What does MatrixOverload have to do with anything?
The good/bad state are just signals used to determine what animation and sound to play. The animation played does the red/green colour change. Would need to experiment with team colours if the model is capable of having other colours. The signals are probably sent by the triggers.
The ability on the lock is a morph to making the lock lower itself like the supply depot.
Abilities and Buff behaviours can be made to show a progress bar. The UI: Display Progress/Countdown fields are what you need. Alternatively you could use a Model type actor like the SJ Cloaked Mine Timer.
My Ownership Changer demo map under my data assets has all the basics of the system you want except it would require the addition of a Buff behaviour or you could just use an autocast Effect - Instant ability. Depends how many players/teams you plan on having.
Alternatively it does not even need to change owners and could just use buffs to count who currently controls the lock. Will individuals be able to capture the lock or will it need x units or more than one player (like the coop)?
I was just having an example that's simular with this mechanism (that activates if a unit enters a specific area)..or I've mistaken
My question might be hard to get the point of the problem I'm having, but now I knew what this 'state' actor does.
I've got what this abil on the lock does now.
Do you mean the Buff behavior's limited time? (It's a little hard to understand as I'm using a galaxyeditor with different language) The time bar Infested terrans have?
Your Ownership Changer map seems very useful to me, thanks.
Using buffs who gains control of this lock? Yes, I would like to have this lock able to be captured by an individual,
if Team A's unit captures the lock, it turns green
if Team B's unit captures the lock, it turns red
There are three methods to activate something on proximity. You can use an autocast Effect - Instant ability (like the pickup resources), a Search Area effect or an Ennumerate Area validator.
That is correct. Like the infested terrans show a bar you can make Buff behaviours act as a counter and you can make them count up instead of down using a flag.
Check out my other data assets although many are still not updated from liberty so have been partially broken by patches.
Pity they removed validation of specific player slots (poor map makers kept abusing the Click Response behaviour if they were the hosting player). Therefore you can only have it go from ally to enemy and not from npc team player to npc team player without triggers.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I'm trying to make this celestial lock (from the campaign legacy of the void) to be occupied by Team A and B.
If team A occupies the celestial lock it turns green
If team B occupies the celestial lock it turns red
I've looked at campaign's celestial lock's trigger, but couldn't find how to activate this by two teams..
Looked at the coop map?
Although a simple capture mechanic like that can be done using purely data.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Not coop but have copied and pasted the trigger from campaign,
had a lot of errors..
Using only data? The mechanism like MatrixOverload?
Can I have an example for the solution of this activate/deactivate mechanism?
The problem is that I have found the 'state:good/bad' at the actor of this celestial lock but don't know what these actually do,
have summoned this lock but it doesn't work green/red with the ability it has owned,
can't show this progress bar only with data,,
What does MatrixOverload have to do with anything?
The good/bad state are just signals used to determine what animation and sound to play. The animation played does the red/green colour change. Would need to experiment with team colours if the model is capable of having other colours. The signals are probably sent by the triggers.
The ability on the lock is a morph to making the lock lower itself like the supply depot.
Abilities and Buff behaviours can be made to show a progress bar. The UI: Display Progress/Countdown fields are what you need. Alternatively you could use a Model type actor like the SJ Cloaked Mine Timer.
My Ownership Changer demo map under my data assets has all the basics of the system you want except it would require the addition of a Buff behaviour or you could just use an autocast Effect - Instant ability. Depends how many players/teams you plan on having.
Alternatively it does not even need to change owners and could just use buffs to count who currently controls the lock. Will individuals be able to capture the lock or will it need x units or more than one player (like the coop)?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
I was just having an example that's simular with this mechanism (that activates if a unit enters a specific area)..or I've mistaken
My question might be hard to get the point of the problem I'm having, but now I knew what this 'state' actor does.
I've got what this abil on the lock does now.
Do you mean the Buff behavior's limited time? (It's a little hard to understand as I'm using a galaxyeditor with different language) The time bar Infested terrans have?
Your Ownership Changer map seems very useful to me, thanks.
Using buffs who gains control of this lock? Yes, I would like to have this lock able to be captured by an individual, if Team A's unit captures the lock, it turns green if Team B's unit captures the lock, it turns red
There are three methods to activate something on proximity. You can use an autocast Effect - Instant ability (like the pickup resources), a Search Area effect or an Ennumerate Area validator.
That is correct. Like the infested terrans show a bar you can make Buff behaviours act as a counter and you can make them count up instead of down using a flag.
Check out my other data assets although many are still not updated from liberty so have been partially broken by patches.
Pity they removed validation of specific player slots (poor map makers kept abusing the Click Response behaviour if they were the hosting player). Therefore you can only have it go from ally to enemy and not from npc team player to npc team player without triggers.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Effect-Instant ability if captured might work well, I'll have to put this lock non-clickable to prevent autocast off.
I didn't know there was a flag to count the timer the opposite way.. thanks.
Yep, I've seen other assets of yours. Choosable attribute system seems very interesting to me.
Oh, then I'll try to find the way to solve this problem. I'll definitely need to start studying triggers..