The problem with that is that if he has a building spawning infestors, he could have a disgustingly large number of them.
He would need to have a region for every infestor possible on the map.
The only real way I could think of overnight was to give each infestor a Behavior - Buff, that has a period of say... 1 second, mabye a bit less, that will run a Search Area effect, which then casts your skill. To limit this to Thors and Colossus, you would need a validator, which I don't know how to use properly yet.
I see your problem now. And for some reason, its not even letting me use a Unit variable. :/ Which confuses me, but oh well.
I don't know then, if I stumble across something I'll bring it up. I know I've had this problem before, and I got around it, I just don't remember how.
It isn't computer controlled by default. Make sure you double check that, its a possible solution.
I was reading somewhere that there is a stupid amount of users avaliable, if I remember, they said like 36 slots in total, but only 16 could be players. However they managed to add those extra slots for computers may be something to look into.
I don't know if I believe it, but who knows, worth a shot if your still in a pinch.
Bump from page 2 before work.
As a side question, how many variables will I be able to have before it becomes a bad thing.
Considering you can have 4 dimensional arrays, I don't think I should be too worried, but it just feels weird to me making 2 arrays with a total size of 360 :/ Which I'm going to need to make a dialog to work around this problem.
Now that I think about it, its 362*2, since 0 is included. >.> I understand how that works, but to me, the only logical way to use an array is with Array[Variable], and as far as I have seen, 70% of the time, that variable is player number. =O Just wondering how others are using their 0.
MeleeInitializationEventsUnit-AnyUnitEntersadistanceof1.0fromInfestor(Spellcaster)[25.20,31.54]LocalVariablesConditionsOrConditions(Unittypeof(Triggeringunit))==Colossus(Unittypeof(Triggeringunit))==ThorActionsUnit-OrderInfestor(Spellcaster)[25.20,31.54]to(Infestor-Infestor-NeuralParasite(Triggeringunit))(ReplaceExistingOrders)UI-Display"Your brain just exploded with candy..."for(Allplayers)toSubtitlearea
Merry christmas
Edit: Just remember, the infestor will still need enough energy to cast it.
Second Question - what behaviour is needed to recognize a unit death and how to do it exactly?, I want it so that when a certain unit is killed, It disables spell casting within 5 range. The problem is i dont know what buff to use .. I try looking at the zerg structures . cause i know when the zerg structures are killed they spawn some broodlings (some of them) , but they seem to be using regular buffs :S , which has me confused.. cause there arent any effects attached to it.
I assume your looking for something along the lines of an ability that will make it so if said unit dies in the next x seconds, silence is casted. Have the ability place a Behavior - Buff, and have the effect under the Combat - Damage Response, there is a field for death, I can't remember exactly what its called, but you can specify something to use, such as a search effect, to apply your silence, or a persistent if you want it to last in one area.
Go to Actors, find your actor, on the right hand side, your either in the same view I'm in, and its where I pointed out in the image, or your in the table view, in which case its the default thing that will open.
I've had the same problem pop up, but not on the first try. I remove 2 textures, replace them with my own. They work fine, then the third one, never works. I just can't get the third one to work, on any maps, its not exactly a big deal, but I find it strange.
UntitledTrigger001EventsTimer-Every15.0secondsofGameTimeLocalVariablesvar1=0<Integer>var2=0<Integer>Items(Unit)=NoUnit<Unit[15]>
Conditions
Actions
Variable - Set var1 = 0
Unit Group - Pick each unit in (Any units in (Region((Position of Players:Captains:Unit[1]), 0.01)) owned by player Any Player matching Required: Item; Excluded: Dead, with at most Any Amount) and do (Actions)
Actions
Variable - Modify var1: + 1
Variable - Set Items(Unit)[var1] = (Picked unit)
General - For each integer var2 from 1 to var1 with increment 1, do (Actions)
Actions
UI - Display (Name of (Unit type of Items(Unit)[var2])) for (All players) to Subtitle area
Ok, so I was checking to see which order Pick Each Unit refered to, and I have to say, I am completely freaking confused.
It doesn't pick randomly, because if I left the same 3 items in the inventory for a few minutes, every time it displayed, it was the same order. However, if I drop an item, then pick it up, it seems to reset the order that it initially picked. To top it off, when I swap the order that things in the inventory are, it has like a 30% chance to change the order that is displayed.
I suggest you don't duplicate things unless you plan on using the original in the game still. I find the actors annoying, which is what your building unavailable problem is.
Anyways, you should be able to go into the data editor(F7), select units in Data Type, find your Bunker, find Combat - Weapons +, add the marauders weapon.
Next go to Stats - Life Armor, set that to what you like, and finally go to Unit - Attributes, and make sure Armored is checked. You should be done with editing the default bunker to what you want now.
Sidenote: Considering what you asked, look up any basic tutorial.
No. I want neither Unit A or Unit B to die, and I want the items directly OUT of Unit A's inventory, and into Unit B's inventory. If they touch the ground, they can be stolen by someone else. I'm avoiding that like the plague. I'm currently working on 1 solution, but its a really sloppy work around.
To do this the way I want, I really need to be able to designate which inventory slot it is in. Because Unit B varies, Unit A does not. Unit B's inventory size varies. Unit A's does not.
So I want to be able to rearrange the items in Unit A's inventory, so that it will give the first xyz items to Unit B.
Basically this is protoss vs zerg, cannons shoot creep, and pylons require other pylon power to build on. There isn't much more then that if you just want the basics. Fun game though. Took me awhile to figure out that I needed more pylons to feed multiple cannons and keep them from running out of ammo. Even though it didn't even matter until the last level.
As for visual effects, give all pylons a behavior that is a search area, and fires a void ray beam with no damage at it or something along those lines.
I haven't the faintest idea how you would work the incremental building. I have a few ideas for the ammo to work, but when I think about it, it doesn't want to come together, at best, not visually. I don't think you would be able to chain something through buildings like that, and have it pick the shortest route. Mabye if you could make a custom script to only allow pathing in between buildings, and have the 'Packets' collide with only that. I don't even know if you can do that in the first place.
0
@Moooyaah: Go
The problem with that is that if he has a building spawning infestors, he could have a disgustingly large number of them.
He would need to have a region for every infestor possible on the map.
The only real way I could think of overnight was to give each infestor a Behavior - Buff, that has a period of say... 1 second, mabye a bit less, that will run a Search Area effect, which then casts your skill. To limit this to Thors and Colossus, you would need a validator, which I don't know how to use properly yet.
0
Final bump of desperation from page 2.
0
I see your problem now. And for some reason, its not even letting me use a Unit variable. :/ Which confuses me, but oh well.
I don't know then, if I stumble across something I'll bring it up. I know I've had this problem before, and I got around it, I just don't remember how.
0
@CEMEHbl4: Go
It isn't computer controlled by default. Make sure you double check that, its a possible solution.
I was reading somewhere that there is a stupid amount of users avaliable, if I remember, they said like 36 slots in total, but only 16 could be players. However they managed to add those extra slots for computers may be something to look into.
I don't know if I believe it, but who knows, worth a shot if your still in a pinch.
0
Bump from page 2 before work.
As a side question, how many variables will I be able to have before it becomes a bad thing.
Considering you can have 4 dimensional arrays, I don't think I should be too worried, but it just feels weird to me making 2 arrays with a total size of 360 :/ Which I'm going to need to make a dialog to work around this problem.
Now that I think about it, its 362*2, since 0 is included. >.> I understand how that works, but to me, the only logical way to use an array is with Array[Variable], and as far as I have seen, 70% of the time, that variable is player number. =O Just wondering how others are using their 0.
0
@ErrorAsh: Go
Merry christmas
Edit: Just remember, the infestor will still need enough energy to cast it.
0
I assume your looking for something along the lines of an ability that will make it so if said unit dies in the next x seconds, silence is casted. Have the ability place a Behavior - Buff, and have the effect under the Combat - Damage Response, there is a field for death, I can't remember exactly what its called, but you can specify something to use, such as a search effect, to apply your silence, or a persistent if you want it to last in one area.
0
@Betagame: Go
Click Image for full size.
Go to Actors, find your actor, on the right hand side, your either in the same view I'm in, and its where I pointed out in the image, or your in the table view, in which case its the default thing that will open.
0
I've had the same problem pop up, but not on the first try. I remove 2 textures, replace them with my own. They work fine, then the third one, never works. I just can't get the third one to work, on any maps, its not exactly a big deal, but I find it strange.
0
@ErrorAsh: Go
Use that trigger with the condition Unit is of Type.
0
Ok, so I was checking to see which order Pick Each Unit refered to, and I have to say, I am completely freaking confused.
It doesn't pick randomly, because if I left the same 3 items in the inventory for a few minutes, every time it displayed, it was the same order. However, if I drop an item, then pick it up, it seems to reset the order that it initially picked. To top it off, when I swap the order that things in the inventory are, it has like a 30% chance to change the order that is displayed.
I am thoroughly confused.
Can anybody explain this behavior?
0
I suggest you don't duplicate things unless you plan on using the original in the game still. I find the actors annoying, which is what your building unavailable problem is.
Anyways, you should be able to go into the data editor(F7), select units in Data Type, find your Bunker, find Combat - Weapons +, add the marauders weapon.
Next go to Stats - Life Armor, set that to what you like, and finally go to Unit - Attributes, and make sure Armored is checked. You should be done with editing the default bunker to what you want now.
Sidenote: Considering what you asked, look up any basic tutorial.
0
@BrotherLaz: Go
No. I want neither Unit A or Unit B to die, and I want the items directly OUT of Unit A's inventory, and into Unit B's inventory. If they touch the ground, they can be stolen by someone else. I'm avoiding that like the plague. I'm currently working on 1 solution, but its a really sloppy work around.
To do this the way I want, I really need to be able to designate which inventory slot it is in. Because Unit B varies, Unit A does not. Unit B's inventory size varies. Unit A's does not.
So I want to be able to rearrange the items in Unit A's inventory, so that it will give the first xyz items to Unit B.
0
@Mozared: Go
No, neutral units are neutral, not rescuable by default.
0
Basically this is protoss vs zerg, cannons shoot creep, and pylons require other pylon power to build on. There isn't much more then that if you just want the basics. Fun game though. Took me awhile to figure out that I needed more pylons to feed multiple cannons and keep them from running out of ammo. Even though it didn't even matter until the last level.
As for visual effects, give all pylons a behavior that is a search area, and fires a void ray beam with no damage at it or something along those lines.
I haven't the faintest idea how you would work the incremental building. I have a few ideas for the ammo to work, but when I think about it, it doesn't want to come together, at best, not visually. I don't think you would be able to chain something through buildings like that, and have it pick the shortest route. Mabye if you could make a custom script to only allow pathing in between buildings, and have the 'Packets' collide with only that. I don't even know if you can do that in the first place.