Though I'm too busy to help, I think you'd get more bites if you were willing to give a little bit more information. What is your map about? Why would someone with a strong imagination and excellent writing skills want to join your project?
Oops I forgot CasterForcedTo... is the wrong validator :3
Riley's explanation is good & I think a good resource to use would also be the Overlord's Generate Creep, which I believe only works when the unit is stationery.
I agree that it's annoying when people post things such as your two examples mentioned above.
With that said, no one here is under any obligation to share his hard-earned secrets. You (the OP) suggests that if you don't reveal them, you won't get credit. I would counter that if you do reveal them, you probably won't get credit anyway.
But what matters most to me is that I don't want to spend time trying to explain concepts to subpar programmers or designers or LAZY mapmakers. I'm all for open source: my team's project Starcraft Tactics, which has some incredible code, is entirely open source. And I'm all for helping others out: 99% of my 300+ posts can be found in the map development thread trying to help. BUT I have limited time to devote to mapmaking, and I don't care to devote that time to writing tutorials or otherwise writing out explanations of my latest finds. I would rather, as the saying goes, my fellow mapmakers learn to fish on their own than to simply feed them the occasional fish.
But I also wouldn't boast of a particular secret without sharing it. That's not helpful at all and rather childish.
Basically he's saying create a new model. The way doodad variations work (if you ever look through all the models, you'll see this) is that there's a big folder which contains ALL of a model's given variations.
What you want to do is create a new model setting the file to your specific desired variation's model and then use that model with an actor.
You can definitely have a unit fire multiple weapons at the same time...
Essentially: you need to uncheck shared cooldown & set their backswing point to 0 (or else they will interfere with each other). I remember changing several other flags/fields as well, but my unit also needed to fire while moving and in any direction as well.
In DNA Wars, I had a carrier which had 7 weapons all firing simultaneously -> PM me if you can't get it working.
It'd be best if you c/ped your latest triggers exactly.
But I can take a guess what you're doing wrong.
Unit - Order (Last created unit) to ( Charge targeting (Random Living unit from (Any units in (Entire map) owned by player (Random integer between 1 and 10) matching Excluded: Missile, Dead, Hidden, with at most Any Amount))) (Replace Existing Orders)
The problem is the owned by player (Random integer between 1 and 10).
What if there's only 1 player? That means 90% of the time, the zealot is going to have no target because there will be NO units owned by player. That's where you get your "1 out of 10 times" from. What you'll want to do is either change your unit group to unit group matching alliance: enemy OR make the random integer go between 1 and Number of Players in Unit Group: Active Players. Or something like that.
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@pixartist: Go
Create a behavior (buff) that suppresses collision. Add behavior via trigger.
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@EternalWraith: Go
Though I'm too busy to help, I think you'd get more bites if you were willing to give a little bit more information. What is your map about? Why would someone with a strong imagination and excellent writing skills want to join your project?
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@RileyStarcraft: Go
Oops I forgot CasterForcedTo... is the wrong validator :3
Riley's explanation is good & I think a good resource to use would also be the Overlord's Generate Creep, which I believe only works when the unit is stationery.
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@tigerija: Go
Nobody flamed you. That's just constructive criticism.
We try to help where we can.
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@Beider: Go
I agree that it's annoying when people post things such as your two examples mentioned above.
With that said, no one here is under any obligation to share his hard-earned secrets. You (the OP) suggests that if you don't reveal them, you won't get credit. I would counter that if you do reveal them, you probably won't get credit anyway.
But what matters most to me is that I don't want to spend time trying to explain concepts to subpar programmers or designers or LAZY mapmakers. I'm all for open source: my team's project Starcraft Tactics, which has some incredible code, is entirely open source. And I'm all for helping others out: 99% of my 300+ posts can be found in the map development thread trying to help. BUT I have limited time to devote to mapmaking, and I don't care to devote that time to writing tutorials or otherwise writing out explanations of my latest finds. I would rather, as the saying goes, my fellow mapmakers learn to fish on their own than to simply feed them the occasional fish.
But I also wouldn't boast of a particular secret without sharing it. That's not helpful at all and rather childish.
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@threeleven: Go
Just make an autocast ability that takes 0.9 seconds to cast and adds the behavior cloak
In the cloak behavior use the validator CasterForcedOrWantsToMove on the remove section.
Will require some tinkering, but that's basically how I would do it.
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@dwx1:
Yep, look at the Marauder attack action.
the Action type actor is versatile and can be used with more than just regular attacks.
It can be used with abilities as well.
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@happy04:
Basically he's saying create a new model. The way doodad variations work (if you ever look through all the models, you'll see this) is that there's a big folder which contains ALL of a model's given variations.
What you want to do is create a new model setting the file to your specific desired variation's model and then use that model with an actor.
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@Etravex:
Yes, but it depends on how you implemented it.
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@Etravex:
You can definitely have a unit fire multiple weapons at the same time...
Essentially: you need to uncheck shared cooldown & set their backswing point to 0 (or else they will interfere with each other). I remember changing several other flags/fields as well, but my unit also needed to fire while moving and in any direction as well.
In DNA Wars, I had a carrier which had 7 weapons all firing simultaneously -> PM me if you can't get it working.
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@Artanis186:
Or you could disable the units pathing (through various means).
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@akaGrimm:
ModifyVariable, which comes in Real or Integer flavor
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@Jrad3412:
Yes.
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@threeleven:
It'd be best if you c/ped your latest triggers exactly.
But I can take a guess what you're doing wrong.
Unit - Order (Last created unit) to ( Charge targeting (Random Living unit from (Any units in (Entire map) owned by player (Random integer between 1 and 10) matching Excluded: Missile, Dead, Hidden, with at most Any Amount))) (Replace Existing Orders)
The problem is the owned by player (Random integer between 1 and 10).
What if there's only 1 player? That means 90% of the time, the zealot is going to have no target because there will be NO units owned by player. That's where you get your "1 out of 10 times" from. What you'll want to do is either change your unit group to unit group matching alliance: enemy OR make the random integer go between 1 and Number of Players in Unit Group: Active Players. Or something like that.
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@threeleven: Go
I would say it's because you're ordering a Picked Unit when you're using pick each player in player group. There is no picked unit.
Make that a Pick each unit in unit group.