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    posted a message on Is it possible to make a Unit Type bigger ingame?

    @TyaStarcraft: Go

    The trigger I made (Which Sets Scale and Radius every 0.001 seconds) seems to work very smoothly in editor tests and can be applied to nearly any unit.

    My setup can change size and radius of any unit, for any specific individual player (Loving it).

    Is this setup not viable or is your post an alternative? I'm still new, so I don't know any better.

    I am already using Records, PlayerCount local variables (I use them to loop through 6 players with "While") and Arrays (For 6 player variables in one). And I have already used them to make: Monster Eating / Spawning, Monster Population Control, and Monster Size Increase. Each with a single trigger and for all players and all units.

    The trigger editor is fairly user friendly (I've worked with trigger in another game before), looks like my only enemy will be the data editor.

    Posted in: Triggers
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    posted a message on Is it possible to make a Unit Type bigger ingame?

    @DeltaV: Go

    I had a small problem but managed to fix it. Thanks guys.

    I currently have 1 perma growth trigger (That transitions sizes so the units are literally growing every 0.001 seconds), and another trigger which enables the first trigger up to 6 times whenever I press the 'G' key.

    BTW would these triggers lag in online multiplayer?

    Posted in: Triggers
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    posted a message on Is it possible to make a Unit Type bigger ingame?

    Thanks everyone, indeed I intended to change a unit type's size (Radius and Model Scale) while the game is in progress (Not an individual).

    TyaStarcraft's post worked perfectly, the only limitation of this method is that I can't loop small size increases (But I can easily manage by setting the size stages manually).

    I will be using this in my current "monster" map where I make the player's monsters progressively bigger. The galaxy editor certainly has some merits.

    Posted in: Triggers
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    posted a message on Is it possible to make a Unit Type bigger ingame?

    By which I mean the "radius" (It's interaction size) and its Scale (The Model's size).

    Not sure if this can be achieved through data or triggers.

    Posted in: Triggers
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    posted a message on Need Help with Gathering Trigger

    @wisesquirrel: Go

    Through the power of comparing and limited reasoning I have DONE IT!!!

    By using the tinting method here http://www.sc2mapster.com/forums/development/data/34764-help-with-actor-to-behavior-solved/

    And replacing the Set Tint / Clear Tint with Animation Play (Play Forever) / Animation Clear by reading this tutorial http://www.sc2mapster.com/forums/resources/tutorials/4656-data-working-with-actors-beginner-difficulty/

    I have somehow (I'm still not completely sure what I did) made the unit play the animation while it has a Behavior active.

    Another obstacle out of the way.

    Posted in: Triggers
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    posted a message on Set Tint

    I tried the same method again (Changed nothing) and now it works, are there instances in the editor where sometimes things just don't work the first time around even if they are done correctly?

    Posted in: Data
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    posted a message on Set Tint

    I want to set a tint color to my units WHILE they have a certain behavior on, so I tried the method in this link http://www.sc2mapster.com/forums/development/data/34764-help-with-actor-to-behavior-solved/

    When I used it, it tinted them when the behavior started, but it wouldn't go away after the behavior disappeared. Help.

    Posted in: Data
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    posted a message on Need Help with Gathering Trigger

    @fishy77: Go

    I want to avoid editing the animation itself because I am using the unit's "attack" animation for the casting animation and I don't want the unit to animate for 5 seconds after attacking once.

    I still haven't found a way around it, and this detail is probably going to bug me to death since I can't stand watching my unit in idle animation while gathering or in attack animation while not attacking XD.

    Once I am done with this problem I am going to avoid using actors as much as I can. (Triggers are my only strong point atm)

    Posted in: Triggers
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    posted a message on Need Help with Gathering Trigger

    @wisesquirrel: Go

    Fixed it.

    BUT NOW I HAVE A NEW PROBLEM

    How do I play an animation for a duration of 5 seconds via triggers?

    I know how to play it once...I know how to play it forever, I don't know to play it for 5 seconds...this editor is so hard and non-intuitive D;

    Posted in: Triggers
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    posted a message on How do I tint a unit?

    I tried to tint a unit (In this case a unit which I gave the "Zerus Plantlife" model).

    I tried to modify the actor events (The actor that gives the unit the model) to:

    Event: Actor Creation / Any / Any Action: Set Tint Color (Red)

    But it is not change the unit's color at all.

    Posted in: Data
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    posted a message on Need Help with Gathering Trigger

    I am making a trigger where:

    Unit A (Caster) casts spell X on Unit B (Target).

    I want a "condition" on my trigger (It's an If Then Else) that checks if Unit B (Spell X's target) is a specific unit type (For this example lets use Zergling).

    So Unit A can cast Spell X on any unit (Not just Zerglings), but I want to fire an additional action if Unit B (Spell X's target) is a Zergling.

    My First attempt: I used the condition (Comparison: Triggering Ability Target Unit == Value Y). I wanted to assign a "Unit Type" variable to "Value Y", the "unit type" variable was Zergling. This way the condition would check if the target of Spell X was a Zergling.

    The problem with this method was that I couldn't assign a "unit type" variable to Value Y.

    EDIT: Crud I ended up solving my problem before I got a response, maybe I should have waited longer than an hour of investigating to post in the forum DX. I found the "Unit Type of Unit" condition through google.

    I am obliterating so many obstacles right now, I never thought I would make a trigger this complex.

    Posted in: Triggers
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    posted a message on Firebat Attack

    @fishy77: Go

    I found it!, thank you (Necromoni, fishy77).

    Both the armor name and armor tooltip had two text fields, the bottom one had no name and the top one was called "Key Text", all I had to do was give different "Key texts" to every unit and now they don't share descriptions anymore.

    Now I see what Necromoni was talking about, The Armor ID was "Key Text".

    Posted in: Data
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    posted a message on Firebat Attack

    I tried to find "Armor ID" on the unit, but I couldn't see it.

    These are the fields that are near the description field:

    UI: Fidget+, UI: Hotkey Alias, UI: Life Armor Name, UI: Life Armor Tooltip, UI: Minimap Radius.

    Note that "UI: Life Armor Name" is linked (Definitely not the ID) because it changes the field for every unit that shares the armor when I change it on only one of them.

    Where exactly can I find the ID field?

    Posted in: Data
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    posted a message on Firebat Attack

    @fishy77: Go

    Just re tested it, Life Armor Name itself is LINKED as well.

    I think they all use the same kind of armor (Critter Armor) just like all zerg units use Zerg Carapace, I need to be able to change their armor to something else.

    I'll keep working hard on my side (I just made my first functioning trigger on my own, and it is so complex XD, I stink at ability making though D:)

    Posted in: Data
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    posted a message on Firebat Attack

    @fishy77: Go

    When I do that with creatures that share "CritterArmor" the field changes though.

    For example, I set Crabeetle "life armor tooltip" to "He's small.", and then I set the Ursadak "life armor tooltip" to "He's big", when I check the Crabeetle's tooltip it says "He's big" instead of "He's small", I want them to not share descriptions if possible.\

    Is it impossible to give them different armor descriptions by the editor's limitations?

    Posted in: Data
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