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    posted a message on On map text

    I've seen maps before show a little number above a unit such as: damage taken, or resources gained, or experience gained. Right now i have a building that starts off neutral and can transfer ownership to whichever team gains control of it. I want this neutral building to produce a constant flow of resources (every five seconds produce 3minerals) for each player on the team that controls that building. What I need help with is getting a small +3 minerals to appear above the neutral building for the team that has control of that neutral building. I would like that "+3 minerals" to rise above the buliding and then slowly fade away every 5 seconds. Please help thank you

    Posted in: Miscellaneous Development
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    posted a message on Xel'naga watch tower animations

    The last post I created on this got deleted somehow so here is a follow up.

    I have created a trigger that gives control and ownership of a Xel'naga if a player stays within a region for a certain amount of time (Basically if the unit stays next to the Xelnaga for 10 seconds then he gains control of the Xel'naga). The transfer of ownership requires 10 seconds, but the animations are not working the way I would like. When someone gains control of a Xel'naga the tower stays in it's powered down animation even though it gives site and ownership. And do to the basic setup of the Xel'naga watchtower the powerup and powerdown animations only trigger if a unit gets close to it. I would like to sync the powerdown animation and the powerup animation with the gain and loss of ownership of the Xel'naga. In other words, After the 10 seconds of staying within the region I would like the Xel'naga tower to execute the powerup animation and stay powered up regardless of whether or not there is a unit next to it. Second, I would like the power down animation to activate when an opponent player enters the region to try and steal the Xel'naga for t hemselves. Can anyone please help me with this? I'm completely stuck.

    At first I wanted the Xel'naga to activate when a unit got close and stay activated for that player even when he moves his character away until another player enters the xelnaga region, but it seems that the "Tower Capture" ability that is attached to the Xel'naga tower can only be manipulated for the range at which a unit is at. Maybe I'm wrong and someone else could help with this too. Thank you so much

    Posted in: Miscellaneous Development
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    posted a message on Xel'naga watch tower animations

    Right now I have it setup that Xel'naga watch tower ownership is transferred to the player who stands next to one for a specific amount of time (10seconds to be exact). The transfer is made through a trigger (transfer ownership of unit). Right now after someone gains control of the Xel'naga the color changes on the building and the vision is given to that player, but the power up animation doesn't trigger. Here is my question: How do i make it so that after the 10 seconds is up the xel'naga power up animation triggers. Also, if another player comes to this Xel'naga Watch tower and stands next to it how do I get the Xel'naga to show the power down animation and then the powerup animation for that player after 10 seconds again?

    I would like to get the animations to match with the control/loss of control of the Xel'naga watchtower. Please help! Thank you

    Posted in: Miscellaneous Development
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    posted a message on Xelnaga watch tower activation question

    I want to make it so that the Xelnaga watch tower for a specific player is activated when a unit approaches it but stays activated after that unit leaves. How exactly do I go about doing this?

    Posted in: Miscellaneous Development
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    posted a message on quick question on waves

    I'm looking for a basic trigger setup that will spawn "waves" of enemies from a particular point have them auto attack-move along a specific guided path and continue producing same units for infinity

    Posted in: Miscellaneous Development
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    posted a message on Charge Customization

    I'm trying to alter the ability for "charge" that the zealots have. I wanted to do some cool stuff it the editor will allow me; such as: increase the charging distance and speed so that a zealot can zoom a much longer distance and catch up to his enemies, also make it so that charge is not an "auto-cast" ability, and maybe add in some extra effects such as a psi storm when he first initiates charge. Can someone help me with this?

    Thank you

    Posted in: Miscellaneous Development
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    posted a message on Building site range
    Quote from MasterDinadan: Go

    There are flags for each entry on a Build ability that indicate whether the worker must "channel" the build to finish it, whether the worker is hidden inside the building while it's building (like a drone) and whether the worker is killed when construction finishes, among other things.

    Where can i find these flags at?

    Posted in: Miscellaneous Development
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    posted a message on Way to make Creep Black?

    Is there anyway to modify the color of creep for your map? I want to make a dark black creep.

    Posted in: Miscellaneous Development
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    posted a message on Building site range
    Quote from s3rius: Go

    Easy. Go to the Data editor under the Behavior-tab and search the effect "Sensor Tower - Radar" In there you have a field called "Modifications+" click it and a new window pops up. Scroll down in there until you reach the fields called "Detection xxx" (about 2/3 down the page).

    1.) Sight range increase under the field "Radar" 2.) EDIT: See below. 3.) Burrowed/Invisible detection under the field "Radar filters"

    To change the circle radius / remove it: Go to the the Actors-tab and search for "Radar Tower Radar". In there you have a field called "Range". Set it to whatever radius you want. 0 will disable it.

    Had one more quick question for you. I went deal with my first problem (increasing the fog of war vision around this constructed building) by doing as you said and changing "Radar" but what that did in-game was increase the actual detection of enemies in the fog of war and did not reveal fog of war itself. I have been trying to find where this is at and I'm at a loss here if you know please let me know Thank you.

    Posted in: Miscellaneous Development
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    posted a message on Building site range

    @s3rius: Go

    A couple more things if you don't mind. Is there anyways to have the building be set and continue production without the zealot remaining there to build it? Kind of like the probe does with other Protoss buildings?

    And, If I wanted lets say a zerg unit to construct something after it goes to mutate can I make it so that the unit doesn't get consumed while constructing it?

    Thanks everything works great!

    Posted in: Miscellaneous Development
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    posted a message on Building site range

    @s3rius: Go

    Thank you so much. And since you seem to know exactly what you are talking about can I ask you one more question?

    I want a zealot to construct this sensory tower. I have it all setup, but when he goes to construct in game the zealot just stands there with no animations. Is there a way to make him run around looking like he building it himself? Or if nothing else Can I find out how to make him invisible during construction or better yet make the sensory tower warp in like other protoss buildings? that way he can set it and leave and it will construct on its on.

    Thank you,

    Posted in: Miscellaneous Development
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    posted a message on Building site range

    A couple of things relating to the sensory tower:

    1). How do I increase the site range of this building so that it can see farther into the fog of war? 2). How do I decrease (if possible) or remove the visible minimap circle that is shown to everyone when one is contructed? 3). How do I make this building have the ability to see invisible units or burrowed units (how do I make it a detector)?

    Thank you

    Posted in: Miscellaneous Development
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    posted a message on Trigger expert needed

    @xenrathe: Go

    Thank you so much this makes good sense indeed. I created this post because I felt the variable one might be to difficult to understand. And I wasn't sure how to delete it. Thank you

    Posted in: Miscellaneous Development
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    posted a message on Need a variable expert

    @WhiskeeGX: Go

    This variable will be used for a king of the hill variant and I'm using:

    Unit Group - Pick each unit in ((Unit type of (Triggering unit)) units in Region 1 owned by player c matching Excluded: Light, Armored, Biological, Robotic, Mechanical, Massive, Structure, Worker, Missile, Buried, Cloaked, Under Construction, Dead, Hidden, Hallucination, with at mo and do (Actions)
    

    In which I wan't the "player c" to reference the variable where it has at least 1 player from team1 and 1 player from team2 that way I can setup a contested hill so that the hill can't be captured if both teams are in a given region.

    Can you please breakdown what you said? I'm very unfamiliar with triggers let alone variables and arrays. I have no idea what they do and how to set that up. I'm a complete newb when it comes to that. Thank you in advance !

    Posted in: Miscellaneous Development
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    posted a message on Trigger expert needed

    Here is an action I'm currently using:

                    Unit Group - Pick each unit in ((Unit type of (Triggering unit)) units in Region 1 owned by player c matching Excluded: Light, Armored, Biological, Robotic, Mechanical, Massive, Structure, Worker, Missile, Buried, Cloaked, Under Construction, Dead, Hidden, Hallucination, with at mo and do (Actions)
    

    A basic setup for checking for certain units within a region. If i have two teams of 5 (teamA consisting of players1-5 and teamB consisting of players 6-10) how do i make the "player c" (shown above) refer to at least 1 player in teamA and 1 player in teamB?

    I'm trying to setup a trigger for a king of the hill match and I wan't certain actions to be taken if both opposing teams are in the same region at once? I have it setup so that if anyone from team A is in the hill then variableA is modified by +1 and visa versa for teamB but i dont want the variables to be modified if at least 1 player from each team is in a given region at the same time.

    Posted in: Miscellaneous Development
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