• 0

    posted a message on [Solved] Waygate system - Right click unit B with unit A, causing unit B to cast ability on unit A

    Hi,

    Easiest way I see it is to make it a transport unit that can load units within 1 range.

    You can get the loaded units from trigger and then you can teleport them.

    That way you can also cancel the teleport when you right-clicked on it from far away.

     Thanks - this worked like a charm. 

     

    For anyone wanting to do this aswell, all I had to do, was to dublicate the Warp Prism - Load-Unload (Shuttle) ability (comes with both model and sound actors so that's the easiest). Go to the (Basic) Ability: Target Filters and check the flags all the in the bottom (Ally, Enemy, Neutral, Player). 

     

    Then you give the ability to your portal unit, and use a trigger like this:

    Portal Trigger
        Events
            Unit -Portal [54.00, 122.00] Loads cargo
        Local Variables
            Point = Point 013 <Point>
        Conditions
        Actions
            Unit -Move (Triggering cargo unit) instantly to Point (No Blend)
            Camera -Pan the camera for player (Owner of (Triggering cargo unit)) to Point over 0.0 seconds with Existing Velocity% initial velocity, 10.0% deceleration, and Do Not use smart panning

    Now, whenever you right click to move to your portal unit with a unit, the unit will load into the portal when it gets within range, and the trigger will teleport the unit to your desired location. 

     

    EDIT: A little side-note. The ability has the Visible flag marked as Required in the (Basic) Ability: Target Filters, which would not allow cloaked units to use it. So set this to allowed, to be able to use it as a cloaked unit.

    Posted in: Data
  • 0

    posted a message on [Solved] Waygate system - Right click unit B with unit A, causing unit B to cast ability on unit A

    I wan't to create an ability, which will essentially recreate the waygate unit from Wc3. The unit is an invulnerable neutral unit, which should cast an ability on a unit if the unit has been issued a move order on the waygate (I'll do the teleportation with triggers, I just need to get a way to know when to teleport, and I dont't want to teleport whenever a unit enters a region).

     

    Something like if unit A is issued move order on the waygate unit, and is withing 1 range of the waygate, the waygate will cast Teleport ability on unit A. This also has to work if unit A has been issued the move order 10 range away, so the waygate will cast the teleport ability when unit A comes within range.

     

    TLDR: How to I create an ability, that will auto cast on units within range that issues move order on it.

    Posted in: Data
  • 0

    posted a message on Sending actor message to doodads in region?

    How do I make all doodads in a region of the type Decal Space, recieve the message to have a ting color?

     

    I can't figure out how to use this function:

    Actor -Send actor message Message to all actors that intersect game region Region with their Contact Radius that belong to class Class Filters and match terms Terms

    Posted in: Triggers
  • 0

    posted a message on Hide actor for everyone but the owner of the unit?

    How do I hide the actor of a unit, for everyone but the owner of the unit?

    Posted in: Data
  • 0

    posted a message on Hide unit from all but the owner

    Is there a way, to hide a unit so only the owner of it can see/interact with it?

     

    I want to have a unit shown to player 1, but hidden from player 2, 3, 4, 5 and 6.

    Posted in: Triggers
  • 0

    posted a message on Copy-pasting doodads causes their rotation to very slightly

    Thanks for the reply.

     

    EDIT: 

     

    In reply to DrSuperEvil:

    It does not seem to work properly. I've dublicated the actor of the doodad I want, and when I use the Rotate 90 degrees hotkey. it still get's some random angles. Is this something else, or did the fix not work?

    Posted in: Data
  • 0

    posted a message on Copy-pasting doodads causes their rotation to very slightly

    When I copy/paste doodads, they often change the rotation slightly (from 90 degrees to 89.78 or something like that).

     

    Does anyone have any idea how to disable/fix this?

    Posted in: Data
  • 0

    posted a message on Tower defense with +7000 doodads?

    I've made the terrain for a tower defense map I've had in my mind for some time. The thing is, most of the terrain is made with walls made of several doodads each. This means that the final amount of doodads in my map gets close to 7300 doodads. 

     

    My intention is to have 8 players each spawn close to 100 units each round.

     

    Would this be able to run smoothly? Or do I have to redo it with significantly less doodads?

    Posted in: Terrain
  • 0

    posted a message on Any news/rumors on increased map sice (bigger than 256x256)?

    In reply to DeltaCadimus:

     Exactly - I'd also love to have additional cliff levels. Probably not that desired in melee maps, but would be much appriciated for custom maps.
    Posted in: General Chat
  • 0

    posted a message on Any news/rumors on increased map sice (bigger than 256x256)?

    In reply to DrSuperEvil:

     I'd assume this would not be a big announcement, since it would only affect map makers. And yea - I have a RPG projekt on my mind, but it really needs larger map bounds. 
    Posted in: General Chat
  • 0

    posted a message on Any news/rumors on increased map sice (bigger than 256x256)?

    I've been out of touch with Sc2 for a while, and I wanted to know, if there has been any news/rumors on increasing the max sice for Sc2 maps, so you're able to create create maps like 512x512.

    Posted in: General Chat
  • 0

    posted a message on Inlay (splat textures) - which one goes on top?

    I'm using the Slayn Road and Slayn Inlay and I'm having trouble deciding which one goes on top, resulting in this:

     

    Any way to determine which one goes on top?

    Posted in: Terrain
  • 0

    posted a message on Integer max value
    Quote from DrSuperEvil >>

    You could have an integer for each 3 digits of the experience. 

     Could you elaborate? I'm not sure what you mean.
    Also I am not sure if the Veterancy type behaviour can hold that much experience.
     That's the reason I'm creating my own system. The Veterancy Behavior can't hold that much exp.
    Posted in: Triggers
  • 0

    posted a message on Integer max value

    Do Integer variables have an upper limit? I wanna create a custom leveling system, in which a hero unit can reach lvl 200. To reach lvl 200, the unit requires 333474250 exp (in total). Is this possible to store in an integer variable, or should I downscale the numbers?

    Posted in: Triggers
  • 0

    posted a message on Region blocking sight?

    Can I make a region block sight? 

     

    I've made a maze with doodads, in which I wan't to make the walls work as LOS blockers, but the 1x1 blockers covers too much, making the wall doodads fogged. So I though that maybe I could make a region block sight?

    Posted in: Triggers
  • To post a comment, please or register a new account.