Ok, so what I have been thought to not be possible has shown to be very much so. What i'm talking about is the "troublesome" starcraft 2 unit pathing which makes the workers fly over buildings when they are finished constructing, instead of just moving instantly to the closest buildable square. This was used back in sheep tag, where one could jump over cliffs by building enough structures around oneself. After completely giving up trying to imitate this system, another map comes forth with that exact system! WarCraft 3 pathing in StarCraft 2. What? Yes.
That map is "UltraTag : Kodo tag revival" by some french geniuses. But that map cannot be opened in map editor. Googling the name gives 5 results, of which 2 are related but only gives up the name of the creator. So close, yet so far away.
I was recently creating one, but i found it's just too much work. What i made was:
AI-controlled vehicles (can't have a GTA map without lots and lots of traffic u can crash into and steal (right-click on them))
Arrow (Up, down, left, right) movement when in cars (Yes you can drive backwards). If you dont press Up (or down while backing) your car loses speed. Can also break with space to slow down faster. When you break you ofcourse have tiretracks on the ground (doesnt look perfect).
Kill civilians you run over or be killed yourself if a civilian car run you over.
Go in actor tab and in the search type in "extractor" and you will see a text actor. In it is a field called Actor: Text and there you can set what value will be shown. This is only for the visual and has nothing to do with the actual amount that is refunded.
You do get 75% of 50 back when u cancel it. So why does it say 19? Because thats wht u get when u cancel it in sc2 (75% of 25 = 19). The thing that says "19" is a text actor for teh extractor that is set to "19". It doesnt automatically swtich to 75%of the cost. Find the text actor and change it to what u want.
Yes that way will cause the problems you are experiencing. If you do it in trigger you should have the event be a periodic timer that moves the unit if a condition is true. The condition ca be two things, a varible or a behavior.
Global variable - Move (boolean)
Event - unit uses ability
Condition
Action
Set Move = true
Wait 0.5 sec
Set Move = false
Or the ability can give the unit a behavior buff that lasts 0.5.
Then the trigger
Event - periodic event
Condition - Move = true (Or unit has behavior)
Order unit to...
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@ShuckBeam: Go
All units is going to take all day to get in^^
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@ShuckBeam: Go
Better if you gave a list of the units you want. But at this rate you won't be able to use any custom units.
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Ok, so what I have been thought to not be possible has shown to be very much so. What i'm talking about is the "troublesome" starcraft 2 unit pathing which makes the workers fly over buildings when they are finished constructing, instead of just moving instantly to the closest buildable square. This was used back in sheep tag, where one could jump over cliffs by building enough structures around oneself. After completely giving up trying to imitate this system, another map comes forth with that exact system! WarCraft 3 pathing in StarCraft 2. What? Yes.
That map is "UltraTag : Kodo tag revival" by some french geniuses. But that map cannot be opened in map editor. Googling the name gives 5 results, of which 2 are related but only gives up the name of the creator. So close, yet so far away.
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@watterboy1: Go
In the new model preview you just select the model and then press Shift+D. Or right-click it or select "Window" in the menu and then "Model Data".
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@Demtrod: Go
Use action "Stop Trigger". Just like skip remaining actions, but in any trigger you want.
Or you can put a "if then else" before your wait action to check if "PlayerOwnedUnit" is alive or not.
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@DocShay: Go
I guess you're talking about that glitch. That is so ugly.
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I was recently creating one, but i found it's just too much work. What i made was:
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Just posting a replay of . Three enemy kobolds are chasing my teammate when they run into problems with my traps and some local wolves.
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@Stormahawk: Go
Very descriptive :)
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@Stormahawk: Go
At the end of the issue order action you now have "Replace Existing Orders". Add the orders to B and C but change the end to "After Existing Orders".
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@JohnyGee: Go
Ah ok for 1 then, in the buff, you can add a remove behavior effect in the Effect-Initial field.
Not sure about nr 2, but i guess it should work out if u remove it like above.
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Go in actor tab and in the search type in "extractor" and you will see a text actor. In it is a field called Actor: Text and there you can set what value will be shown. This is only for the visual and has nothing to do with the actual amount that is refunded.
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@Zero0018: Go
Hei sry forgot to reply, but i couldn't find a way to do it :/
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@Kabelkorven: Go
You should come to me first :)
You do get 75% of 50 back when u cancel it. So why does it say 19? Because thats wht u get when u cancel it in sc2 (75% of 25 = 19). The thing that says "19" is a text actor for teh extractor that is set to "19". It doesnt automatically swtich to 75%of the cost. Find the text actor and change it to what u want.
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@Rice87: Go
Yes that way will cause the problems you are experiencing. If you do it in trigger you should have the event be a periodic timer that moves the unit if a condition is true. The condition ca be two things, a varible or a behavior.
Global variable - Move (boolean)
Event - unit uses ability
Condition
Action
Set Move = true
Wait 0.5 sec
Set Move = false
Or the ability can give the unit a behavior buff that lasts 0.5.
Then the trigger Event - periodic event Condition - Move = true (Or unit has behavior)
Order unit to...