1st. Im making a map, and I want 1 (my custom unit) to spawn for each active player at a pre-defined point How would I go about doing this?
2nd. Not as simple. I have trees that turn into stumps when they run out, Now I need the stumps to turn back into Trees with full resources again, Preferably by an applied Behavior Via trigger. But any way will work, as long as it is executable by trigger.
3rd. Not really a quesiton, But could you go over the trigger basics? just the bare basics I think it would really help me wrap my head around them. Im starting to understand them now, but I want to make sure I understand the fundamentals
How can you make it look like your unit is walking but is not actually moving? Should do if I could just play the walking animation. Shouldn't be able to move "foward" anyway. Can move sideways.
Also on a side part to that, How do I stop a model at a certain part in its animation to make it a still picture? LIke Yesterday I was making a Loading screen and wanted to Stop the tiger at a certain part, For example while it was Roaring, How would I do this?
That's exactly what I meant with "stop" an animation. Perhaps, you're right, I didn't actually mean stop I meant something like "pause" animation and then when something else happens you could unpause the animation so it keeps on playing.
I think we'll totally own zelda with these questions :p
What I thought would be a really easy question, how do you make a map pitch black, only let things be visible through outside lighting. All I can achieve is a very dark map, it is not at all pitch black.
Hey, Im very new to Mapping and i have totally no clue about Triggers (:D)
So my Question is, is there Any way to let a Unit switch Teams by Data Editor only ?
In my Map i want a Hero to switch his Team to The Team which caused his Hero Death Prevention Behavior (Hero´s dont die, they just get inticapated for a short Time)
I would be grateful if you could help me,
Greetings, NTSFreibier
Okay I need a Video Demonstration of Attaching units to the top of a bunker Via ability, Can you attatch another bunker to the top of the bunker?
It would really help me out.
Also How do I tint Psi Storm black, I can tint it any other color, but Black doesn't want to work.
also it would help me and im sure a lot of others if you could a Run through explaining Events+ field for actors.
Apply a Buff Behavior via an Effect Target Ability and
Behavior - Player - Value
Changes ownership of the affected unit to the value Not Sure what Outer does but is presumed to swap to any player other than the caster, target or source Can be used for confuse type abilities by setting all targeted units to hostile and swapping their Attack abilities
Hey, I started making a map for the first time last week, and none of my general go-to helpers are online. How does one make it so that you can train, say, 10 marines from one transaction?
What I mean is...You click the marine button on a barracks. You wait however long. You get 10 marines coming out of the barracks. Also, I want it to cost 50 minerals per marine.
(If I'm posting this in the wrong place, I'm terribly sorry. New here at SC2Mapster)
This one is easy to do. It will automatically update the cost on the button associated with the ability, as the cost is set on the unit itself.
You could get to the ability through the abilities tab, but it's easier to do it this way:
On the units tab, select the barracks, and find the ability called "Barracks- Train" . Once selected, go to the Ability Commands-Train section, find the ability you want to change (Train Marine) and open it up. (Double-click).
In the object values window that opens, down near the bottom is a section that says 'Info-Unit". Just hit the green X button and add marine nine more times, and you have your ten marines for one button. You could adjust the training time by the Info-Time field just above the Info-Unit if you don't want them to train as quickly as a single marine.
This is the same method used by Zerg to have two zerglings appear from each egg.
It can also be used to make mixed-unit groups. I have a button that trains a squad containing a number of marines, two marauders, two firebats, and two medics that is on the merc compound. However... I am not sure exactly how, but the melee AI will often use this squad button when it wants to train any unit contained inside... so if the AI wants a marine but has the resources, it gets the whole group. I haven't tried it, as it just occoured to me while typing that, but it could be a way to have the AI make units it doesn't normally, or new units that you have created... add them to an existing unit button.
Hey guys, it's Monday. That means that in 2 days, its going to be Wednesday ( I know, I know, I'm brilliant. You can hold the applause). And guess what happens on Wednesdays? That's right! Newbie Wednesdays! So here's this week's setup: I'll answer your questions if I (hopefully) get any. If not, I'll go over how to make a WASD movement system using action definitions (I've got an action def tutorial here).
I have no idea when/if I answered that at this point :P
You can definitively make a unit look like it's moving when its not really buy making it play the walk animation. You could trigger this animation with a dummy behavior, and set the animation flags to repeat forever.
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
To post a comment, please login or register a new account.
Probs function definitions,
Yo a few Simplistic triggers.
1st. Im making a map, and I want 1 (my custom unit) to spawn for each active player at a pre-defined point How would I go about doing this?
2nd. Not as simple. I have trees that turn into stumps when they run out, Now I need the stumps to turn back into Trees with full resources again, Preferably by an applied Behavior Via trigger. But any way will work, as long as it is executable by trigger.
3rd. Not really a quesiton, But could you go over the trigger basics? just the bare basics I think it would really help me wrap my head around them. Im starting to understand them now, but I want to make sure I understand the fundamentals
How can you stop an animation?
How can you make it look like your unit is walking but is not actually moving? Should do if I could just play the walking animation. Shouldn't be able to move "foward" anyway. Can move sideways.
GO.
@xcorbo: Go
Also on a side part to that, How do I stop a model at a certain part in its animation to make it a still picture? LIke Yesterday I was making a Loading screen and wanted to Stop the tiger at a certain part, For example while it was Roaring, How would I do this?
@Taintedwisp: Go
That's exactly what I meant with "stop" an animation. Perhaps, you're right, I didn't actually mean stop I meant something like "pause" animation and then when something else happens you could unpause the animation so it keeps on playing.
I think we'll totally own zelda with these questions :p
@xcorbo: Go
What I thought would be a really easy question, how do you make a map pitch black, only let things be visible through outside lighting. All I can achieve is a very dark map, it is not at all pitch black.
Hey, Im very new to Mapping and i have totally no clue about Triggers (:D)
So my Question is, is there Any way to let a Unit switch Teams by Data Editor only ? In my Map i want a Hero to switch his Team to The Team which caused his Hero Death Prevention Behavior (Hero´s dont die, they just get inticapated for a short Time)
I would be grateful if you could help me, Greetings, NTSFreibier
.....*Bump*
More questions, or not so much? If not, I may go over trigger organisation.
@zeldarules28: Go
Okay I need a Video Demonstration of Attaching units to the top of a bunker Via ability, Can you attatch another bunker to the top of the bunker? It would really help me out.
Also How do I tint Psi Storm black, I can tint it any other color, but Black doesn't want to work.
also it would help me and im sure a lot of others if you could a Run through explaining Events+ field for actors.
@Taintedwisp: Go
You can tint anything black with the actor event Set Tint Color, using any color, then turning the HDR Multiplier to 0.
@NTSFreibier: Go
Apply a Buff Behavior via an Effect Target Ability and
Behavior - Player - Value
Changes ownership of the affected unit to the value
Not Sure what Outer does but is presumed to swap to any player other than the caster, target or source
Can be used for confuse type abilities by setting all targeted units to hostile and swapping their Attack abilities
Change the Player value of the Buff to Caster
Hey, I started making a map for the first time last week, and none of my general go-to helpers are online. How does one make it so that you can train, say, 10 marines from one transaction?
What I mean is...You click the marine button on a barracks. You wait however long. You get 10 marines coming out of the barracks. Also, I want it to cost 50 minerals per marine.
(If I'm posting this in the wrong place, I'm terribly sorry. New here at SC2Mapster)
@iE4TM4PS: Go
that just turned it invisible.
@Ares257: Go
This one is easy to do. It will automatically update the cost on the button associated with the ability, as the cost is set on the unit itself. You could get to the ability through the abilities tab, but it's easier to do it this way:
On the units tab, select the barracks, and find the ability called "Barracks- Train" . Once selected, go to the Ability Commands-Train section, find the ability you want to change (Train Marine) and open it up. (Double-click).
In the object values window that opens, down near the bottom is a section that says 'Info-Unit". Just hit the green X button and add marine nine more times, and you have your ten marines for one button. You could adjust the training time by the Info-Time field just above the Info-Unit if you don't want them to train as quickly as a single marine.
This is the same method used by Zerg to have two zerglings appear from each egg.
It can also be used to make mixed-unit groups. I have a button that trains a squad containing a number of marines, two marauders, two firebats, and two medics that is on the merc compound. However... I am not sure exactly how, but the melee AI will often use this squad button when it wants to train any unit contained inside... so if the AI wants a marine but has the resources, it gets the whole group. I haven't tried it, as it just occoured to me while typing that, but it could be a way to have the AI make units it doesn't normally, or new units that you have created... add them to an existing unit button.
@iE4TM4PS: Go
Hey, Thanks but im not sure how to exactely do this, as i said, im very new to the editor
sorry for the confusion yeah I just wanted the actor. thanks.
Sorry I missed last wed show, my dear.
But I'd like to know if you answered my questions about animations so I can watch the vod.
Oh no! There's no questions! If there's no questions, I'll just use the time to write a tutorial or something instead of doing the show :P
edit- Right....Looks like there won't be a show then.... :*( I'll go write a tutorial or something ;)
@zeldarules28: Go
Is that a "Yes, I answered your questions about animations"?
Hey guys, it's Monday. That means that in 2 days, its going to be Wednesday ( I know, I know, I'm brilliant. You can hold the applause). And guess what happens on Wednesdays? That's right! Newbie Wednesdays! So here's this week's setup: I'll answer your questions if I (hopefully) get any. If not, I'll go over how to make a WASD movement system using action definitions (I've got an action def tutorial here).
@xcorbo: Go
I have no idea when/if I answered that at this point :P
You can definitively make a unit look like it's moving when its not really buy making it play the walk animation. You could trigger this animation with a dummy behavior, and set the animation flags to repeat forever.