As answered in that post of yours, on the unit in the Units data type remove the Turnable flag.
If you duped your supply depot then check the events for anything with an it containing the number 2 odds are it is blah2build instead of blahbuild2 so it is referencing a non existant actor.
forgot i made another thread..
e/ ok no that didnt work. I think i have everything set but it still gives me the old error. Can u look at the map for me? because i also have another problem i can't solve
i don't know if you fix the problem you had in you map... but i am kinda having a problem like it... that's why i necro-ed your thread *sweatdrop*
but if you did fix it... i'd love to hear your solution... since you never posted it here
Sry mate. xD the map was still when i was running off of a HDD, which i no longer am (the map got wiped)
For the sake of my fingers, the trigger "Base" runs when a property change occours. That than goes to another trigger, which checks if the property change was 10 and it prints a debug if so. The following trigger is bugging
Periodic Fix Status
Events
Timer - Every 1.0 seconds of Game Time
Local Variables
i = 0 <Integer>
IncomeTMP = 0 <Integer>
EnergyTMP = 0 <Integer>
WorkTMP = 0 <Integer>
Conditions
Actions
General - For each integer i from 1 to (Number of players in (Active Players)) with increment 1, do (Actions)
Actions
Variable - Set WorkTMP = (Workers Available[i] - Temporary Worker Restrict[i])
Variable - Set EnergyTMP = (Energy Available[i] - Temporary Energy Restrict[i])
Disable Changes()
General - If (Conditions) then do (Actions) else do (Actions)
If
(Base is on) == True
Then
UI - Display "no" for (All players) to Chat area
Else
UI - Display "yes" for (All players) to Chat area
Player - Modify player i Terrazine: Set To EnergyTMP
Player - Modify player i Custom Resource: Set To WorkTMP
Enable Changes()
(enable and disable changes disable a bunch of triggers, one of which being Base)
This prints yes. Good, right? no.
Ok, so i go do something that will proc the debug (get 10 minerals persay). Split second later (or a whole, whatever!) the trigger will run as intended (ONCE). Than, for all of the next procs of that trigger, it will print the debug. This shouldn't be happening because i broke the trigger chain (by disabling Base which wont run the trigger that shows the debug) but the debug shows up! Can anyone see anything or need more info
I'm trying to get all of players 9's units (AI) to have double HP. I just want it so if both p1 and p2 are in game, then it doubles HP of all p9 units in "p1 p2 area".
Create a buff (type of behavior) that modifies Vital Maximum Fraction - Life (set that to 1)
than do a trigger that happens when u want to apply the buff
Unit Group - Pick each unit in ([units in region matching condition] Any units in YourRegion owned by player YourPlayer matching (leave this alone) with at most Any Amount) and do actions
Unit - Add 1 YourBuff to PickedUnit from PickedUnit
than do another when a unit enters YourRegion
If (owner of triggering unit) = YourPlayer than unit - add 1 yourbuff to pickedunit from pickedunit
No... lol.. the problem was when you copied the barracks model, the model fields were reset to the ID of the new unit, and because theres no model that has that ID it returns null. The fix would be going into the actor field and selecting somthing other than Barracks2 or NuclearCommandCenter
0
forgot i made another thread..
e/ ok no that didnt work. I think i have everything set but it still gives me the old error. Can u look at the map for me? because i also have another problem i can't solve
0
title
0
same as the normal supply depot. (all default)
cmon ppl i wanna start modding sc2 again -.-
also, trivial problem to add to this - The model "Colonist Hut" has a random rotation. How do i remove it
0
@illidans911: Go still getting scope error
0
A replay wouldn't work, youd need to video edit a 3 minute-ish clip showing off the core parts of your map
0
Sry mate. xD the map was still when i was running off of a HDD, which i no longer am (the map got wiped)
so i dont know.
0
I thought i fixed it... let me check my old map.
(Goddamn, looking back two years its so o.o)
0
The issue is that "Base" is still triggering even though that debug prints "yes"
0
For the sake of my fingers, the trigger "Base" runs when a property change occours. That than goes to another trigger, which checks if the property change was 10 and it prints a debug if so. The following trigger is bugging
(enable and disable changes disable a bunch of triggers, one of which being Base) This prints yes. Good, right? no.
Ok, so i go do something that will proc the debug (get 10 minerals persay). Split second later (or a whole, whatever!) the trigger will run as intended (ONCE). Than, for all of the next procs of that trigger, it will print the debug. This shouldn't be happening because i broke the trigger chain (by disabling Base which wont run the trigger that shows the debug) but the debug shows up! Can anyone see anything or need more info
0
Create a buff (type of behavior) that modifies Vital Maximum Fraction - Life (set that to 1)
than do a trigger that happens when u want to apply the buff
Unit Group - Pick each unit in ([units in region matching condition] Any units in YourRegion owned by player YourPlayer matching (leave this alone) with at most Any Amount) and do actions
Unit - Add 1 YourBuff to PickedUnit from PickedUnit
than do another when a unit enters YourRegion
If (owner of triggering unit) = YourPlayer than unit - add 1 yourbuff to pickedunit from pickedunit
0
How do i?
I have the event function, but i dont know how to run it :(
Also, how do i do custom presets in an action definition (like a menu of options)
0
@BasharTeg: Go
do you know what a grid style keyboard is? lol.
I believe he wants to set the hotkeys of buttons...
0
@illidans911: Go
Hm.. i need this really bad (as it will create bugs if i use an alternative)
0
@Promedeus: Go
No... lol.. the problem was when you copied the barracks model, the model fields were reset to the ID of the new unit, and because theres no model that has that ID it returns null. The fix would be going into the actor field and selecting somthing other than Barracks2 or NuclearCommandCenter
0
?
theres Wall, a unit which im making, and Supply Depot Build Copy, a modelwhich gets referenced on UnitConstruction.Wall.Start