I guess it depends on what your trying to do and the problems your having with your current solution. You can either make it by trigger or use AI (I have no idea how to use AI).
The edge is where the mobs spwan and the center is where you base. I want them to come into the bases.
My main problem is, if the angle is correct, the mobs will just bar up on the wall. Also, i need some way to hunt loners because it only goes on what bases are claimed, but players can just go into no base
Heres the map - Theres 16 large bases in a big square,. Every X seconds, zerg spawn on the outside of the square in a rim. The zerg are sent to the bases which have choke holes. Does anyone have a good pathing algorithm? My current is making all of the regions (bases) in an array and ordering the units to attack-move to the center of the base, but that will pose problems.
I've seen alot of games that use formulas (50 + 2x weapon damage, 2x veterancy) or base weapon damage for a spell's damage. How would i do that and how would i reference the exact damage in a tooltip?
Hello sc2maoster community! Quick question. So what I want to do is make it so when player one and player 2 are in game, then the units owned by player 9 have twice the amount of life in the "p1 p2 area". I used this trigger, thought it didn't work. if: (controller of player 1) == user. and (controller of player 2) == 2. Then: Pick all units in ( all units owned by player 9 with at most any amount blah blah blah blah blah) and do the current actions: modify life of picked unit by (picked unit) life x 2) and Modify picked unit maximum life by (picked unit) maximum life x 2) I did the same with shield and shield maximum. What did do wrong? Thanks!
Highlight - Copy as Text - paste the trigger here ...
The construction model is a seperate actor. The supply depot creates "SupplyDepotBuild" when construction starts. You also have to duplicate the Construction actor (which responds to the Build ability. You can find the default terran one listed on the SCV build ability)
Weapon: Attachment methods on the Attack actor. The marine uses AMFilterWeapon00. Also go here for a more detailed explanation.
Bunker attachments are set in the "Container - ..." fields (there's at least 1 for attachment methods and 1 for launch assets, i.e. the gunfire sprite)
that link no work.
Also, about construction, i dont understand? it has to be a problem with the ability, because i put the same ability on two different slots of my build ability and one of them worked while the other didn't and i couldn't find any unequal fields. What field are you talking about? Also, new problem, for some reason a model of a made supply depot is appearing over the construction model now. -.-
I have been having the same issue and think i solved why it is like this. If you have a doodad model (the *.m3 file) then you can not drag select the unit. Your lowerd gate, is it a doodad?
The solution must be to make an invisible unit and then attach a model to that only for visual effect.
So, i copied a unit, its actor, etcetc. How do i make it so that the unit plays its construction animation (its a supply depot) when it is constructed? it just has the supply depot construction model doing nothing
also, how do i change the launch location so when i copy a marine and make it shoot it appears on the gun and not the floor (or the bunker hole)
Ok, so im trying to do an overly-complicated resource system. I have it so that the player loses resources when his builder is issued an order to build an object, the player temporarily loses resources untill the structure is completed. The problem is, the player can cancel the order and the resource loss will permanently be there. Is there a way to get past this?
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Neither do I. xD
see attach. (idk how to put them in a post)
The edge is where the mobs spwan and the center is where you base. I want them to come into the bases.
My main problem is, if the angle is correct, the mobs will just bar up on the wall. Also, i need some way to hunt loners because it only goes on what bases are claimed, but players can just go into no base
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Anyone got some? lol
Heres the map - Theres 16 large bases in a big square,. Every X seconds, zerg spawn on the outside of the square in a rim. The zerg are sent to the bases which have choke holes. Does anyone have a good pathing algorithm? My current is making all of the regions (bases) in an array and ordering the units to attack-move to the center of the base, but that will pose problems.
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@illidans911: Go
getting
Scope[Wall, Unit] Unable to create unit actor. Creating Fallback sphere unit.
grr. im pretty sure i did it right
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@illidans911: Go
uu
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@illidans911: Go
New Problem
Default attribute values could not be validated. (C: .... Cache/TMP/alot of random letters and numbers)
e/ [SOLVED] there mustve been a problem with my player properties, because i hit reset to defaults, punched the data back in, and it works
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I've seen alot of games that use formulas (50 + 2x weapon damage, 2x veterancy) or base weapon damage for a spell's damage. How would i do that and how would i reference the exact damage in a tooltip?
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@Nerfpl: Go
no point in going on due to this
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Title... getting that error when im trying to publish my map. What? -.-
I found one link how to fix it (resetting team values to default) and that didnt work
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ik its a bit stupid, but how? like, cannot attack self or air units
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Highlight - Copy as Text - paste the trigger here ...
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that link no work.
Also, about construction, i dont understand? it has to be a problem with the ability, because i put the same ability on two different slots of my build ability and one of them worked while the other didn't and i couldn't find any unequal fields. What field are you talking about? Also, new problem, for some reason a model of a made supply depot is appearing over the construction model now. -.-
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"534 days later"
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So, i copied a unit, its actor, etcetc. How do i make it so that the unit plays its construction animation (its a supply depot) when it is constructed? it just has the supply depot construction model doing nothing
also, how do i change the launch location so when i copy a marine and make it shoot it appears on the gun and not the floor (or the bunker hole)
0
Ok, so im trying to do an overly-complicated resource system. I have it so that the player loses resources when his builder is issued an order to build an object, the player temporarily loses resources untill the structure is completed. The problem is, the player can cancel the order and the resource loss will permanently be there. Is there a way to get past this?
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So, i try to download and put in the dependency "Left 2 Die Units" into my map and i always get this error
"Dependency data could not be loaded.
Dependency file could not be found (Mods/Left2Die.SC2Mod)"
Shouldn't it be automatically downloading that? What am i doing wrong?