Howdy, I've been constructing a small campaign project, and I've hit a snag. You see, there's a point in this map where you are attacked by a great pack of Ursadons (snow yeti creeps), but are rescued by some Stalkers that warp in (from a super warpgate). But when the trigger was hit and the conditions (I assumed) were met, nothing happened. I've attached many images of my triggers and global variables, along with my map. I'd greatly appreciate some help with this.
Note: ursadons in image: bottom, middle are the ones in the ursadon unit group.
Eeh, that sort of works, but not only am I having trouble getting an adequate warp in animation, they only spawn when there are no zealots left, rather than if there are 3 or less.
If I remember correctly, the "Trigger execution count" increases everytime the events are triggered, even before the conditions are checked (so =0 would always be false). I suggest using the action "Turn trigger on/off" instead. Also, "last created unit" does refer to units created via "create unit" actions, not by being warped in or whatever. Like SoulTaker said, it's probably better to create them by trigger and add a warpin animation. Since protoss units use different models for birth animation and actual unit you might need some workaround to show the animation (using send actor message for example:
I took a look at two of the test maps I made way back when I was testing out how the super warp gates worked. One thing I wrote was that the warping in player needs to have enough supply, or the units won't warp in. Do they have enough supply?
Dunno if it'll help, but here's the two test maps I made. I was trying to create a way to warp in units anywhere without the need for a pylon. Tried using a hidden observer that had a power field. There's probably a better data way to do it, but I'm horrible at data editing xP.
Howdy, I've been constructing a small campaign project, and I've hit a snag. You see, there's a point in this map where you are attacked by a great pack of Ursadons (snow yeti creeps), but are rescued by some Stalkers that warp in (from a super warpgate). But when the trigger was hit and the conditions (I assumed) were met, nothing happened. I've attached many images of my triggers and global variables, along with my map. I'd greatly appreciate some help with this.
Note: ursadons in image: bottom, middle are the ones in the ursadon unit group.
To confirm the trigger was exucuted, put a text message to display. other than that i can use create unit, and add a warp in effect
Eeh, that sort of works, but not only am I having trouble getting an adequate warp in animation, they only spawn when there are no zealots left, rather than if there are 3 or less.
Ok, another problem, even with SoulTaker's work around, the trigger that gives me the stalkers does not work.
If I remember correctly, the "Trigger execution count" increases everytime the events are triggered, even before the conditions are checked (so =0 would always be false). I suggest using the action "Turn trigger on/off" instead.
Also, "last created unit" does refer to units created via "create unit" actions, not by being warped in or whatever. Like SoulTaker said, it's probably better to create them by trigger and add a warpin animation. Since protoss units use different models for birth animation and actual unit you might need some workaround to show the animation (using send actor message for example:
).
later today hopefully ill load your map and see what i can do. until then my idea will create whatever units u want as many as u want
create warpinmodel
wait 1 second
kill model
create unit at point with default facing
I took a look at two of the test maps I made way back when I was testing out how the super warp gates worked. One thing I wrote was that the warping in player needs to have enough supply, or the units won't warp in. Do they have enough supply?
Dunno if it'll help, but here's the two test maps I made. I was trying to create a way to warp in units anywhere without the need for a pylon. Tried using a hidden observer that had a power field. There's probably a better data way to do it, but I'm horrible at data editing xP.