Regarding detecting when the pylon is built in a certain radius, a couple of thoughts come to mind from looking at the relevant behaviors--namely, PowerUser (Queue) and Power Source.
PowerUser (Queue) can have different effects depending the power level, so giving each player's pylons a different power level could be a means of detecting whose pylon is nearby. While the behavior options for each power level are fewer than for a regular behavior, it does include the ability enable/disable other behaviors on it. So when power level =1, the building enables a behavior that sets it to be controlled by player 1. When level=2, by player 2.
I can see some potential problems with multiple players building pylons near it, but I imagine those can be solved. I haven't tested this, so I don't know what will or will not work here.
If you just want an event to tell when the building is powered or not, give the building an attack (or a behavior) as a dummy effect and have this be enabled only when it's powered. Detect this dummy effect to know when it's been powered. You could even let the attack only affect pylons in a certain range so that the trigger event would also include the pylon powering the building.
Don't know about using Sorts for it, but you could create a persistent effect, give it several offsets and select random offset. I just tried it out to see if it would work. Here's a stalker that blinks a little unpredictably.
Behaviors can enable or disable weapons.
I want to have a certain weapon enabled only when a behavior is active.
What I'm not sure of is how to disable that weapon the rest of the time. I don't see a way to disable a weapon other than using behaviors, so the only thing I can think of is to add a passive, always-on behavior that disables this weapon except when the first behavior mentioned is active.
I've tried putting the weapons in weapons+ in a different order, but it always fires the same one, and I'm not sure why.
Is there another way to assign a weapon to a unit with it being disabled by default?
A few typos that conflict with your screenshot:
• initial timer should be set to .2
• At the end of TimerExpired with the condition, it creates a new actor instead of restarting the timer.
edit: oops, didn't realize when you said Unit's events, you were referring to events in the unit's actor.
What I'd like to be able to do to make it more portable is have the Timer events, currently in the Unit's Events+ be in a separate Events Macro. Then to add this shadow to a new unit or ability, it would just be a matter of duplicating and modifying this macro along with the shadow actor.
I'm not sure what's going wrong with my attempt at that, but I suspect it's something to do with hosting, of which my knowledge is very shakey. If anyone knows what would be required to make that work, let me know.
Another good beam example is an ability from the mission Ghost of a Chance. The domination mind ability creates a psionic tether (beam) between the two units for the duration. Searching for "Domination" or "Nova" should bring up the relevant objects.
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I know that some bank functions forbid use of variables. I think it's just the preload function, however.
Did you try them multiple times? From what I've read, neither of those will work after starcraft is quit and relaunched since there's no preload/sync.
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It looks great! This will definitely save a lot of people time.
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I changed a camera distance by 5 and a doodad placmeent, so it only makes sense that my map should be v1.3 instead of 1.1. It's a serious overhaul...
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Regarding detecting when the pylon is built in a certain radius, a couple of thoughts come to mind from looking at the relevant behaviors--namely, PowerUser (Queue) and Power Source.
PowerUser (Queue) can have different effects depending the power level, so giving each player's pylons a different power level could be a means of detecting whose pylon is nearby. While the behavior options for each power level are fewer than for a regular behavior, it does include the ability enable/disable other behaviors on it. So when power level =1, the building enables a behavior that sets it to be controlled by player 1. When level=2, by player 2.
I can see some potential problems with multiple players building pylons near it, but I imagine those can be solved. I haven't tested this, so I don't know what will or will not work here.
If you just want an event to tell when the building is powered or not, give the building an attack (or a behavior) as a dummy effect and have this be enabled only when it's powered. Detect this dummy effect to know when it's been powered. You could even let the attack only affect pylons in a certain range so that the trigger event would also include the pylon powering the building.
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Don't know about using Sorts for it, but you could create a persistent effect, give it several offsets and select random offset. I just tried it out to see if it would work. Here's a stalker that blinks a little unpredictably.
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Use a Timer.
Timer expires -> Action that stops the animation.
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You have the Spawn Owner set to the target. The target is a point on the ground and cannot own a unit.
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Behaviors can enable or disable weapons.
I want to have a certain weapon enabled only when a behavior is active.
What I'm not sure of is how to disable that weapon the rest of the time. I don't see a way to disable a weapon other than using behaviors, so the only thing I can think of is to add a passive, always-on behavior that disables this weapon except when the first behavior mentioned is active.
I've tried putting the weapons in weapons+ in a different order, but it always fires the same one, and I'm not sure why.
Is there another way to assign a weapon to a unit with it being disabled by default?
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Assuming the dodge chance is based on the weapon and not the unit being attacked, it's a critical strike ability with negative damage modification.
Try http://forums.sc2mapster.com/development/map-development/2562-critical-strike-issue-and-item-activation-issue/
As for limiting missile range, the first thing that comes to mind is giving the missiles a timed lives.
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Hey, thanks for the walkthrough.
A few typos that conflict with your screenshot:
• initial timer should be set to .2
• At the end of TimerExpired with the condition, it creates a new actor instead of restarting the timer.
edit: oops, didn't realize when you said Unit's events, you were referring to events in the unit's actor.
What I'd like to be able to do to make it more portable is have the Timer events, currently in the Unit's Events+ be in a separate Events Macro. Then to add this shadow to a new unit or ability, it would just be a matter of duplicating and modifying this macro along with the shadow actor.
I'm not sure what's going wrong with my attempt at that, but I suspect it's something to do with hosting, of which my knowledge is very shakey. If anyone knows what would be required to make that work, let me know.
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bump because it's been a month, and I still need to know too.
Mostly I just need to free up 'w' for a hotkey.
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Another good beam example is an ability from the mission Ghost of a Chance. The domination mind ability creates a psionic tether (beam) between the two units for the duration. Searching for "Domination" or "Nova" should bring up the relevant objects.
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What I gather is that this error is from something incorrectly set in game attributes or variants. If you haven't touched them, maybe you need to.
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I don't see where to set it either. But you could try making a text string by the name e_cmdnotenoughcustom and setting it to the value you want.
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is it not art model (build) ?