• 0

    posted a message on Giving a Unit a certain Ability

    @Thenarden:

    Can you talk me through doing Step 2?

    Posted in: Triggers
  • 0

    posted a message on Giving a Unit a certain Ability

    Gah, it's absolutely right. Existing units will attain the ability but new units spawned won't have it. So what do I need to add to the Trigger to give new units spawned the ability?

    Posted in: Triggers
  • 0

    posted a message on Giving a Unit a certain Ability

    @Thenarden:

    One small step at a time.

    Posted in: Triggers
  • 0

    posted a message on Giving a Unit a certain Ability

    A little more specific on the Actions I'm using and it's still not giving the existing units their ability back. I can get it to hide, but I can't get it to show again.

    Show Upgrade Ability
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
            (Owner of (Triggering unit)) == 10
            (Unit type of (Triggering unit)) == Omegalisk
        Actions
            Trigger - Stop all instances of Hide Upgrade Ability (Lurker)
            Trigger - Stop all instances of Hide Upgrade Ability (Hunter Killer)
            Trigger - Stop all instances of Hide Upgrade Ability (Hydralisk)
            UI - Display "Your Units are now Upgradable!" for (All players) to Directive area
            Unit Group - Pick each unit in (Lurker units in (Entire map) owned by player 1 matching Excluded: Missile, Dead, with at most Any Amount) and do (Actions)
                Actions
                    Unit - Show the Evolution Chamber - Research (Evolution Chamber) ability for (Triggering unit)
            Unit Group - Pick each unit in (Hydralisk units in (Entire map) owned by player 1 matching Excluded: Missile, Dead, with at most Any Amount) and do (Actions)
                Actions
                    Unit - Show the Evolution Chamber - Research (Evolution Chamber) ability for (Triggering unit)
            Unit Group - Pick each unit in (Hunter Killer units in (Entire map) owned by player 1 matching Excluded: Missile, Dead, with at most Any Amount) and do (Actions)
                Actions
                    Unit - Show the Evolution Chamber - Research (Evolution Chamber) ability for (Triggering unit)
            General - Wait 5.0 Game Time seconds
            UI - Clear Directive Messages for (All players)

    Posted in: Triggers
  • 0

    posted a message on Giving a Unit a certain Ability

    @Thenarden:

    Hmm. What's wrong with this picture...?

    Show Upgrade Ability
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
            (Owner of (Triggering unit)) == 10
            (Unit type of (Triggering unit)) == Omegalisk
        Actions
            Trigger - Stop all instances of Hide Upgrade Ability (Lurker)
            UI - Display "Your Units are now Upgradable!" for (All players) to Directive area
            Unit Group - Pick each unit in (Lurker units in (Entire map) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                Actions
                    Unit - Show the Evolution Chamber - Research (Evolution Chamber) ability for (Unit attached to (Entire map))
            General - Wait 5.0 Game Time seconds
            UI - Clear Directive Messages for (All players)

    Posted in: Triggers
  • 0

    posted a message on Giving a Unit a certain Ability

    @wOlfLisK:

    That sounds like I'm doing something completely beyond what I'm trying to make happen... I just need the "Show/Hide Ability for Unit" trigger to be able to identify more than one single unit... I need it to identify multiple units on the Map which aren't already placed at the Map Initialization.

    Posted in: Triggers
  • 0

    posted a message on Giving a Unit a certain Ability

    @Yaos01:

    It's not like that, the player starts with two Lurkers and he's able to upgrade them to Hydralisks (which can be upgraded to Hunter Killers) or purchase additional Lurkers when he has the resources to do so... And resources are collected when he kills units. When an Omegalisk is killed in the Map, I need to issue a statement which creates the action to show a certain ability for all units in the Playable Map Area. This ability has a Trigger which initiates at the start of the Map to hide it. I need to be able to show it for all existing Lurkers, Hydralisks, and Hunter Killers when the Omegalisk is defeated.

    But Blizzard needs to make it needlessly complicating -_-

    Posted in: Triggers
  • 0

    posted a message on Giving a Unit a certain Ability

    Anyone..?

    Posted in: Triggers
  • 0

    posted a message on Giving a Unit a certain Ability

    Basically I need to find out how to change it from what it says above to say Unit - Show the Evolution Chamber - Research (Evolution Chamber) ability for all Lurkers in Playable Map Area.

    Posted in: Triggers
  • 0

    posted a message on Giving a Unit a certain Ability

    Hmm. I'm making some progress it looks like:

    I have two Triggers, one to hide an Ability, the other to show it. The Trigger to Hide the ability takes action at the start of the Game. The ability to show it kills the Trigger to hide it, but I'm having trouble getting the Trigger to run properly:

    Show Upgrade Ability
    Events
    Unit - Any Unit dies
    Local Variables
    Conditions
    (Owner of (Triggering unit)) == 10
    (Unit type of (Triggering unit)) == Omegalisk
    Actions
    Trigger - Stop all instances of Hide Upgrade Ability
    Unit - Show the Evolution Chamber - Research (Evolution Chamber) ability for (Unit attached to Region)
    UI - Display "Your Units are now Upgradable!" for (All players) to Directive area
    General - Wait 5.0 Game Time seconds
    UI - Clear Directive Messages for (All players)

    This:

    Unit - Show the Evolution Chamber - Research (Evolution Chamber) ability for (Unit attached to Region)

    Needs to tell the Trigger to Show the Ability for all Hydralisks, Lurkers, and Hunter Killers currently in the playable map area... I can't seem to get that right though.

    I got it to Hide, now I'm just trying to get it to Show when a specific unit is killed.

    Posted in: Triggers
  • 0

    posted a message on Giving a Unit a certain Ability

    I realize this has to do with Triggers, but I'm having a bit of difficulty with what to use. The idea is that the Lurkers, Hydralisks, and Hunter Killers need to be Upgraded, but creating an Evolution Chamber for each player just seemed a bit awkward. So I figured, "What if I give the Player a button to click on when they highlight the Lurker, Hyrdralisk, or Hunter Killer". The problem I'm facing is that this button needs to be hidden until an Omegalisk is killed. After this point, the button becomes visible. I don't need a custom-made button, I just need to transfer the Upgrade Button from the Evolution Chamber over to the Hydralisks, Lurkers, and Hunter Killers and keep it hidden until a certain player kills an Omegalisk... At which point it becomes visible to all players.

    Posted in: Triggers
  • 0

    posted a message on Is it possible to create a thick Fog for Terrain?

    @BumpInTheNight:

    That requires experience with 3D Studio Max and stuff like graphic design though, doesn't it?

    Posted in: Triggers
  • 0

    posted a message on Is it possible to create a thick Fog for Terrain?

    @Kanaru:

    A bunch is a bit of an understatement. I practically have to cover the map with them one at a time.

    Posted in: Triggers
  • 0

    posted a message on Looking for a specific Action

    I'm trying to find a specific Action that says if Player 2 isn't in the Game, remove all of his Units. I can find the Condition but I can't find the Action, I can only find an Action which indicates to remove a specific unit from a particular Region...

    Posted in: Triggers
  • 0

    posted a message on Is it possible to create a thick Fog for Terrain?

    If I have two levels of Terrain and I want the lower portion to be covered in a thick Fog, is that possible? I don't mean Fog of War, but rather a misty substance that blankets the lower terrain in a thick fog.

    Posted in: Triggers
  • To post a comment, please or register a new account.