D
Since I'm taking about issues.
There's this other strange and slightly disturbing one but it is not trigger-related. There are zerglings that are running in place that can be walked through in apart of the base (which is not in a region). Like a ghost (spirit not the unit), They can't even be selected. Should I record this to show what I mean?
I would but I need the black fog so what I will do is just change the terrain texture for the zerg base from grass to something darker and use one of my replaced map textures to give it a purple tint. It shouldn't be hard to do. Thanks!
@DerpsMcSkate: Go
No problem, mate. I'm glad you got it working.
Okie so I thought I had this simple task covered but I am running into issues. I want to make it so that
1. The Hive is invulnerable or can't be targeted as long as Hatchery #1 and #2 are alive.
2. Hatchery #1 is invulnerable or can't be targeted as long as its 4 surrounding evolution chambers are alive.
3. Hatchery #2 is invulnerable or can't be targeted as long as its 4 surrounding evolution chambers are alive.
So in my first picture you can see that at the beginning I made an action to make the Hive, Hatchery #1 and Hatchery #2 invulnerable.
So I had to make 2 units groups for the evolution chambers so that I could make an Event like: **
Event - Units in Evolution Chambers #1 (Unit group) dies
Action - Make Hatchery (Hatchery #1) vulnerable
And same thing for Hatchery #2
But for the Hive I had to make a unit group for both Hatchery #1 and #2.
So it is like this **
Event - Units in Hatcherys (Unit group) dies
Action - Make Hive invulnerable.
But with no luck. I test the document and I am able to destroy the Hive without having to kill Hatchery #1 or #2.
First Picture:
Second Picture:
Something to do with Event - Units in Unit Group or something like that? I know this is possible as I have witnessed something like it in a map before. Oops by "targeted" I meant attack.
I wouldn't get too crazy with events. They can particularly not work well with variables. Rather specify that stuff in conditions. For events I would use unit is killed. Since those structures are likely on the map straight from the editor, it'll be ok to reference them directly in the event. For conditions use the unit is alive condition.
So something like this:
Event:
Evo 1 dies/is killed
evo 2 dies
evo 3 dies
evo 4 dies
Conditons:
evo 1 is alive = false
evo 2 is alive = false
evo 3 is alive = false
evo 4 is alive = false
@MaskedImposter: Go
Oh wow I just learned something! I wasn't aware you could have more than one event and have them all work. Thanks!! :D
Since I'm taking about issues. There's this other strange and slightly disturbing one but it is not trigger-related. There are zerglings that are running in place that can be walked through in apart of the base (which is not in a region). Like a ghost (spirit not the unit), They can't even be selected. Should I record this to show what I mean?
No idea. Maybe a doodad? Or some actor created in an action?
@MaskedImposter: Go
Problem solved XD it was simply due to a duplicate actor in the Zergling (burrowed) unit. Thanks.