I need help setting this trigger up. Its Very important because its a main Mechanic. Im createing a trigger libary. Now I have it set up so when unit A uses ability B it increases his Movement speed by Y for X seconds. I have done that sussefully. The problem is that once unit A uses ability B, 10 times. its supposed to add speed increase amount of Y and add X seconds to the countdown.But i cant get the speed to increase. and i have no way of knowing if the time did.any help?
Untitled Trigger 001
Events Timer - Endurance timer expires
Local Variables
Conditions
Actions Unit - Set (Unit 1 from Player 1) Movement Speed to 1.0 Variable - Modify Endurance Tracker: + 1
Speed
Events
Unit - Any Unit uses Sprint at Generic1 - Any stage (Ignore shared abilities)
Local Variables
Conditions
Actions Unit - Set (Triggering unit) Movement Speed to Speed
Timer - Start Endurance timer as a One Shot timer that will expire in Endurance Game Time seconds
Unit Group - Add (Triggering unit) to Player 1
Hey, this is the first map iv been working on. This map starts the story of zebin. I must forewarn it may not be of the same caliber of other campaigns like dead-craft or the other more original projects.
The map is not Fully complete.but almost all of the necessary triggers are in place. SO i would appreciate some testers.
make sure to download the latest version: 1.2
im currently working on something like that.
the first half is RTS ro kill a zerg base.
Then i was trying to set it to first person, but i cant get the camera to look right. so i settled on a diablo like look. for the 2nd part. i do want the 1st person though
well the changing is an ability right?
so you could add 4 change abilities
you would make 4 copies of the changing and them each one to change into one of the units.
then put them on command card.
delete original change ability
Untitled Trigger 001
Events
Game - Map initialization
Local Variables
Conditions
Actions
Unit - Rescue Simmons [36.02, 24.62] for player 7 and Change Color
Unit - Rescue Grif [36.06, 25.89] for player 5 and Change Color
Player - Make player 7 and player 5 treat each other as Neutral
Cinematics - Turn cinematic mode On for (All players) over Immediate seconds
Camera - Apply Camera 001 for player 1 over 2.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Include Target
General - Wait 2.0 Game Time seconds
IS there anything wrong with this grif just keeps matching simmons color
Im working on a in-game cinmatetic welll. the colors wont work with me.
Iv used the set color triggers and player settings. but i can not set the units colors to what i need them to be.
Yea i do need some clarification.on that please
cause i had a thought. couldent i just order the unit attack but set it up so that the unit will attack even if there is no unit selected.
Pretty much like in halo 2 vista when you play as the arbiter. You left click he attacks.
Events
Unit Selection - (Unit attached to (Entire map)) is clicked by Player 1
UI - Player 1 clicks Left mouse button Down.
Local Variables
Unit Pos = (Position of Zebin [22.80, 74.26]) <Point>
Conditions
Actions
Unit - Order Zebin [22.80, 74.26] to ( Attack (Unit attached to (Entire map))) (Replace Existing Orders)
im trying to get him to attack were i click
do i have to do this with behaviors or something.
0
Have you set the actions?
0
I need help setting this trigger up. Its Very important because its a main Mechanic. Im createing a trigger libary. Now I have it set up so when unit A uses ability B it increases his Movement speed by Y for X seconds. I have done that sussefully. The problem is that once unit A uses ability B, 10 times. its supposed to add speed increase amount of Y and add X seconds to the countdown.But i cant get the speed to increase. and i have no way of knowing if the time did.any help?
Untitled Trigger 001 Events Timer - Endurance timer expires Local Variables Conditions Actions Unit - Set (Unit 1 from Player 1) Movement Speed to 1.0 Variable - Modify Endurance Tracker: + 1
Speed Events Unit - Any Unit uses Sprint at Generic1 - Any stage (Ignore shared abilities) Local Variables Conditions Actions Unit - Set (Triggering unit) Movement Speed to Speed Timer - Start Endurance timer as a One Shot timer that will expire in Endurance Game Time seconds Unit Group - Add (Triggering unit) to Player 1
Endurance timer = (New timer) <Timer>
Endurance Tracker modify Events Local Variables Conditions Endurance Tracker == X Actions Variable - Modify Endurance: + 1.0 Variable - Modify y: + 1 Variable - Modify X: * 2
Attrubutes Trackers Endurance Varaibles X = 10 <Integer> Endurance Tracker = 0 <Integer> Tracker Varaibles I.Q. = 0.0 <Real> Endurance = 0 <Real> Vitals(life) = 0 <Real> Speed = (2.0 + y) <Real> Will = 0 <Real> Strength = 0.0 <Real> Tolerance = 0.0 <Real> Endurance timer = (New timer) <Timer> Player 1 = (Empty unit group) <Unit Group> y = 0 <Integer>
0
Hey, this is the first map iv been working on. This map starts the story of zebin. I must forewarn it may not be of the same caliber of other campaigns like dead-craft or the other more original projects.
This campaign is near the end of the 4 year period between Brood War and Wings of Liberty(WOL).
http://www.sc2mapster.com/JnAkers/maps/
The map is not Fully complete.but almost all of the necessary triggers are in place. SO i would appreciate some testers.
make sure to download the latest version: 1.2
0
im currently working on something like that.
the first half is RTS ro kill a zerg base.
Then i was trying to set it to first person, but i cant get the camera to look right. so i settled on a diablo like look. for the 2nd part. i do want the 1st person though
0
well the changing is an ability right?
so you could add 4 change abilities
you would make 4 copies of the changing and them each one to change into one of the units.
then put them on command card.
delete original change ability
0
who owns them dosent matter but they do need to have different colors
i tried the set unit color told grif to go oj, he went red in game
simmons i told to go red went green
0
Untitled Trigger 001
Events
Game - Map initialization
Local Variables
Conditions
Actions
Unit - Rescue Simmons [36.02, 24.62] for player 7 and Change Color
Unit - Rescue Grif [36.06, 25.89] for player 5 and Change Color
Player - Make player 7 and player 5 treat each other as Neutral
Cinematics - Turn cinematic mode On for (All players) over Immediate seconds
Camera - Apply Camera 001 for player 1 over 2.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Include Target
General - Wait 2.0 Game Time seconds
IS there anything wrong with this grif just keeps matching simmons color
0
You could also use rescue
0
Im working on a in-game cinmatetic welll. the colors wont work with me.
Iv used the set color triggers and player settings. but i can not set the units colors to what i need them to be.
0
I cant figure it out, If someone were to write a script for me to do it. I would be very grateful i will also list you and give you credit for it.
its like the only thing i need. then im pretty much done with map 1.
0
This is really crazy... How am i supposed to set up the effect.
I went to add the new effect object as a persistent .
do i tell the persistant to do a search effect?
all the values are really confuseing, im am uttly and completely lost.
0
Yea i do need some clarification.on that please
cause i had a thought. couldent i just order the unit attack but set it up so that the unit will attack even if there is no unit selected.
Pretty much like in halo 2 vista when you play as the arbiter. You left click he attacks.
0
Events
Unit Selection - (Unit attached to (Entire map)) is clicked by Player 1
UI - Player 1 clicks Left mouse button Down.
Local Variables
Unit Pos = (Position of Zebin [22.80, 74.26]) <Point>
Conditions
Actions
Unit - Order Zebin [22.80, 74.26] to ( Attack (Unit attached to (Entire map))) (Replace Existing Orders)
im trying to get him to attack were i click
do i have to do this with behaviors or something.
0
Thanks man (Doctor Who rocks btw)
i was able to get wasd
but the left click from blue... im not sure how i set it up.
0
@Nothing5:
Baneling has this behavior. so just copy the behavior. edit the data of the unit your creating to have the baneling explode behavior