iv never done this but one way it should work is by creating a behavior with a periodic effect that an infinite period count. The effect would be a search and that search would have a damage or launch missile effect
From the looks of it the 2nd "General- Else if" is part of the actions of the 1st, Which means it cant ever run because your triggering unit type cant be 2 unit types.
make it like this
General - If (Conditions) then do multiple (Actions)
If Then Else
General - Else if (Conditions) then do (Actions)
Else If (your conditions)
Then (your actions if those conditions are true)
General - Else if (Conditions) then do (Actions)
Else If (other conditions)
Then (these actions if the other conditions are true)
and fyi, the way "if then else multiple" works is that it goes down the list of conditions and the 1st that are true, it will run the actions for those conditions, and none of the actions for any other conditions in that "if then else multiple"
I am trying to set the attack speed multiplier for one of my behaviors. The behavior is applied when an ability is cast, but when ever its cast i get a "Errorcatalogfieldnotwritten" message
i tried it doing it these ways and both didn't work. can someone explain to me please how to get it to work, if its possible
Catalog Field Value Set
Catalog: Behaviors
Entry: "Overdrive"
Field Path: "Modification_AttackSpeedMultiplier"
Catalog Field Value Set
Catalog: Behaviors
Entry: "Overdrive"
Field Path: "AttackSpeedMultiplier"
Deploy Drone(offensive/defensive/support,activated)
An SCV can deploy a drone that can do a number of different things, like repair vehicles or help in combat ( would probably be very weak), could take the seat in a vehicle if there an empty seat (would give up the seat if another player wants to take over)
Support attachment:
siege tank: concussive shells, attacks now have a chance to stun
Hellion: napalm, units hit by the flame from the hellion take an additional DoT effect
Zealot
Praetor's Shield (defensive, activated)
While active the zealot gains shields(amount depends on psionic) at the cost of energy(would be constant)
or
while active the zealot gains a harden shield effect(amount reduced to, or amount reduced depends on psionic) at the cost of energy(would be constant)
Im trying to create a trigger so when 1 player finishes an upgrade, another player gets it also. i managed to do this but only if i create a trigger for each and every single upgrade separately.
However i wanna make it so that its only one trigger so its easier to manage/edit, but i cant find an event for an upgrade or research. The closest i found was when a unit uses an ability, and i'm only able to set that to a specific ability command.
Is this a bug that theres no event for an upgrade, or am i just missing something?
warcraft 2 b.net edition (apparently the cd-key for this game doesnt work for the b.net account thing :/)
diablo 1,
diablo 2 LoD
Starcraft :Brood war(lost my cd-keys :/)
WoW(highest level i ever had was like 40, but my bro had a buncha high levels xD)
Wc3 battlechest( only played custom games, and well i did play through the campaign once)
Starcraft 2
i should probably stop just giving you the answer like this and let you try and figure it out on our on a bit more xD
Melee Initialization
Events
Game - Map initialization
Local Variables
Conditions
Actions
Unit Group - Pick each unit in Unit Group 001 and do (Actions)
Actions
Unit - Hide (Picked unit)
i actually never knew that you could set up unit groups like that, i thought it had to be through triggers, thats rly neat
um, well if you scaled it, it will change size, if you want to make it smaller change the actor scales or the scales of the model, just remember that if you change the scales of the model everything that uses that model will have its size changed
im not rly a god <.<, im maybe a step or 2 above noob at best xD
well you guys can try using a loop function, though tbh i dont have too much experience w/ them but this example should work
Melee Initialization
Events
Game - Map initialization
Local Variables
Player Var = 0 <Integer>
Conditions
Actions
General - For each integer Player Var from 1 to (Number of players in (Active Players)) with increment 1, do (Actions)
Actions
Player - Modify player Player Var Minerals: Set To 1000
That should set every players minerals to 1000
and you could do this for units as well, though you would probably need an array so that each unit would spawn at the proper point/region
You don't need a separate trigger you can do it all in one trigger, you would just need multiple actions in 1 trigger, each action referencing a different player
What do you mean current player? there can be several players in a game. If you want to run an action for a certain player on map initialization, where it says player just put in a number, player 1= 1, player 2=2 etc.
And for the probe thing, in the data editor find the probe under the data type units, and under the data field "behaviors-Response" change it form flee to acquire
0
iv never done this but one way it should work is by creating a behavior with a periodic effect that an infinite period count. The effect would be a search and that search would have a damage or launch missile effect
0
for the actor hellion attack actor, change the "launch attachment query+" from "AMfilterweapon00" to "AMPatternMarauder"
0
From the looks of it the 2nd "General- Else if" is part of the actions of the 1st, Which means it cant ever run because your triggering unit type cant be 2 unit types.
make it like this
General - If (Conditions) then do multiple (Actions)
If Then Else
General - Else if (Conditions) then do (Actions)
Else If (your conditions)
Then (your actions if those conditions are true)
General - Else if (Conditions) then do (Actions)
Else If (other conditions)
Then (these actions if the other conditions are true)
and fyi, the way "if then else multiple" works is that it goes down the list of conditions and the 1st that are true, it will run the actions for those conditions, and none of the actions for any other conditions in that "if then else multiple"
0
I am trying to set the attack speed multiplier for one of my behaviors. The behavior is applied when an ability is cast, but when ever its cast i get a "Errorcatalogfieldnotwritten" message
i tried it doing it these ways and both didn't work. can someone explain to me please how to get it to work, if its possible
Catalog Field Value Set
Catalog: Behaviors
Entry: "Overdrive"
Field Path: "Modification_AttackSpeedMultiplier"
Catalog Field Value Set
Catalog: Behaviors
Entry: "Overdrive"
Field Path: "AttackSpeedMultiplier"
0
SCV
Deploy Drone(offensive/defensive/support,activated)
An SCV can deploy a drone that can do a number of different things, like repair vehicles or help in combat ( would probably be very weak), could take the seat in a vehicle if there an empty seat (would give up the seat if another player wants to take over)
Support attachment:
siege tank: concussive shells, attacks now have a chance to stun
Hellion: napalm, units hit by the flame from the hellion take an additional DoT effect
Zealot
Praetor's Shield (defensive, activated)
While active the zealot gains shields(amount depends on psionic) at the cost of energy(would be constant)
or
while active the zealot gains a harden shield effect(amount reduced to, or amount reduced depends on psionic) at the cost of energy(would be constant)
0
Im trying to create a trigger so when 1 player finishes an upgrade, another player gets it also. i managed to do this but only if i create a trigger for each and every single upgrade separately.
However i wanna make it so that its only one trigger so its easier to manage/edit, but i cant find an event for an upgrade or research. The closest i found was when a unit uses an ability, and i'm only able to set that to a specific ability command.
Is this a bug that theres no event for an upgrade, or am i just missing something?
0
warcraft 2 b.net edition (apparently the cd-key for this game doesnt work for the b.net account thing :/)
diablo 1,
diablo 2 LoD
Starcraft :Brood war(lost my cd-keys :/)
WoW(highest level i ever had was like 40, but my bro had a buncha high levels xD)
Wc3 battlechest( only played custom games, and well i did play through the campaign once)
Starcraft 2
0
under the data field "search-search filters" uncheck the ally box and the player box
0
@xytor:
the death model is well a separate model, check to see if its scaled differently
0
i should probably stop just giving you the answer like this and let you try and figure it out on our on a bit more xD
Melee Initialization
Events
Game - Map initialization
Local Variables
Conditions
Actions
Unit Group - Pick each unit in Unit Group 001 and do (Actions)
Actions
Unit - Hide (Picked unit)
i actually never knew that you could set up unit groups like that, i thought it had to be through triggers, thats rly neat
0
@Idralol:
So your trying to hide all 64 or only 60 specific supply depos?
0
um, well if you scaled it, it will change size, if you want to make it smaller change the actor scales or the scales of the model, just remember that if you change the scales of the model everything that uses that model will have its size changed
0
im not rly a god <.<, im maybe a step or 2 above noob at best xD
well you guys can try using a loop function, though tbh i dont have too much experience w/ them but this example should work
Melee Initialization
Events
Game - Map initialization
Local Variables
Player Var = 0 <Integer>
Conditions
Actions
General - For each integer Player Var from 1 to (Number of players in (Active Players)) with increment 1, do (Actions)
Actions
Player - Modify player Player Var Minerals: Set To 1000
That should set every players minerals to 1000
and you could do this for units as well, though you would probably need an array so that each unit would spawn at the proper point/region
0
You don't need a separate trigger you can do it all in one trigger, you would just need multiple actions in 1 trigger, each action referencing a different player
0
What do you mean current player? there can be several players in a game. If you want to run an action for a certain player on map initialization, where it says player just put in a number, player 1= 1, player 2=2 etc.
And for the probe thing, in the data editor find the probe under the data type units, and under the data field "behaviors-Response" change it form flee to acquire