I have been tinkering with random fields in damage effects, and have noticed something odd about them. Using a base damage of 0 and very small values for random fields (making sure that the target has no armor or damage reduction), I have noticed that it is impossible for units to hit the maximum value that you specify in the random field. For example if a unit has a weapon with base damage 0 and a random field of 5, they will hit 0-4 damage but never 5, even though on the UI for their weapon it says 0-5 damage. Does anyone know why it is like this and is this how it is supposed to be or am I missing something?
Thanks for the feedback Rabbit! Yeah I am completely new at this. I did not realize that local variables reset to the default every time the trigger runs. That is good to know. How would I stop the pick each unit loop once the boolean is set to true?
Thanks Joey. But doesn't it still want you to specify a unit index even with "units in region matching condition"? And I don't think using the "pick each unit" would work because then the action would ultimately only be applied if the last unit it picks is the unit type that its looking for. The THEN action that results is a change in movement speed for the triggering unit. The ELSE action is for the movement speed of the triggering unit to be reset. If the last unit it picks isn't a zergling, then the triggering unit speed will be normal even if it had previously picked zerglings in that group. What I am trying to do here is make it so one type of unit that is faster than the others will move at the same speed as 2 other types of units if it as moved in a group with them.
Hmm... the event that I want to make is for the trigger to fire if any unit of one specific unit type on the whole map gets a move command. The condition will check the unit types of the "selected units" group and return true if ANY units in selected units are of a certain type. Is this possible?
Anyone know how to change where it says “unit 1” from unit group to make it ANY units in that group instead? I feel like that should be a preset but its not. I need to do this for both an event and a condition.
For seemingly no reason, my UI panel for the doodads and units layers is messed up. In place of the window that usually has a list of units or doodads to select, there is just a black box and I can't fix it. Screen shot attached. Restarting does nothing.
For the morph ability I've got the execute command set to the ability. I have no cancel command because the morph is instant. For the Ability: Info^ field I have the factory unit selected.
my actor event for the supply depot is:
AbilMorph.*.Finish
MorphFrom SupplyDepot
MorphTo Factory
Destroy
the event for the factory is:
AbilMorph.*.Finish
MorphFrom Supply Depot
MorphTo Factory
Create
I think it's a problem with the unit. I just noticed that when the morphed factory is initially selected, there is no green unit picture or a portrait in the UI panel. Its like not fully creating the unit somehow.
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I have been tinkering with random fields in damage effects, and have noticed something odd about them. Using a base damage of 0 and very small values for random fields (making sure that the target has no armor or damage reduction), I have noticed that it is impossible for units to hit the maximum value that you specify in the random field. For example if a unit has a weapon with base damage 0 and a random field of 5, they will hit 0-4 damage but never 5, even though on the UI for their weapon it says 0-5 damage. Does anyone know why it is like this and is this how it is supposed to be or am I missing something?
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Thanks!
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Thanks for the feedback Rabbit! Yeah I am completely new at this. I did not realize that local variables reset to the default every time the trigger runs. That is good to know. How would I stop the pick each unit loop once the boolean is set to true?
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I found a solution using a Boolean variable:
http://peeeq.de/gui.php?id=3757
It works! Thanks for pushing me in the right direction guys.
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erm...well Knallertton wouldn't that not work because then whether the speed is reduced or reset would depend only on the last unit that it picks?
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Yes Knallertton that is perfect. Thanks so much.
And joey...any IS a preset for that event, silly me.
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But how do you do "any unit is issued move command"? You have to do unit from unit group and I'm back to the same problem.
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Thanks Joey. But doesn't it still want you to specify a unit index even with "units in region matching condition"? And I don't think using the "pick each unit" would work because then the action would ultimately only be applied if the last unit it picks is the unit type that its looking for. The THEN action that results is a change in movement speed for the triggering unit. The ELSE action is for the movement speed of the triggering unit to be reset. If the last unit it picks isn't a zergling, then the triggering unit speed will be normal even if it had previously picked zerglings in that group. What I am trying to do here is make it so one type of unit that is faster than the others will move at the same speed as 2 other types of units if it as moved in a group with them.
This is what it looks like at the moment:
http://peeeq.de/gui.php?id=3753
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Hmm... the event that I want to make is for the trigger to fire if any unit of one specific unit type on the whole map gets a move command. The condition will check the unit types of the "selected units" group and return true if ANY units in selected units are of a certain type. Is this possible?
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Anyone know how to change where it says “unit 1” from unit group to make it ANY units in that group instead? I feel like that should be a preset but its not. I need to do this for both an event and a condition.
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@wargirlwargirl: Go
I suppose its come to that, War :D
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sad panda
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@AjaxTheNoob737: Go
bump
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For seemingly no reason, my UI panel for the doodads and units layers is messed up. In place of the window that usually has a list of units or doodads to select, there is just a black box and I can't fix it. Screen shot attached. Restarting does nothing.
HALP
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For the morph ability I've got the execute command set to the ability. I have no cancel command because the morph is instant. For the Ability: Info^ field I have the factory unit selected.
my actor event for the supply depot is:
AbilMorph.*.Finish
MorphFrom SupplyDepot
MorphTo Factory
Destroy
the event for the factory is:
AbilMorph.*.Finish
MorphFrom Supply Depot
MorphTo Factory
Create
I think it's a problem with the unit. I just noticed that when the morphed factory is initially selected, there is no green unit picture or a portrait in the UI panel. Its like not fully creating the unit somehow.