• 0

    posted a message on missiles not exploding after a unit died

    Not sure if this will help but I had a similar problem. I made an Item that gives marauders hellstorm missle pods. But I changed the mover so on Motion phase 1 their driver was ballistic instead none, because I wanted the missles to all hit a single target instead of trailing off all helter skelter. When I tested it I found that the missiles that didn't impact the target before it died just did tiny circles at its last known location so I went back and increased the Acceleration and Speed to 18 and decreased the timeout to 1 all one motion phase 1. Now instead of little circles the missles that don't hit Fly off screen pretty fast. Not the prettiest fix but it got the job done for me.

    p.s. to avoid any confusion by "motion phase 1" I mean number 1 Hellstorm missles has to motion phases 0 and 1

    Posted in: Miscellaneous Development
  • 0

    posted a message on Question about turning the Camera

    Awesome works like a charm but now I like it so much I'm just gunna force it on everyone and fire that trigger with out any key press.

    Thank you Wakeman

    Posted in: Miscellaneous Development
  • 0

    posted a message on Question about turning the Camera

    So All I want to do is make the insert and delete work like a toggle instead of having to be held all the time. I am making a Hero maze style map with lots of narrow hallways and it looks much better if I rubberband my insert down kinda makes me think of diablo in a spacey machine gun way.

    Thanks for any help or ideas.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Data] Working with Beams (Beginner Difficulty)

    I have a map where a marine can pick all kinds of guns thanks ProzacMuze for getting me this far but when I pickup the gun that gives me disrupter beam (the sentry gun) My marine will aim and fire beautifully then a second latter the marine returns to his standing animation with the beam still fireing and looking all wonky.

    Thank you for all your help.

    Posted in: Tutorials
  • 0

    posted a message on Solved - I need help with a trigger (noob question).

    Awesome but is there away to turn the trigger off for say 10 minutes instead for permanently?

    Oh wait I think I see a way to do it I should have looked at that function first.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Solved - I need help with a trigger (noob question).

    Thank you It's creating the correct amount of zerglings not but one more problem I only want them to spawn the first time you step on the Start Population Region, I thought I had achieved that last night with my cooldown variable but alas no they spawn every time I back track to the region. How do I make a local variable stick?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Solved - I need help with a trigger (noob question).
    Zerglings1
        Events
            TriggerAddEventUnitRegion((UnitGroupUnit(activatorz, 1)), Start Population, true)
        Local Variables
            cooldown = 0 <int>
        Conditions
        Actions
            IfThenElse()
                if
                    Comparison(cooldown, ==, 0)
                then
                    IncrementInteger(cooldown, +, 1)
                    CreateUnitsWithDefaultFacing(1, "Zergling", No Options, 15, (RegionRandomPoint(Region 001)))
                else
    

    I have only the player 1st created unit in the activatorz Unit group yet the game spawns 25 zerglings in region 001 instead of the 5 i told it to which go on to spawn 125 zerglings at region 002 (trigger not shown) I have tried a few ways to single out my grunt unit os only he can trip the trigger but it seems like the event is counting my hero and his 3 items but that only accounts for 20 zerglings not 25 and why are the zerglings triping the next trigger? any ideas

    Thanks for any help

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