After messing around with the beacons, even trying out different doodads to try and get something to look half decent as a marker, I noticed that if I only have ONE beacon on the map, the switch statement condition of exluding it from unit group works just fine, but if I add another one in a different location it picks it up and stops my triggers from working.
Because there are two beacons my triggers don't work? WTF? Someone explain please X_X
My switch statement:
General - Switch (Actions) depending on (Unit type of (Unit 1 from (Any units in Player1SpawnerSpawn owned by player 1 matching
Required: Invulnerable; Excluded: Structure, Missile, Uncommandable, Dead, Hidden, with at most Any Amount)))
Doesn't let me exlclude a certain unit, just flags
So basicly I have beacon to set and make noticable a small area which is also a region.
I'm using the following switch statement to pull a type of unit out of the area but since beacon is considered a unit, it keeps picking it up.
Switch
Value: Unit Type Of Unit
Unit: Unit From Unit Group
Index: 1
Group: Units In Region Matching Condition
Unit Type: Any
Region: Player1SpawnerSpawn
Player: 1
Unit Filter: Excluded: Missile, Uncommandable, Dead, Hidden
Count: Any Amount
Notice in unit filter I have uncommandable exlcluded as a beacon is flagged as incommanadable, yet it still messes up with the unit group.
I know that because when beacon is there, the switch statement doesn't work, but if I delete it and launch, the triggers work perfectly(as far as I can tell ;) ).
Would really like to know a way to keep beacon WITHOUT it interfering with the switch statement because it is rather the perfect marker for the region =|
EDIT: Just trying this out, I switched the actor type to enviroment, not sure if that will help or not.
EDIT: Not one bit.
PS: This is just on the side, but is it possible to play w/ players from another region(no pun), or even add them?
I am incredibly confused, some one help please!
After messing around with the beacons, even trying out different doodads to try and get something to look half decent as a marker, I noticed that if I only have ONE beacon on the map, the switch statement condition of exluding it from unit group works just fine, but if I add another one in a different location it picks it up and stops my triggers from working.
Because there are two beacons my triggers don't work? WTF? Someone explain please X_X
@Shawn91210:
How do you mean condition out?
My switch statement:
General - Switch (Actions) depending on (Unit type of (Unit 1 from (Any units in Player1SpawnerSpawn owned by player 1 matching
Required: Invulnerable; Excluded: Structure, Missile, Uncommandable, Dead, Hidden, with at most Any Amount)))
Doesn't let me exlclude a certain unit, just flags
So basicly I have beacon to set and make noticable a small area which is also a region.
I'm using the following switch statement to pull a type of unit out of the area but since beacon is considered a unit, it keeps picking it up.
Switch
Value: Unit Type Of Unit
Unit: Unit From Unit Group
Index: 1
Group: Units In Region Matching Condition
Unit Type: Any
Region: Player1SpawnerSpawn
Player: 1
Unit Filter: Excluded: Missile, Uncommandable, Dead, Hidden
Count: Any Amount
Notice in unit filter I have uncommandable exlcluded as a beacon is flagged as incommanadable, yet it still messes up with the unit group.
I know that because when beacon is there, the switch statement doesn't work, but if I delete it and launch, the triggers work perfectly(as far as I can tell ;) ).
Would really like to know a way to keep beacon WITHOUT it interfering with the switch statement because it is rather the perfect marker for the region =|
EDIT: Just trying this out, I switched the actor type to enviroment, not sure if that will help or not.
EDIT: Not one bit.
PS: This is just on the side, but is it possible to play w/ players from another region(no pun), or even add them?