I am getting "too many threads" error for this trigger:
Event: any unit enters the playable map area
Condition: unit type of unit = observer
Action: attach actor Force Field to triggering unit
...so in summary I want to attach forcefield model to ALL observers
but it seems when there are multiple observers in the game
this trigger will fail to work. Any suggestions?
In sc1, arbiter's recall was somewhat similar to vortex: it could be casted on empty space
and when your units came near where recall was casted, the units would
be sucked into recall hole and be teleported to arbiter.
In sc2, mothership's mass recall can't be used on empty space;
also units that were not initially at recall spot can't be "sucked" into
recall and be teleported to mothership.
I tweaked mass recall so that it can be used on empty space (tweaked search
effect of recall) but don't know how to change it so that
when I mass recall on empty space, units that weren't there previously can be
recalled if they move toward recalled space quickly enough (before recall ends)
Can anyone help? You guys have been so helpful so far.
@currydevil: Go
Can you exactly tell me what you did to turn nuke cursor into blue? In nuke cursor splat
actor I tried Actor Creation.nukeCursorSplat then set TintColor (to blue)
and Create.nukeCursorSplat then set TintColor (to blue)
but it did nothing. Does anyone know how to do this?
@progammer: Go
My unit is immune to projectile based weapons like Mutalisk attack
and Raven's seeker missiles. Otherwise, it can be attacked by melee or lasers.
I think this has to do with fact that it can't be drag selected...
Thank you so much for trying to help. Unfortunately though
it did not work. But for some reason, this unit is immune to
abilities like Seeker Missiles and Plasma Gun. Perhaps
that indicates something?
@theantig: I don't quite understand what you mean...
How do you allow a unit type to have several models, like the 2 dark templars?
I want a unit to have multiple models that are based on a doodad variation
It's both. When game starts, my another trigger automatically kills nonactive computer player's Life unit.
when I kill active computer's Life unit, I get the same error.'
So are you saying this error won't appear when playing humans?
I am keep getting the error Parameter Out of Bounds in
'GameOver'
(value:16, min 0, max: 15)
when I eliminate computer players and the
trigger is supposed to end those players in defeat
Here is my code:
Event: Unit-Any Unit dies
Conditions: (Unit type of (Triggering unit))== Life (this is unit name)
Actions:
............text displays to the player that he has been defeated
.............wait 4 game time seconds
.............game-End game in Defeat for player (Owner of Triggering unit))
Am I getting the error only because the opponents are computers?
It appears that 3 of my triggers together are generating an arrary IndexOverflow error.
My 1st trigger is :
Events:
......Unit-Any Unit dies
Conditions:
.....(Unit type of (Triggering unit)) == Queen
Actions
.....Unit Group-Pick each unit in (Any units in (Entire map) owned by player (Owner of (Triggering unit))
matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
.............Actions:
..................Unit- Kill (Picked unit)
...................UI-Display (Text) says that unit has been killed
...................General- Wait 4 game time seconds
..................Game - End game in Defeat for player 1
**********
Whenever Queen dies, the text appears saying the unit has been killed.
Fortunately this time, a unit is killed by trigger. However, only one unit owned by
player 1 is killed every second. I want to speed the trigger so that ALL units
owned by player 1 is killed at the same time, whether he has 100 or 20 units.
Each time a unit owned by player 1 dies, the text appears again and again.
Also when Queen dies, these errors appear:
............Trigger Error in 'gt_CountKills_Func':
...................e_arrayIndexOverflow
and
............Trigger Error in 'gt_Spawn Hero_Func':
0
@nevjmac: Go well observers will be created later on so...what should I do?
0
I am getting "too many threads" error for this trigger:
Event: any unit enters the playable map area Condition: unit type of unit = observer Action: attach actor Force Field to triggering unit
...so in summary I want to attach forcefield model to ALL observers but it seems when there are multiple observers in the game this trigger will fail to work. Any suggestions?
0
In sc1, arbiter's recall was somewhat similar to vortex: it could be casted on empty space and when your units came near where recall was casted, the units would be sucked into recall hole and be teleported to arbiter.
In sc2, mothership's mass recall can't be used on empty space; also units that were not initially at recall spot can't be "sucked" into recall and be teleported to mothership.
I tweaked mass recall so that it can be used on empty space (tweaked search effect of recall) but don't know how to change it so that when I mass recall on empty space, units that weren't there previously can be recalled if they move toward recalled space quickly enough (before recall ends)
Can anyone help? You guys have been so helpful so far.
0
@currydevil: Go Can you exactly tell me what you did to turn nuke cursor into blue? In nuke cursor splat actor I tried Actor Creation.nukeCursorSplat then set TintColor (to blue) and Create.nukeCursorSplat then set TintColor (to blue)
but it did nothing. Does anyone know how to do this?
0
How do you make blue nuclear cursor splat that could be attached to unit?
0
@TwilightMarine: Go
Bump. Help?
0
I want to remove a player from leaderboard when he loses a particular unit. However, "remove player from leaderboard" trigger doesn't work for me.
I copied leaderboard triggers from this map (not my map, I only used the triggers) Link Removed: http://www.mediafire.com/?tzsczgij8no5a9b .
Please! Can any generous developers out there take a look at this map and find way to remove player?
0
@progammer: Go My unit is immune to projectile based weapons like Mutalisk attack and Raven's seeker missiles. Otherwise, it can be attacked by melee or lasers.
I think this has to do with fact that it can't be drag selected...
0
@TwilightMarine: Go Bump. help?
0
@progammer: Go
Thank you so much for trying to help. Unfortunately though it did not work. But for some reason, this unit is immune to abilities like Seeker Missiles and Plasma Gun. Perhaps that indicates something?
@theantig: I don't quite understand what you mean...
0
I made a custom unit that is copied from High Templar but it can't be selected when I drag a box around it with my mouse. How should I fix this?
0
How do you allow a unit type to have several models, like the 2 dark templars? I want a unit to have multiple models that are based on a doodad variation
0
It's both. When game starts, my another trigger automatically kills nonactive computer player's Life unit. when I kill active computer's Life unit, I get the same error.'
So are you saying this error won't appear when playing humans?
0
I am keep getting the error Parameter Out of Bounds in 'GameOver' (value:16, min 0, max: 15) when I eliminate computer players and the trigger is supposed to end those players in defeat
Here is my code:
Event: Unit-Any Unit dies Conditions: (Unit type of (Triggering unit))== Life (this is unit name)
Actions: ............text displays to the player that he has been defeated
.............wait 4 game time seconds
.............game-End game in Defeat for player (Owner of Triggering unit))
Am I getting the error only because the opponents are computers?
0
It appears that 3 of my triggers together are generating an arrary IndexOverflow error.
My 1st trigger is : Events: ......Unit-Any Unit dies
Conditions: .....(Unit type of (Triggering unit)) == Queen
Actions .....Unit Group-Pick each unit in (Any units in (Entire map) owned by player (Owner of (Triggering unit)) matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
.............Actions:
..................Unit- Kill (Picked unit)
...................UI-Display (Text) says that unit has been killed
...................General- Wait 4 game time seconds
..................Game - End game in Defeat for player 1
**********
Whenever Queen dies, the text appears saying the unit has been killed. Fortunately this time, a unit is killed by trigger. However, only one unit owned by player 1 is killed every second. I want to speed the trigger so that ALL units owned by player 1 is killed at the same time, whether he has 100 or 20 units.
Each time a unit owned by player 1 dies, the text appears again and again.
Also when Queen dies, these errors appear:
............Trigger Error in 'gt_CountKills_Func':
...................e_arrayIndexOverflow
and
............Trigger Error in 'gt_Spawn Hero_Func':
...................e_arrayIndexOverflow
where NumKills = 0 <Integer[8]> and
HeroNum = 0 <Integer[8]>
************8
The trigger for CountKills is:
Event: Any Unit Dies Actions: .........If
.............(Triggering player)! = (Killing Player)
.........Then
...............Variable-Modify NumKills[(Killing player)]: +1
................Leaderboard-Set LeaderBoard item text at column 2 and row (Killing player)
................to (Text(NumKills[(Killing player)]))
Summary of Trigger for Hero Spawn is:
Event: Any Unit Dies
Actions:
.........If
...........NumKills[(Killing player)] >= 100
..............AND
....................Conditions
...........................HeroNum[(Killing player)] ==0
............Then
..............Modify HeroNum[(Killing player)]: + 1
...............Create 1 Hydralisk for player (Killing player) at (Start location of player (Killing player))
I tried changing replacing killing player with owner of unit (triggering unit), but that would prevent COuntKill trigger from counting player kills.