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    posted a message on Leap ability

    @DrSuperEvil: Go

    Old thread... but I have a question for Echoed's post: I made a leap ability as described and it works great, except it won't let me hop into the middle of a pack of enemy units. Is there a way to make this target ground or units?

    Posted in: Data
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    posted a message on Hiding game ui disables ability hotkeys. Help :-/

    Thanks, y'all! That set me in the right direction to figure it out and get a new UI in place.

    Posted in: Triggers
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    posted a message on Hiding game ui disables ability hotkeys. Help :-/

    I just realized hiding the game ui disables ability hotkeys. Are there any workarounds for this?

    Posted in: Triggers
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    posted a message on Play unit sound error

    I'm having an unusual issue with the following trigger:

    Sound - Play JainaWhat (Unnamed) for (Player group((Triggering player))) on (Triggering unit) with Z offset 0.0 (at 100.0% volume, skip the first 0.0 seconds)

    Whenever the trigger activates, it plays all of Jaina's "what" responses at once, creating a weird stacked sound mess. Does anyone know how to make it play just one "what" sound effect instead of a half dozen at the same time?

    Posted in: Triggers
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    posted a message on Creating a divine shield-like ability?

    @johnfloyd: Go

    Was able to make this work with a combo of data and triggers :-D

    Posted in: Data
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    posted a message on Creating a divine shield-like ability?

    @Sherlia: Go

    That's a good idea on the shield, which I'll look into as soon as I've got the chance.

    Any ideas on how I can make a neutral computer-controlled unit cast the spell whenever the target unit drops from above 50% health to below 50% health?

    Posted in: Data
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    posted a message on How do I create a rotating unit that shoots beam when enemy crosses line of sight

    I'm trying to create a unit that operates just like the beamos enemy/hazard in the old zelda games (video here ).

    It's a unit that's constantly rotating, then briefly stops to fire a beam whenever a player crosses its direct line of sight.

    Any ideas?

    Posted in: Data
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    posted a message on Creating a divine shield-like ability?

    I'm trying to make an ability that creates a temporary shield around a unit that makes the targeted unit invulnerable to damage while the shield is up. (Think the old divine shield ability from wow, but cast on an allied unit instead of self).

    I'd also like to make the ai-controlled unit that autocasts this ability whenever the player character, within a range of 6, drops below 50% health.

    Any help making this ability and setting that casting function? Thanks in advance.

    Posted in: Data
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    posted a message on Enemy units with dodgeable auto attacks

    @maticpl: Go

    That did the trick! Thank you.

    Posted in: Data
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    posted a message on Enemy units with dodgeable auto attacks

    I'm trying to give computer-controlled enemies dodgeable auto attacks. I want this will work something like Airstrike maps, where enemies shoot projectiles toward your location, but you can move out of the way to avoid them.

    Any help with this?

    What I have so far is the ability I'd like enemies to fire at me, which is a modified Diablo Fireball from OneTwoSC's tutorial (here if you'd curious for how that trigger works), but I'm not sure how to make enemy mobs autocast it in place of their usual auto attack.

    Any help would be appreciated, and feel free to tell me if I'm going about this in totally the wrong way.

    Thank you in advance!

    Posted in: Data
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    posted a message on Set variable to closest unit to a point in a region question

    @MaskedImposter: Go

    That did the trick! Thank you for your help.

    Posted in: Triggers
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    posted a message on Set variable to closest unit to a point in a region question

    @MaskedImposter: Go

    Hm, I'm not sure I'm following what your advice is. Is the advice to create a point, create the trigger that sets it to that height, then create a trigger that searches for units from there?

    If it helps, I've attached some pictures from my test map.

    The first screenshot shoes the full trigger in the editor. (I'm using the hotkey for stimpack to activate the trigger.) The "goal" picture shows what I'd like it to do 100% of the time. (Player is locked onto nearest p15 unit as target unit, which is then outlined in a white halo.) "What I'm getting" shows what's happening instead, where a distant pursuing zergling is being targeted instead of the nearest one. (As seen by white halo.) Invalid Image

    Posted in: Triggers
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    posted a message on Set variable to closest unit to a point in a region question

    I'm working on a targeting system that's very close to working perfectly, but I've run into one snag. When my trigger attempts to set a target variable to the enemy unit closest to my hero unit within a circular region that's following the hero through other triggers, it always sets the target variable to the enemy unit closest to the bottom of the circle instead of the one closest to the hero. Can anyone help me adjust this so it picks up the unit closest to the hero instead?

    Here's the action trigger that's trying to set the target variable: Variable - Set P1's target = (Closest unit to (Position of Heroes[1]) in (Any units in Player 1 tracker zone owned by player 15 matching Excluded: Player, Ally, Neutral, Missile, Dead, Hidden, with at most 1))

    Edit: I replaced the trigger moving the region to follow the hero with one that simply attached the region to the hero. The trigger still fails to locate the actual closest unit to the hero, though.

    Thanks in advance.

    Posted in: Triggers
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    posted a message on How do I set search area to aim in direction unit is facing?

    @FunkyUserName: Go

    Setting the target to SourceUnit did the trick! Thank you very much for the quick answer.

    Posted in: Data
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    posted a message on How do I set search area to aim in direction unit is facing?

    Howdy y'all,

    I'm trying to make an ability that, when clicked, searches an area of 60 degrees in the direction a unit is facing, then has an effect on those units. I've got everything about the ability working, except it always aims 60 degrees toward the bottom of the screen instead of the direction my unit is facing. Does anyone know how to adjust search areas so they face the direction of the unit?

    If it helps you find an answer, the ability is an adaption of ProzaicMuse's handy ground pound tutorial (http://www.sc2mapster.com/forums/resources/tutorials/9021-data-force-effects-intermediate-difficulty/), but instead of an AOE I changed the search area parameter to 60 degrees and was hoping it would aim the direction my unit is facing.

    Thank you for the assistance.

    Posted in: Data
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