Gonna need two things for this. A region covering the area's you want to be unexplored and a trigger...
For the trigger, pick Explore/Unexplore Area then change it to something like....
Visibility - Change visibility for player 1 to Unexplored within Region 001 and Do Not check cliff level.
Although for what you want, it might be easier to add each wave of creeps to a unit group and only allow your towers to attack the unit group that belongs to their spawn.
If all you want is some kinda effect over their head then....
Go to Actor's tab and add a new one.
I did Type -> Model, Based on -> ModelAddition
Go to Model's tab and create a new one Type -> Generic, name it something, click suggest.
Under Model pick an effect you like, I thought Assets\Effects\Terran\Electrocute\Electrocute.m3 was fitting, but anything will work.
Go back to your Actor's tab and find your actor again and under Art - Model, choose your newly created model.
Then in Events - Events + add one of these....
Behaviour.YourEffectHere.Start
Create
Behaviour.YourEffectHere.Off
Destroy
Actor Orphan
Destroy
OR
Effect.YourEffectHere.Start
Create
Effect.YourEffectHere.Off
Destroy
Actor Orphan
Destroy
Really depends if the unit getting his is having a behaviour applied like psi storm, or if its just an effect hitting it. Either 'should' work. GL
I am curious if there is a way to detect what area the shadow of a unit is covering?
Right now I'm thinking of taking the position of the sun/lighting compared to the position of the unit and using a offset to determine the general position of his shadow.
However before I went down that path I was curious if anyone knew of a easier way to find the area of a units shadow? Perhaps even a more exact method then just a giant circle behind the unit like what my above idea is gonna function like.
I am deeply saddened with the spider mine model right now. It was one of my favorite things in SC1 and today I came up with a really great idea for it, I couldn't wait to get home and start on it.
Once I was able I picked a zealot I think for the unit and changed the model to the spider mine. I scaled it up to like 5.0 of normal so it was a decent controllable size, started tweaking some stats then decided to go in-game and see how it was working...
Loaded up the game, and its terrible! I don't know how the spider mine got into the game looking like that....
Sure when its normal size it moves so fast you can't tell, and even if you could it normally explodes soon after but when its large and slow the walk animation looks awful, each of it's legs clip through its own body like every 3rd step or so, sometimes they turn completely upside down and flip through themselves to get back to where they start. At one frame the front leg is literally upside down poking up through the center of it.
Really I just had nobody to vent to about this travesty and wanted to warn others, however if anyone has the ability to fix its walk animation, I would be very happy... lol ^^
Varying amounts of damage through data is pretty easy.
Just make a behavior like say... fungal growth. Set the Stats - Period to something short and often like .2 or .5 and then modify the Stats - Maximum Stack Count to something like 100, then make an effect that does damage based on how many stacks of the behavior are on the unit and set it as the Effect - Expire Effect, not the Effect - Periodic. Instant varying damage data win.
Edit: Oh and if you wanna cancel it early, use Effect - Final, not the Expire one.
Well, you didn't really explain what you were looking for when you first asked. You had a picture of a single unit that you wanted to move in 8 directions. So I gave you a way without using Scripting/A* or long triggers to get that unit to move how you wanted it too.
If you want everything to move in 8 directions, then I doubt my idea will work for that.
Well, they don't have to interfere with other units. Just give them a collision that only that unit has.
Just go to Movement - Collide and Add something like Unused (Land 08) or something.
Then for your blockers, add the same collision, bam, everything else walks though them, your unit can't so it will "attempt" to go around the blockers, which will follow it, which leads it to 8 directional movement.
Edit: An alternative solution, instead of having the blockers follow the unit, would be to space the entire playable map area with micro sized blockers. Leading the map to function like a grid for any units with the proper collision enabled. lol
This might be really off the wall solution, but you could create a buff/behavior, that creates some pathing blockers around the unit. That way the unit could literally not move in anything but 8 directions.
Would be a data editor only way of doing 8 directional movement.
In the Fireball Launcher R Actor I had the Art - Missile set to something else other then Fireball Missile.
At the time I was thinking that the Launcher R actor controlled which model the projectile used. Then I also had a different model for the Fireball Missile Actor. Basically the projectile I had the launcher firing wasn't linked to the Destroy Persistent effect at all.
Ty for the help, got me looking in the right place. Great guide too.
Not sure where I went wrong with this, I have double checked a few times looking if I missed anything.
So I did the fireball, it works fine, impacts and everything, but once it impacts instead of triggering the Destroy Persistent and going away, it keeps traveling until max range and triggers suicide.
It was pointless to have anything there since it served no purpose, however it was also required for the trigger to function. So I named it intuitively that so anyone newer to trigger editing who happened past it wouldn't think that it was related to the Grid Size variable because it wasn't related at all.
And while I am not angry, I just don't understand why you would point out that it is causing a stack overflow... I even said in my original reply that I was lazy and didn't put the data table clearing in. It was only intended as an example to help him figure it out not as a tutorial. Perhaps it was just too complex for you... In the future I will attempt to dumb down any other examples I do like I have done with this one in order to help you figure them out =)
The "overflow" you found is just the map isn't clearing the data table, I didn't make it with the intentions of being used over and over, just to give an idea of how to randomize with triggers. In and actual game you would probably just clear the data table once the minigame was won or lost so it could generate a new one.
The data table will never hold more then the exact size of the grid being generated. So you can always tell if all the spots are filled because when the For Each loop finishes is when all of the spots are filled... the loop wont finish until there is a integer value for each position. Which is convenient because there is no point in proceeding with the minigame until you have a full grid anyway.
Edit: Because I am a sucker, I added in that one single action that allows it to generate over and over again without that "overflow" just for you.
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Yah, figured that would be the case :/ Thanks for the reply though.
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Gonna need two things for this. A region covering the area's you want to be unexplored and a trigger...
For the trigger, pick Explore/Unexplore Area then change it to something like.... Visibility - Change visibility for player 1 to Unexplored within Region 001 and Do Not check cliff level.
Although for what you want, it might be easier to add each wave of creeps to a unit group and only allow your towers to attack the unit group that belongs to their spawn.
0
If all you want is some kinda effect over their head then....
Go to Actor's tab and add a new one. I did Type -> Model, Based on -> ModelAddition
Go to Model's tab and create a new one Type -> Generic, name it something, click suggest.
Under Model pick an effect you like, I thought Assets\Effects\Terran\Electrocute\Electrocute.m3 was fitting, but anything will work.
Go back to your Actor's tab and find your actor again and under Art - Model, choose your newly created model. Then in Events - Events + add one of these....
Behaviour.YourEffectHere.Start Create Behaviour.YourEffectHere.Off Destroy Actor Orphan Destroy
OR
Effect.YourEffectHere.Start Create Effect.YourEffectHere.Off Destroy Actor Orphan Destroy
Really depends if the unit getting his is having a behaviour applied like psi storm, or if its just an effect hitting it. Either 'should' work. GL
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I am curious if there is a way to detect what area the shadow of a unit is covering?
Right now I'm thinking of taking the position of the sun/lighting compared to the position of the unit and using a offset to determine the general position of his shadow. However before I went down that path I was curious if anyone knew of a easier way to find the area of a units shadow? Perhaps even a more exact method then just a giant circle behind the unit like what my above idea is gonna function like.
0
I am deeply saddened with the spider mine model right now. It was one of my favorite things in SC1 and today I came up with a really great idea for it, I couldn't wait to get home and start on it. Once I was able I picked a zealot I think for the unit and changed the model to the spider mine. I scaled it up to like 5.0 of normal so it was a decent controllable size, started tweaking some stats then decided to go in-game and see how it was working...
Loaded up the game, and its terrible! I don't know how the spider mine got into the game looking like that.... Sure when its normal size it moves so fast you can't tell, and even if you could it normally explodes soon after but when its large and slow the walk animation looks awful, each of it's legs clip through its own body like every 3rd step or so, sometimes they turn completely upside down and flip through themselves to get back to where they start. At one frame the front leg is literally upside down poking up through the center of it.
Really I just had nobody to vent to about this travesty and wanted to warn others, however if anyone has the ability to fix its walk animation, I would be very happy... lol ^^
0
@AnOddRadish: Go
Varying amounts of damage through data is pretty easy.
Just make a behavior like say... fungal growth. Set the Stats - Period to something short and often like .2 or .5 and then modify the Stats - Maximum Stack Count to something like 100, then make an effect that does damage based on how many stacks of the behavior are on the unit and set it as the Effect - Expire Effect, not the Effect - Periodic. Instant varying damage data win.
Edit: Oh and if you wanna cancel it early, use Effect - Final, not the Expire one.
0
@maverck: Go
Well, you didn't really explain what you were looking for when you first asked. You had a picture of a single unit that you wanted to move in 8 directions. So I gave you a way without using Scripting/A* or long triggers to get that unit to move how you wanted it too.
If you want everything to move in 8 directions, then I doubt my idea will work for that.
0
@maverck: Go
Well, they don't have to interfere with other units. Just give them a collision that only that unit has.
Just go to Movement - Collide and Add something like Unused (Land 08) or something.
Then for your blockers, add the same collision, bam, everything else walks though them, your unit can't so it will "attempt" to go around the blockers, which will follow it, which leads it to 8 directional movement.
Edit: An alternative solution, instead of having the blockers follow the unit, would be to space the entire playable map area with micro sized blockers. Leading the map to function like a grid for any units with the proper collision enabled. lol
0
This might be really off the wall solution, but you could create a buff/behavior, that creates some pathing blockers around the unit. That way the unit could literally not move in anything but 8 directions.
Would be a data editor only way of doing 8 directional movement.
0
@outscape: Go
If I were you I would start by using the search box on the top of the website. There are multiple threads with solutions to this exact question.
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@brahim113: Go Just go with something like:
Event - Any unit enters region.
Condition - Hellion belonging to player 1 is located in region SCV belonging to player 1 is located in region
Action - Kill/Remove 1 Hellion in region Kill/Remove 1 SCV in region Create Thor in region
That sorta thing should do what you want unless you needed something more specific
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I found it. Amazing mistake on my part.
In the Fireball Launcher R Actor I had the Art - Missile set to something else other then Fireball Missile.
At the time I was thinking that the Launcher R actor controlled which model the projectile used. Then I also had a different model for the Fireball Missile Actor. Basically the projectile I had the launcher firing wasn't linked to the Destroy Persistent effect at all.
Ty for the help, got me looking in the right place. Great guide too.
0
Not sure where I went wrong with this, I have double checked a few times looking if I missed anything.
So I did the fireball, it works fine, impacts and everything, but once it impacts instead of triggering the Destroy Persistent and going away, it keeps traveling until max range and triggers suicide.
Where should I be looking to correct this?
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