People, people, don't you know that dividing by zero will create small black holes to suck up the poor soul who made the mistake?
On a more serious note: The order of initialization in SC2 maps is as follows:
InitLibs();InitGlobals();InitTriggers();
So using a global variable which value has been predefined would probably be OK. Defining the value of a variable in one trigger before using it in another would probably only work when the defining trigger is ABOVE the using trigger. Even that might not work if the TriggerAddEventXXX for all the triggers get registered BEFORE the triggers with TriggerAddEventMapInit() are run.
You can take a closer look on all the by pressing CRTL+F11 (I think) to open up the script view.
Trigger Solution:
Uhm link the beam to an effect (like Ghost Snipe).
Then make a new invisible, flying unit. Set it's flying height high enough and create it via triggers. Then make it use the effect.
Local variables are great when you plan to have a trigger run several times at once.
Let's say you make a new spell and call it "Timed Death". You trigger it's effect: It's supposed to wait 5 seconds, then kill the targeted unit.
Not very hard to program using a global variable.
But if you use the spell twice in a row without waiting for the 5 seconds delay, then your first instance of that spell gets messed up and accidently kills the target of the second instance.
With local variables you can make sure it won't mess up.
As for decals:
You can select your decals (or all doodads) and press PgUp to move them a tad into the air. You won't see the difference in the bird's eye view, but they should appear above the road at all times (as they're basically hovering over it).
Behaviors don't seem temporary to me.
I'm using a couple to upgrade armor or slow down units and they stay on as long as I don't remove them.
Maybe it's just another bug.
If you trigger the damage then even invincibility won't protect it from damage (even normal effects can still deal damage to invulnerable units if they aren't exlcuded in the search filters, I think).
You can try using a trigger to make it invulnerable, then excluding invulnerable units from your search (kind of a cross-over between your two solutions).
Also, it sounds like you created new units derived from the Supply Depot. Make sure that the Raised Door (?) doesn't turn into a Lowered Supply Depot, but really turns into the Lowered Door. That error might happen pretty quickly.
Let me be the first one to congratulate you on those cute bouncing banelings.. oh and the rest is nice too :0
No, honestly: The game idea is pretty hot, I'm looking forward to seeing more of it soon :)
[code]Event:
UI - Player Any Player clicks Left mouse button Down.
Action:
Environment - Create Effect at (Point((Mouse Y position clicked in the world), (Mouse Y position clicked in the world))) from (Last created unit)[/code]
In the Lighting Editor (CRTL+Shift+F10) were a couple of settings about Creep - but I don't remember which, neither did I tinker around with them. But it might help you.
[code]Event:
- Any unit dies
Condition:
- Owner of dying unit is an enemy of Owner of killing unit
Action:
- Set yourVariable=(yourVariable+1)
General - If (Conditions) then do (Actions) else do (Actions)
If
(yourVariable mod 100) == 0
Then
Player - Modify player 1 Vespene: Add 1
Else[/code]
The event and condition are pseudocode, the action is copied from GE, so it's 100% accurate.
PS: Damn code-tags don't wanna work.
Thanks. I have a new problem now. My unit projectiles try to move around cliffs / doodads, is there a way to keep them moving in a straight line?
Either make the unit a flying unit so it can just pass over all obstacles (if you keep the unit height down it won't look like it's flying) or you have to trigger the movement by periodically changing the projectiles position.
Yea, HellionAttackBeam is the name of the attack animation.
Did you only copy the weapon or did you "dublicate" it? Dublicate should copy all required actors and effects also.
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People, people, don't you know that dividing by zero will create small black holes to suck up the poor soul who made the mistake?
On a more serious note: The order of initialization in SC2 maps is as follows:
So using a global variable which value has been predefined would probably be OK. Defining the value of a variable in one trigger before using it in another would probably only work when the defining trigger is ABOVE the using trigger. Even that might not work if the TriggerAddEventXXX for all the triggers get registered BEFORE the triggers with TriggerAddEventMapInit() are run. You can take a closer look on all the by pressing CRTL+F11 (I think) to open up the script view.
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I've seen such things been done in the Wc3 editor already. Sure it's possible. I'd say it's rather easy actually.
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Trigger Solution: Uhm link the beam to an effect (like Ghost Snipe). Then make a new invisible, flying unit. Set it's flying height high enough and create it via triggers. Then make it use the effect.
Data Solution: Heck, I don't know D:
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Local variables are great when you plan to have a trigger run several times at once.
Let's say you make a new spell and call it "Timed Death". You trigger it's effect: It's supposed to wait 5 seconds, then kill the targeted unit. Not very hard to program using a global variable. But if you use the spell twice in a row without waiting for the 5 seconds delay, then your first instance of that spell gets messed up and accidently kills the target of the second instance.
With local variables you can make sure it won't mess up.
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Took me a while, but Beta II is now out.
The Project Page has been updated.
PS: With Patch 11 there SHOULD be no problems with localization. If there are, please leave a comment and I'll fix it asap.
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Either make the unit a flying unit so it can just pass over all obstacles (if you keep the unit height down it won't look like it's flying) or you have to trigger the movement by periodically changing the projectiles position.
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Yea, HellionAttackBeam is the name of the attack animation.
Did you only copy the weapon or did you "dublicate" it? Dublicate should copy all required actors and effects also.