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    posted a message on Unit Pathing Issue

    @ZealNaga: Go

    ZealNaga

    If you could be so kind as to post your trigger up for doing this? I understand the logic and what you are saying, but I'm having a difficult time organizing a trigger and how it would look with your trigger steps mentioned in your last post. Such as, "-wait for condition "distance between position of the spaned unit and position of "anyone blocking" him<=2" and "wait until "anyone blocking him" is dead

    I'm not sure how to set those up in the trigger editor.

    Thank you

    Posted in: Triggers
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    posted a message on Unit Pathing Issue

    Ya I'm not sure what unit pathing you are referring to in Data Editor.

    BTW, here is where I'm at currently. I sort of have it working, but needs some improvement.

    Trigger picking each unit owned by player 15 on the map and ordering them to attack targeting a point. the point is a polar offset from the picked unit moving directly 180degrees it looks like this:

    Unit Movement
        Events
            Timer - Every 4.0 seconds of Game Time
        Local Variables
            a = 0 <Integer>
        Conditions
            (Number of Living units in (Any units in (Entire map) owned by player 15 matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) > 0
        Actions
            Unit Group - Pick each unit in (Any units in (Entire map) owned by player 15 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                Actions
                    Unit - Order (Picked unit) to ( Attack targeting ((Position of (Picked unit)) offset by 2.0 towards 180.0 degrees)) (Replace Existing Orders)
    
    Posted in: Triggers
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    posted a message on Unit Pathing Issue

    What I want: When a unit is created via a trigger I want him to walk directly left towards a point and only attack what is "directly" in front of him. These spawned units only take up a 1x1 square. I also want him to ignore enemy units that are not directly in front of the 10x1 lane in which he is walking. Is there a way to do this?

    The only thing I can relate this to is Plants vs. Zombies. The spawned zombies didn't go up or down they just walked in a straight line and only ate the plants that were directly in front of them. I want a system similar to this.

    I have no idea where to even start. I searched the boards extensively for something like this and could not find anything pertaining to it. Please help

    Thank you

    Posted in: Triggers
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    posted a message on creating supply depot (lowered)

    @mark8264: Go

    Genius! Thank you I will give that a shot. Appreciate the help

    Posted in: Data
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    posted a message on creating supply depot (lowered)

    Anyone have an idea if this is possible or not?

    Posted in: Data
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    posted a message on Lifting Units in the air during spells

    @Obatztrara: Go

    Looks like a launchsiteops problem. First, for trial and error reasons, remove the behavior that lifts your guy up in the air and watch where the fireball launches from by the character. If it's launching out of the feet or at the bottom of your hero then you need to add in a SopHigherby3.5 maybe to the launch site operations on the actor that is being used to fire the projectile. I'm only assuming3.5 since you said your height is raised by 3? A good place to start anyways.

    Posted in: Data
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    posted a message on creating supply depot (lowered)

    When placing a supply depot (lowered) unit on the map and starting it up, the supply depot starts off in its normal model and then auto burrows. Is there a way so that when the actor is created its automatically in it's burrowed form so you don't have to see it start off as a supply depot and then burrow? I've been trying to screw around with this and can't get it to work.

    On that note, I was looking at the "sentry gun" since it has 2 units (raised and burrowed) but using the same unit actor. When placing a lowered version on the map of the sentry gun it doesn't have to go through the burrow animation when the map starts. I was hoping to do the same with the supply depot burrowed.

    I looked in the events of the supply depot actor and I see the line that tells the unit to auto burrow when created, I just dont know what I need to do so that it shows up already burrowed.

    Posted in: Data
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    posted a message on Bio-Dome Wars - Need Testers!

    Just recently published my new map Bio -Dome Wars.

    http://www.sc2mapster.com/maps/bio-dome-wars/

    It's a 3v3 map that was heavily inspired by the game Company of Heroes. Various and differing resource regions around the map that are being fought over by the 2 teams. After securing a resource station your team will be supplied periodically with a certain type of resource which can build better units.

    I am in need of some testers who will work with me on this map to get it in tip-top shape.

    Please PM me or respond here if you are interested

    Thank you

    Posted in: Project Workplace
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    posted a message on Hiding text tags in fog of war

    Anyone?

    Posted in: Data
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    posted a message on Hiding text tags in fog of war

    I have a veterency system in which units gain levels and when they gain levels it will create a text tag above their head representing their current level. The text tags are all created through the data editor; specifically creating "text" actors that will create/destroy depending on unit level. It works perfectly fine, except that the text tag doesn't "hide" itself when the fog of war covers the units. In other words, if enemy units have veterency levels you can follow them in the fog of war, watching their text tag level go around while their unit is invisible.

    Before you ask, I've already gone into the fog settings for the actors and set them to "hidden" and it doesn't work! I have no idea why it wouldn't hide the actor when I have "hidden" selected for the text actors. Does anyone know how this might be fixed or what needs to be done?

    Thank you

    Posted in: Data
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    posted a message on Text Tag Help

    With the help of Rileystarcraft I was able to figure this out. Had to create new text actors for each level of veterency and create destroy based on the veterency behavior.

    Posted in: Triggers
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    posted a message on Text Tag Help

    @Etravex: Go

    Still have not figured this out. I'm not very good with triggering, but what I have setup so far:

    1. map initialization i create 5 text tags for each level (signified by a 1,2,3,4,5) 2. I have an Event - unit gain exp level

    If Unit level =1, then attach text tag "1" to triggering unit (and so on for each level)

    This works for 1 unit, but it seems that you would have to create a text tag for each unit when they gain a level. Since every unit has the capability of gaining levels that are produced I'm not sure how to set a variable for that specific created text tag and then be able to recall it for that specific unit to destroy it once they gain a new level. Anyone know how I would do this?

    Posted in: Triggers
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    posted a message on Text Tag Help

    @Asurax: Go

    Yes I thought of doing this, but all the units will be using the same text tag variable since they all can gain levels. not sure if it would work regardless

    Posted in: Triggers
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    posted a message on Text Tag Help

    Here is what I want to take place: Each time a regular unit (i.e. marine, marauder, etc...) gains a veterency level I want a numeric value as a text tag to appear above their head and follow them around until they either die or gain a new veterency level. If they gain a new veterency level I want the old text tag to be cleared and the new veterency level added.

    I already have the behavior set for veterency on all my normal units. and I have a current trigger that looks something like this:

    Event- unit gains level Actions - create text tag (convert integer to text (unit veterency level) Attach last created text tag to triggering unit

    The problem I'm running into is having the text tag clear after a new level is gained. For instance, when any unit gets to level 2 they have a 1 AND a 2 above their head.

    Although, if a unit gains has veterency set as a behavior the ui interface changes dramatically. I would like to have the traditional hero interface for each level, but unfortunately the hero interface doesn't show the additional damage lets say to light, armored, etc... units as does the regular interface. So I feel I'm forced to set the veterency flag to invisible so that you have the standard interface.

    What would be even better than answer my text tag problem would be describing to me how I can somehow show the bonus attribute damage that can be done to certain types of units WHILE using the hero level interface.

    Thank you

    Posted in: Triggers
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    posted a message on A sharable pylon?

    Anyone know of a way to make a pylon's energy field sharable among teammates so that they can both build next to pylon and have their building powered?

    Posted in: Data
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