@Maknyuzz:
No need! Just do something to this:
Unit acquires item
Item == Bio Armor
Add unit to Bio_Armored
Now for the other trigger.
Any unit takes damage
If -
Damage effect == Fire
Triggering unit is in unit group Bio_Armored == True
Then - Deal Fire damage to triggering unit from damaging source with bonus (damage amount*2)
You get the idea, it would be faster then checking for specific items.
Right below the "Notes" section is the part you need.
Ah, I knew about that, but I don't like importing libraries into my map. Nothing against Programmer, I just don't like using other peoples stuff. Back to using still images again >.> but thanks anyway xD
Back to my Unit Attributes stuff. I see what you mean but do you think you can do it throught "Set Catalog Field Value"? I haven't tried. At office right now can;t try...
But if so, what field name would that be? Can you help me try? I hope once I got home I can implement it.
Set Catalog Field Value for Units, Marine, [then not sure which field] I can imagine "Unit - Attributes" to Value [not sure as well] as unit attributes is most likely boolean.
Set Catalog Field Value for Units Marine "Unit - Attributes" to value "Armored" can you do that?
Hi! I was wondering if you could he,lp me with this..? Well what i want to to is have Cities all over the map that need to have a supply depo or ANY srtucture next to them to be award money every 4 minutes or so... Was wondering if you could help me do this With regions?
I posted this in another thread, but im wondering if you can help me with this
okay so with the new patch, i can finally revamp my experience system, until i ran into this problem, i would like to change the experience bounty a hero grants depending on the current level of the hero.
So naturally lower level heroes give small amounts of Experience, and High level heroes give higher amounts of experience.
However this trigger refuses to work....
Unit - Set (Triggering unit) Bounty (XP) to 500.0
Am i doing something wrong?
when i do this trigger instead- Unit - Set (Triggering unit) Bounty (Minerals) to 700.0 . That works perfectly fine. However thats for mineral bounties.
Please dont tell me i have wait months again for this fix :(, please tell im doing something wrong
nope, i using the standard veterancy in the data editor. It works for everything so far,
I just trying to make the experience bounty different depending on the level of the hero, and that trigger isnt working, got a work around?
when i do that very same trigger with the minerals instead of Xp, it works.... so my events /conditions are correct.
Events
Unit - Any Unit gains an experience level
Local Variables
Conditions
((Unit type of (Triggering unit)) has Heroic attribute) == true
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Experience level of (Triggering unit)) < 4
Then
Unit - Set (Triggering unit) Bounty (Minerals) to 700.0
Unit - Set (Triggering unit) Bounty (XP) to 500.0
The minerals part works, the experience part doesnt
Yes, it is possible :).
Create a beam actor and assign it to a damage actor. Assign the damage actor to a custom weapon and set the weapon damage to Zero.
Create a new unit and check the "burrowed" and "concealed" flags, and disable any pathing. Disable the shadow and do not assign any model to the unit (This will give us an invisible dummy unit).
Now to make the beam via triggers, simply create the unit at X,Y of any point, and create another dummy unit at the second beam point (So the beam goes from dummy to dummy2). Order dummy1 to attack dummy2, and there you have it.
Wc3 had its set of "Lightning" triggers, even if they worked terribly. I figured it should be possible somehow with Actor triggers, but if ^that^ is the only way to do it, then the answer to my question is "no".
As for soundtracks, I didn't say it unpauses immediately. My triggers are very organized and of course I made SURE there were no other Soundtrack actions, let alone an Unpause, but none-the-less the soundtrack always starts up again. And look at the Tip for Play Soundtrack. It says "if this is NOT set to Continuous, it will repeat..."
There's Set Soundtrack and Play Sountrack, which one is used for what? And I've made sure there is NOT ONE "Unpause Soundtrack" action in my ENTIRE MAP and it still unpauses after a while.
@NoXiOuSMoB:
It depends on two instances. The first is if a city is ONE building. There, you would simply execute this code:
Unit Group - Pick each unit in (Units in Unit Group within (Playable map area), with at most Any Amount) and do (Actions)
Actions
Player Group - Pick each player in (All players) and do (Actions)
Actions
Unit Group - Pick each unit in (Create a list of all player (Picked player)'s units of type "Supply Depot" within range 10.0 of the point (Position of (Picked unit)) up to -1 units) and do (Actions)
Actions
Player - Modify player (Owner of (Picked unit)) Minerals: Add 5
What this does is it picks every unit of type city, then picks every player, and picks every unit of a type around the city for the picked player. It shouldn't lag.
The second instance is one that has a city as a multitude of buildings (I.E: Take a regular city like Manhattan). For this you will need points in the middle of the cities, and the coding would be different (Since you would have to set up a point array). Tell me if this is the case and i'll code it for you.
@Jinxxx123:
Try adding 500 experience to the hero. If that doesn't work, that means you did something wrong while creating the veterancy. If it does, however, it means that the function does not work.
@EphemeralNight:
It depends on how far you want to go to make something happen. What i explained can be written in a function, and then it will be selectable in the same way as warcraft 3.
Indefinitely means never-ending, not immediately.
There is also no "set soundtrack" function that i can see.
The text is not contradictory - continuous is a flag that disables custom trigger delay for soundtracks (It can be found in Data > Soundtracks). I cannot tell what the problem with the sounds is without the code, since it may be anything from bad coding to an incorrectly set up sound/soundtrack file.
@Maknyuzz:
Messing around with catalogs, i'll reply if i find something.
@slejeivw:
It's impossible. Blizzard removed GLP.
However, you can make a dialog button with the same dimensions as a normal button and display it over the game ui.
@Rileyb80:
An item is a unit, so logically:
(Triggering unit) Level (Current) == 1.0 (Level should be an option)
Try this. I'm sorry but i cannot test this right now since i'm not on my home computer. If it doesn't work just tell me.
This seems simple but, if i make a trigger where if a unit moves into a region, and I add an action to move it directly to another region, it will try to move toward the region it first entered. How would I make it stop moving after the unit is moved directly to another region?
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Ah, I knew about that, but I don't like importing libraries into my map. Nothing against Programmer, I just don't like using other peoples stuff. Back to using still images again >.> but thanks anyway xD
@obliviron: Go
Back to my Unit Attributes stuff. I see what you mean but do you think you can do it throught "Set Catalog Field Value"? I haven't tried. At office right now can;t try...
But if so, what field name would that be? Can you help me try? I hope once I got home I can implement it.
Set Catalog Field Value for Units, Marine, [then not sure which field] I can imagine "Unit - Attributes" to Value [not sure as well] as unit attributes is most likely boolean.
Set Catalog Field Value for Units Marine "Unit - Attributes" to value "Armored" can you do that?
TIA
Hi! I was wondering if you could he,lp me with this..? Well what i want to to is have Cities all over the map that need to have a supply depo or ANY srtucture next to them to be award money every 4 minutes or so... Was wondering if you could help me do this With regions?
I posted this in another thread, but im wondering if you can help me with this
okay so with the new patch, i can finally revamp my experience system, until i ran into this problem, i would like to change the experience bounty a hero grants depending on the current level of the hero.
So naturally lower level heroes give small amounts of Experience, and High level heroes give higher amounts of experience.
However this trigger refuses to work....
Unit - Set (Triggering unit) Bounty (XP) to 500.0
Am i doing something wrong?
when i do this trigger instead- Unit - Set (Triggering unit) Bounty (Minerals) to 700.0 . That works perfectly fine. However thats for mineral bounties.
Please dont tell me i have wait months again for this fix :(, please tell im doing something wrong
@Jinxxx123: Go
Veterancy? have u created your veterancy?
nope, i using the standard veterancy in the data editor. It works for everything so far,
I just trying to make the experience bounty different depending on the level of the hero, and that trigger isnt working, got a work around?
when i do that very same trigger with the minerals instead of Xp, it works.... so my events /conditions are correct.
Events Unit - Any Unit gains an experience level
Local Variables
Conditions ((Unit type of (Triggering unit)) has Heroic attribute) == true
Actions General - If (Conditions) then do (Actions) else do (Actions) If (Experience level of (Triggering unit)) < 4 Then Unit - Set (Triggering unit) Bounty (Minerals) to 700.0 Unit - Set (Triggering unit) Bounty (XP) to 500.0
The minerals part works, the experience part doesnt
So, in other words, no, its not possible.
Wc3 had its set of "Lightning" triggers, even if they worked terribly. I figured it should be possible somehow with Actor triggers, but if ^that^ is the only way to do it, then the answer to my question is "no".
As for soundtracks, I didn't say it unpauses immediately. My triggers are very organized and of course I made SURE there were no other Soundtrack actions, let alone an Unpause, but none-the-less the soundtrack always starts up again. And look at the Tip for Play Soundtrack. It says "if this is NOT set to Continuous, it will repeat..."
There's Set Soundtrack and Play Sountrack, which one is used for what? And I've made sure there is NOT ONE "Unpause Soundtrack" action in my ENTIRE MAP and it still unpauses after a while.
I'm trying to find the is building classification like
((Unit type of (Triggering unit)) is Worker) == true
Any idea what it is under?
How do you make a screen button that only a certain player can see and use?
Thanks, ok new one, I want to use Item Levels to stop units picking up items they aren't meant to. (destroy and recreate next to unit)
However I can't seem to find a trigger that calls them.
Where would this be found?
Bumped back up.
http://forums.sc2mapster.com/development/triggers/17682-help-add-unit-to-existing-unit-group-when-entering/#p5
This seems simple but, if i make a trigger where if a unit moves into a region, and I add an action to move it directly to another region, it will try to move toward the region it first entered. How would I make it stop moving after the unit is moved directly to another region?