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    posted a message on 2 quick questions

    @TheSC2Maniac: Go

    I'm afraid there isn't.

    Posted in: Data
  • 0

    posted a message on 2 quick questions

    @TheSC2Maniac: Go

    You cannot save mod file if you have SC2 opened or any map that is using this mod opened in the editor.

    Posted in: Data
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    posted a message on [SOLVED] Removing pathing when a unit is destroyed

    You can make "door" unit, basing on:
    Dynamic Pathing Blocker 1x1 (or similiar)
    and remove or add it when needed.

    Or you can put some fitting doodad there, and make triggers that would show/hide doodad and create/remove "pathing blocker" unit.

    Regards

    Posted in: Miscellaneous Development
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    posted a message on Ability Level

    Okay, thanks!
    I guess I will stay with triggers, because it would be too much work to convert everything to upgrades

    Posted in: Data
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    posted a message on Ability Level

    Hi there,

    Is there any way to modify ability level using data?
    I know about "Learn" type ability that can increase other abilities level, but this not exactly suits my needs.
    I'm looking for something like "Effect" or "Behavior" that could set level of my ability to exact value.


    Regards

    Posted in: Data
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    posted a message on (Solved) Cone Weapon?

    I never tried to do this, and I'm far from being expert in data.
    But check how Ultralisk weapon is done. Maybe it would be better choice.

    Regards

    Posted in: Data
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    posted a message on [Trigger] Order Unit to Sell Item

    I don't think so.

    Why don't you just remove the item (unit), and give the player specific amount of minerals for it?
    Maybe catalog values can be helpful to determine what the cost is.

    Regards

    Posted in: Triggers
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    posted a message on Conditions help please

    Rather easy...
    Have a unit type variable that is pointing at the first scrap salvage at the initialization.
    And of course your ability may be different (check which one is used to auto-collect).

    The trigger now:

    Pickup
        Events
            Unit - Any Unit uses  Collect at Generic6 - Complete stage (Ignore shared abilities)
        Local Variables
        Conditions
            (Triggering unit) == scrapUnit
        Actions
            General - Wait 60.0 Game Time seconds
            Unit - Create 1 Scrap Salvage - 1x1 for player 0 at Start Location 001 using default facing (Ignore Placement)
            Variable - Set scrapUnit = (Last created unit)
    


    Regards

    Posted in: Triggers
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    posted a message on Simple Unit + Region = Spawn Problem
    Comparison
        Value 1: Unit Filter Match
            Unit: Triggering Unit
            Filter: Excluded: Missile, Dead, Hidden
            Player: Owner Of Unit
                Unit: Triggering Unit
        Operator: ==
        Value 2: True
    


    Search for Unit Filter Match in the list.

    Posted in: Triggers
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    posted a message on Simple Unit + Region = Spawn Problem

    Hi
    I believe adding such condition will do the trick

    Region
        Events
            Unit - Any Unit Enters X
        Local Variables
        Conditions
            ((Triggering unit) is Excluded: Missile, Dead, Hidden for player (Owner of (Triggering unit))) == True
        Actions
            Debug - Display "ENTERED" as debug output using Type 01, and Do display it in the game window
    


    Regards

    Posted in: Triggers
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    posted a message on How to trigger the event?

    Hmm

    I'm having trouble understanding what you want to do.
    Posting screens from your triggers (or just text) would help a lot.

    Anyway, I believe that you need to have

    Region
        Events
            Unit - Any Unit Enters X
        Local Variables
        Conditions
            (Triggering unit) == unitVariable
    

    You cannot use variables in event declarations.
    Regards

    Posted in: Triggers
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    posted a message on My timer needs a fix

    Hmm again...
    Your timer triggers are just fine.

    Problem must be within this IF statement (Number of living units...)
    Add some debug messages for both cases (if, else) and see which one is executed and when.

    Also, if you don't mind you can send me the map using PM.
    Maybe I will be able to help this way.


    OKAY!
    Check this:
    You have set wave type for array indexes 0,1,3,4,5.
    2 is missing, fill this up.

    Regards and happy mapping!

    Posted in: Triggers
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    posted a message on My timer needs a fix

    Hmm, not much info.
    Posting screens from your triggers would help a lot.

    My guess would be that you have:

        Events
            Timer - timerVariable expires
        Local Variables
        Conditions
        Actions
    
            Do Stuff...
    


    and you need to have:

        Events
            Timer - Any Timer expires
        Local Variables
        Conditions
            (Triggering timer) == timerVariable
        Actions
    


    Regards

    Posted in: Triggers
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    posted a message on Hero Items Dropping upon Instantly Move Trigger

    Hi there,

    You probably have event like Any Unit Enters Region => Instantly move (Triggering Unit) to Point.
    The problem is that items are also units, and they also enter this region together with your hero.

    Solution would be to add condition like:
    (Triggering Unit) = heroUnit (some variable)
    or change your action to:
    Instantly move heroUnit to Point.

    Regards

    Posted in: Data
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    posted a message on Mercenaries in Space, Episode 1: Mining Company

    @DEFILERRULEZ: Go

    Hmm, it is still there. Try to browse RPG category.

    Posted in: Project Workplace
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