I ended up using a dummy attached to the mover to get a model with attachment points, and from there i could easily edit the impact point. I assume that is what you meant? I would have preferred to find an alternative solution rather than using a dummy actor. But with the dummy it works perfectly. =)
It's almost working now but the impact point of the ability is below the unit rather than at the center, i don't know how to fix this since it's attached to a point and not a unit (Or more correctly, a Site (Mover)). I'm afraid i can't complete the last part on my own. But thanks for all the help so far, it's very appreciated!
I'm uploading the map as it is right now and hope that someone can help me to fix the height of the impact point.
I attached a map in the first post, if you've time you could take a look at it :)
I'm working with the colossus actor right now, it works i just need to figure out how to change the height, the beam is currently partly under the ground right now. But since it's linked to a Site (Mover) i probably need to change the height of the mover in some way, i've tried the SopHigherby3 but then it's way to far up. I would like to create a new Sop file that is higher by 0.5 or something, but i don't know if it's possible. I will experiment more with this :)
It can probably be solved easily by creating a dummy unit on the point and make the beam hit the dummy, but i hope that it wont be necessary to make such a workaround for such a simple spell.
That's not exactly what i meant, the ability itself already targets a point and collides with the first unit in the way. But the visual animation (the actor) seems to only trigger when the effect finds a unit. If the ability is used and no targets are found, the beam does not appear at all.
I want the beam the be visible even if no target is hit. I created a new action actor and changed the 3 fields listed below that you mentioned, before i've just ignored these fields but the result was not different from my own. :(
Actor: Action Flags + Align Impact And Damage, Launch Force Site
Actor: Beam Scope Caster
Actor: Lifetime -1.0000
Do you know how to make it so that the beam actor always trigger (even if no enemy target is found) from the casters location to a selected point?
I've been trying to create an ability that strikes the first enemy in a straight line in front of the caster with a beam of lightning (Archon attack beam). The effects is working as intended but i struggle with the actors;
My goal is to make the beam launch from the casters weapon and end at the selected point or at the first unit it collides with. I can simply not figure out how to make the beam fire from the caster to a selected point.
I have been telling myself that there must be a simple solution to this problem, but i've tried for hours now without a result. I'm starting to wonder if beams simply can't be targeting a point instead of a unit.
You can use the "Add upgrade level for player" and select a negative valute, so it adds for an example -1 to the wished player. That will result in a negative upgrade valute IF you're upgrades usues the "Operation - Add" function. I believe it will also work with "Operation - Substract" which will have the opposite effect if the valute added in the trigger is negative.
But it does not reset upgrades that uses "Operation - Set to".
I'm having a problem to remove the stats gained from an upgrade once it's researched. Is there a way to do so via triggers or do i have to create a "anti upgrade" that removes all stats gained?
I'm having a problem with my team setting trigger, the function of the trigger is to Pick all players in one team and cause them to treat all players in another team as a enemy. Currently my trigger looks like this (see below), but since the numbers of all picked players aren't stored within a new loop function i encounter a problem where only one player is remembered after the loop.
Player Group - Pick each player in Team 1 and do (Actions)
Actions
General - Pick each integer from 1 to (Number of players in (Active Players)), and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Player (Picked integer) from Team 2) == (Convert Boolean To Integer(true))
Then
Player - Make player (Picked player) and player (Player (Picked integer) from Team 2) treat each other as Enemy
Else
This trigger doesn't work properly because the "Picked Player" won't be remembered in the loop "Pick each integer from X to Y", therefor player 1 will remain as the only player out of all the "picked players" and only player 1 will become an enemy of team 2.
Is it possible to create a function that causes all players in Team 1 to treat all players in Team 2 as either enemies or allied? If not, how can i make a system that tracks the player number of each player within a team?
I'm having a hard time to figure out what to do to solve this issue, please help :)
Are you trying to count the number of players? because there's a function that returns an interger that is listed under "player group"... it's called "number of players in player group" and you pick "active players". Then you don't need a crazy loop
Yes i'm trying to count the number of players in the game, that are controlled by a player. And if i understand this correctly a simple "set variable" command like this should work? :)
Variable - Set Player count = (Number of players in (Active Players))
I'm having a strange issue with this trigger. It's running fine but the result of the count doesn't match the actual number of players, instead it adds an additional player (and perhaps more than one if the game is filled with additional players)
Player Group - Pick each player in (All players) and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
And
Conditions
(Status of player (Picked player)) == Playing
(Controller of player (Picked player)) == User
Then
General - Pick each integer from 1 to (Picked player), and do (Actions)
Actions
Variable - Set Player count = (Player count + 1)
Else
I tested this online yesterday and the result of the count was "3" when we had 2 players in the game. Is it possible that it include the neutral player in the count? Neutral is currently the owner of exisiting units like mineral fields and certain structures. But the strange part is, that when i launch the map on single player it's working properly.
0
@DrSuperEvil: Go
I ended up using a dummy attached to the mover to get a model with attachment points, and from there i could easily edit the impact point. I assume that is what you meant? I would have preferred to find an alternative solution rather than using a dummy actor. But with the dummy it works perfectly. =)
Thanks everyone!
0
It's almost working now but the impact point of the ability is below the unit rather than at the center, i don't know how to fix this since it's attached to a point and not a unit (Or more correctly, a Site (Mover)). I'm afraid i can't complete the last part on my own. But thanks for all the help so far, it's very appreciated!
I'm uploading the map as it is right now and hope that someone can help me to fix the height of the impact point.
0
@StragusMapster: Go
I attached a map in the first post, if you've time you could take a look at it :)
I'm working with the colossus actor right now, it works i just need to figure out how to change the height, the beam is currently partly under the ground right now. But since it's linked to a Site (Mover) i probably need to change the height of the mover in some way, i've tried the SopHigherby3 but then it's way to far up. I would like to create a new Sop file that is higher by 0.5 or something, but i don't know if it's possible. I will experiment more with this :)
0
@DrSuperEvil: Go
That is correct :)
I'm going to check how the colossus actors are set up and hopefully learn how to make this work by looking at them. Thanks for the tip!
0
It can probably be solved easily by creating a dummy unit on the point and make the beam hit the dummy, but i hope that it wont be necessary to make such a workaround for such a simple spell.
0
@StragusMapster: Go
That's not exactly what i meant, the ability itself already targets a point and collides with the first unit in the way. But the visual animation (the actor) seems to only trigger when the effect finds a unit. If the ability is used and no targets are found, the beam does not appear at all.
I want the beam the be visible even if no target is hit. I created a new action actor and changed the 3 fields listed below that you mentioned, before i've just ignored these fields but the result was not different from my own. :(
Actor: Action Flags + Align Impact And Damage, Launch Force Site
Actor: Beam Scope Caster
Actor: Lifetime -1.0000
Do you know how to make it so that the beam actor always trigger (even if no enemy target is found) from the casters location to a selected point?
Or am i just doing something wrong? :)
0
I've been trying to create an ability that strikes the first enemy in a straight line in front of the caster with a beam of lightning (Archon attack beam). The effects is working as intended but i struggle with the actors;
My goal is to make the beam launch from the casters weapon and end at the selected point or at the first unit it collides with. I can simply not figure out how to make the beam fire from the caster to a selected point.
I have been telling myself that there must be a simple solution to this problem, but i've tried for hours now without a result. I'm starting to wonder if beams simply can't be targeting a point instead of a unit.
I hope someone can help me solve this! :D
0
Nevermind i figured it out :)
You can use the "Add upgrade level for player" and select a negative valute, so it adds for an example -1 to the wished player. That will result in a negative upgrade valute IF you're upgrades usues the "Operation - Add" function. I believe it will also work with "Operation - Substract" which will have the opposite effect if the valute added in the trigger is negative.
But it does not reset upgrades that uses "Operation - Set to".
0
I'm having a problem to remove the stats gained from an upgrade once it's researched. Is there a way to do so via triggers or do i have to create a "anti upgrade" that removes all stats gained?
0
I'm having a problem with my team setting trigger, the function of the trigger is to Pick all players in one team and cause them to treat all players in another team as a enemy. Currently my trigger looks like this (see below), but since the numbers of all picked players aren't stored within a new loop function i encounter a problem where only one player is remembered after the loop.
Player Group - Pick each player in Team 1 and do (Actions)
Actions
General - Pick each integer from 1 to (Number of players in (Active Players)), and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Player (Picked integer) from Team 2) == (Convert Boolean To Integer(true))
Then
Player - Make player (Picked player) and player (Player (Picked integer) from Team 2) treat each other as Enemy
Else
This trigger doesn't work properly because the "Picked Player" won't be remembered in the loop "Pick each integer from X to Y", therefor player 1 will remain as the only player out of all the "picked players" and only player 1 will become an enemy of team 2.
Is it possible to create a function that causes all players in Team 1 to treat all players in Team 2 as either enemies or allied? If not, how can i make a system that tracks the player number of each player within a team?
I'm having a hard time to figure out what to do to solve this issue, please help :)
0
Yes i'm trying to count the number of players in the game, that are controlled by a player. And if i understand this correctly a simple "set variable" command like this should work? :)
Variable - Set Player count = (Number of players in (Active Players))
0
@Anthius: Go
Sorry i lack knowledge in the editor to understand that statement. What is causing the count error more exactly? and what is a possible solution?
Does this work or would it result in a count that equals to a certain player number of a picked player?
Player Group - Pick each player in (Active Players) and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
And
Conditions
(Status of player (Picked player)) == Playing
(Controller of player (Picked player)) == User
Then
Variable - Set Player count = (Picked player)
Else
0
I'm having a strange issue with this trigger. It's running fine but the result of the count doesn't match the actual number of players, instead it adds an additional player (and perhaps more than one if the game is filled with additional players)
Player Group - Pick each player in (All players) and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
And
Conditions
(Status of player (Picked player)) == Playing
(Controller of player (Picked player)) == User
Then
General - Pick each integer from 1 to (Picked player), and do (Actions)
Actions
Variable - Set Player count = (Player count + 1)
Else
I tested this online yesterday and the result of the count was "3" when we had 2 players in the game. Is it possible that it include the neutral player in the count? Neutral is currently the owner of exisiting units like mineral fields and certain structures. But the strange part is, that when i launch the map on single player it's working properly.
0
Thanks
0
Does the ">=" symbol stand for "Above or equal to" since it's a ">" and "=" combined?