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    posted a message on Giving a Unit a certain Ability

    @Mesden: Go

    How about using a Upgrade, that enables the Ability? And then add a requirement to the Ability that the Upgrade must be researched.
    Reasearching a Upgrade can be done by triggers.

    Posted in: Triggers
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    posted a message on Only Grant Allied Vision when players meet

    The Event will not fire when you convert a Preset into an Unit as third Parameter (tested it out). Let's see, if there's an other event, that would work...

    Edit:
    Found nothing that would do the job, but you can use a hardcore (baaad) Variant:
    Use a periodic Timer Event, that checks if Any Unit of Player 1 is in Range of Any Unit of Player 2...
    Not pretty, but functional.

    Posted in: Miscellaneous Development
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    posted a message on Assigning region to triggering player?

    @copperfront: Go

    Would be much easier. Do it like gorang said, but use the player as index in the array (players ar represented as integer in sc2)

    Player_Spawnregion = No Region <Region[4]>
    
    Buy Marine
        Events
            Unit - Any Unit Enters Buy Marine
        Local Variables
        Conditions
            (Number of Living units in (Any units in Buy Marine owned by player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) == 3
        Actions
            Unit Group - Pick each unit in (Any units in Buy Marine owned by player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                Actions
                    Unit - Kill (Picked unit)
                    Unit - Create 1 Marine > 3 for player (Triggering player) at (Center of Player_Spawnregion [(Triggering player)]) facing 270.0 degrees (No Options)
    

    Don't forget to initialize the region array with yout player regions...

    Cheers Then

    Posted in: Miscellaneous Development
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    posted a message on Setting an actor's model variation

    @anteevy: Go

    I've seen a explanation how those Multi-Variation Models work: http://forums.sc2mapster.com/development/map-development/2614-multiple-models-for-1-unit-o_o/#p3

    But for your Problem:

    1. Create a new Model for your Actor.
    2. Set the Model-Property of this Model (damn names) to the specific Modelfile you want to use.
    3. Set the Model-Property of your Actor to your created Model.
    4. done.

    I've tried this myself with a Hero that used one of the Colonist Models... Hope this helps you.

    Cheers Then

    Posted in: Triggers
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    posted a message on [Solved] Unit/Actor only visible for one Player

    @ItsPawl: Go

    Thanks a lot! I figured out that it was even enough to set the unit flag Buried to enable for removing the glow.

    Posted in: Miscellaneous Development
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    posted a message on The Cloak GFX?

    I'm trying this in the opposite way: what to have cloak without that glow. Any ideas?

    Posted in: Miscellaneous Development
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    posted a message on [Solved] Unit/Actor only visible for one Player

    @ItsPawl: Go

    Tried same with Nova's Cloak but, like I said before, it didn't work...

    @Fellius: Go

    Thought so. That would hide the Unit for all because this action is synchronously done by all player.

    Posted in: Miscellaneous Development
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    posted a message on [Solved] Unit/Actor only visible for one Player

    Hey everyone out there!

    Since days I stick with a problem: I want to create a Actor or Unit wich is only visible to a single Player.

    Tried to do do it with the Actor-Filter Property but this done nothing. Setting Actor's Model to Invisible via Catalog Field Value (with a Trigger) thrown an error (CatalogFieldNotSet or something like that). Cloaking the Unit has done Invisibility, but then the unit hat this blue Glow and thats not what I wanted. Haven't found a Actor Event wich would do the job...

    Anybody an Idea for this? Thanks for helping... Cheers

    Posted in: Miscellaneous Development
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