One other thing you will need to check is to remove the Tactical AI for each unit, found in the data editor. IF the AI is enabled, they will use this function and from my previous poking in that area, most zerg units have fairly complex tactical AI's to determine if they should burrow or not.
Not entirely sure how your map plays, I'm assuming there's some hero unit in this trigger. This would spawn 4 hydras at a distance of 4 away from a hero at a random angle. The point is made from the functions "point with polar offset", "position of unit" and "random angle". Note the last action is issuing a command to an entire unit group (the 4 hydralisks that were created). You'd probably also want to throw some conditions in this so they don't spawn in weird places, such as checking they are on the same cliff level "cliff level of point" condition.
Wow. Thank you!! This is exactly what I needed to hear. They don't unburrow themselves anymore. They only unburrow when the regions are entered :DAll problems solved:)
Wow that looks like it could be something really good :D I could maybe keep the ambushes coming till the Hive is destroyed. Thank you for the suggestion I will try this out! Since there are a lot of things I haven't done with the Editor before and have forgotten things, you might see more of me around lol.
On a side note. Is there a way I could have the unborrow triggers activate for all players without having to copy, paste and edit the the 20 unburrow triggers 5 more times (6 total user players x 20 = 120 triggers for one part of the zerg base). It makes me want to lower the amount of players to 4 to reduce messy work in the long run. I might just add 2 more players after the map is fully functional and the way I like it. Any suggestions?
No I meant instead of making a separate trigger for each player (1-6) that enters the regions, instead allow all user players (1-6) activate the trigger.
(Trigger 1
Event - Any Unit Enters region
condition:
owner of unit = 1
Trigger 2
Event - Any Unit Enters region
condition:
owner of unit = 2)
Like that ↑ but making it work in one trigger. Is this even possible I was looking at the " Or " condition setting.
Yea, Or would be one way. Drag your 'Owner of unit = 1,2,3,4,5,6' underneath the Or condition. When under an Or, only one of the conditions needs to return true.
I have burrowed units in my campaign Abandonment in the map called Harbinger. I remember having trouble with them. Check out my triggers if you are still wanting to investigate.
Thank you both! but I got it to the way I want it so for now I'll keep the current settings unless I face trouble :D so I'll keep that in mind Hockleberry but I might use the between bounds condition in the near future to save space
Is it ok for me to post threads every time I run into a problem? XD I ask this because I don't want to look like a spammer in this section of the forums :( and I am very grateful to have helpful people here. I feel like I am going to get told "that's what the forums are for. You won't look like a spammer unless you spout silly things that you should know." lol. True?
Not entirely sure how your map plays, I'm assuming there's some hero unit in this trigger. This would spawn 4 hydras at a distance of 4 away from a hero at a random angle. The point is made from the functions "point with polar offset", "position of unit" and "random angle". Note the last action is issuing a command to an entire unit group (the 4 hydralisks that were created). You'd probably also want to throw some conditions in this so they don't spawn in weird places, such as checking they are on the same cliff level "cliff level of point" condition.
One more thing. I tried this method but I am having trouble configuring the unit group. How do you make it include last created units?
Yes I am using action issue order to unit group. But how do I make the unit group choose the units that the previous action creates. That part I am unsure of.
Thank you! I didn't realize I could do that. I lied! I might just continue asking questions regarding the zerg base in here since I think I am already halfway or almost done with this part of my map.
Now I got this idea from a thread I saw before but I made a behavior that reduces maximum sight at night and then later another that reduces it even further when entering the zerg base. I made an action that adds the Vision Dark Night behavior (reduced sight for zerg base) I made to the triggering unit that enters the zerg base. But this behavior shows up on the unit card/dialog/ui? (forgot what it is called) and I don't want it to be visible. Do I have to change the behavior type? I have only used behaviors for combat and movement before this.
When you create a new behavior, in this case the type you want is a buff. It looks like you may have created an attribute or something like that. Buffs show up as a small icon in the top left of the unit info. You can hide them by looking at the flags of the buff/behavior and checking hidden.
usually if you have a behavior you don't want to show, you uncheck the "visible" flag on the behavior, but im not sure how it would effect your unit since it looks like you have it as a hero or something considering how the unit's UI looks. id give it a try anyway
Ohh I should have known! Thanks even though imposter beat you lol. Okie I fixed it and I am satisfied but I am wondering if I could fix this minor thing. I notice that the ring around the sight radius has grass visible even though creep is all over. Is this because of the way Starcraft II is? You can see what I am talking about by looking at the picture I posted before. There is grass present until you walk over and it is replaced with creep. ?
that is because you haven't traveled there before while there is creep. if you want, you can give full map vision for a second right when the game starts and it will fix that .
One other thing you will need to check is to remove the Tactical AI for each unit, found in the data editor. IF the AI is enabled, they will use this function and from my previous poking in that area, most zerg units have fairly complex tactical AI's to determine if they should burrow or not.
@DerpsMcSkate: Go
Well if you wanted it to be a constant threat you could do something like this (Note: Haven't tested)
Not entirely sure how your map plays, I'm assuming there's some hero unit in this trigger. This would spawn 4 hydras at a distance of 4 away from a hero at a random angle. The point is made from the functions "point with polar offset", "position of unit" and "random angle". Note the last action is issuing a command to an entire unit group (the 4 hydralisks that were created). You'd probably also want to throw some conditions in this so they don't spawn in weird places, such as checking they are on the same cliff level "cliff level of point" condition.
@ArcaneDurandel: Go
Wow. Thank you!! This is exactly what I needed to hear. They don't unburrow themselves anymore. They only unburrow when the regions are entered :D All problems solved :)
@MaskedImposter: Go
Wow that looks like it could be something really good :D I could maybe keep the ambushes coming till the Hive is destroyed. Thank you for the suggestion I will try this out! Since there are a lot of things I haven't done with the Editor before and have forgotten things, you might see more of me around lol.
On a side note. Is there a way I could have the unborrow triggers activate for all players without having to copy, paste and edit the the 20 unburrow triggers 5 more times (6 total user players x 20 = 120 triggers for one part of the zerg base). It makes me want to lower the amount of players to 4 to reduce messy work in the long run. I might just add 2 more players after the map is fully functional and the way I like it. Any suggestions?
@DerpsMcSkate: Go
Do you mean instead of setting the condition to the owner being player 1, instead throw in a not, and put the computer player.
@MaskedImposter: Go
No I meant instead of making a separate trigger for each player (1-6) that enters the regions, instead allow all user players (1-6) activate the trigger.
(Trigger 1
Event - Any Unit Enters region
condition: owner of unit = 1
Trigger 2
Event - Any Unit Enters region
condition: owner of unit = 2)
Like that ↑ but making it work in one trigger. Is this even possible I was looking at the " Or " condition setting.
Yea, Or would be one way. Drag your 'Owner of unit = 1,2,3,4,5,6' underneath the Or condition. When under an Or, only one of the conditions needs to return true.
All you need is one simple condition: use a between bounds condition
1<=number of player=>6
I have burrowed units in my campaign Abandonment in the map called Harbinger. I remember having trouble with them. Check out my triggers if you are still wanting to investigate.
Thank you both! but I got it to the way I want it so for now I'll keep the current settings unless I face trouble :D so I'll keep that in mind Hockleberry but I might use the between bounds condition in the near future to save space
Is it ok for me to post threads every time I run into a problem? XD I ask this because I don't want to look like a spammer in this section of the forums :( and I am very grateful to have helpful people here. I feel like I am going to get told "that's what the forums are for. You won't look like a spammer unless you spout silly things that you should know." lol. True?
@MaskedImposter: Go
Spot on!! :D Thank you!
One more thing. I tried this method but I am having trouble configuring the unit group. How do you make it include last created units?
@DerpsMcSkate: Go
are you using the action issue order to unit group, as opposed to the action issue order to unit?
@MaskedImposter: Go
Yes I am using action issue order to unit group. But how do I make the unit group choose the units that the previous action creates. That part I am unsure of.
Just use the function "last created units".
@MaskedImposter: Go
Thank you! I didn't realize I could do that. I lied! I might just continue asking questions regarding the zerg base in here since I think I am already halfway or almost done with this part of my map. Now I got this idea from a thread I saw before but I made a behavior that reduces maximum sight at night and then later another that reduces it even further when entering the zerg base. I made an action that adds the Vision Dark Night behavior (reduced sight for zerg base) I made to the triggering unit that enters the zerg base. But this behavior shows up on the unit card/dialog/ui? (forgot what it is called) and I don't want it to be visible. Do I have to change the behavior type? I have only used behaviors for combat and movement before this.
@DerpsMcSkate: Go
When you create a new behavior, in this case the type you want is a buff. It looks like you may have created an attribute or something like that. Buffs show up as a small icon in the top left of the unit info. You can hide them by looking at the flags of the buff/behavior and checking hidden.
usually if you have a behavior you don't want to show, you uncheck the "visible" flag on the behavior, but im not sure how it would effect your unit since it looks like you have it as a hero or something considering how the unit's UI looks. id give it a try anyway
EDIT: seems imposter beat me to it
Ohh I should have known! Thanks even though imposter beat you lol. Okie I fixed it and I am satisfied but I am wondering if I could fix this minor thing. I notice that the ring around the sight radius has grass visible even though creep is all over. Is this because of the way Starcraft II is? You can see what I am talking about by looking at the picture I posted before. There is grass present until you walk over and it is replaced with creep. ?
that is because you haven't traveled there before while there is creep. if you want, you can give full map vision for a second right when the game starts and it will fix that .
What Joey said will work, but it'll also kill the black fog, if that's important to you.