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    posted a message on Capture Region and Change Owner [solved]

    @Naim2k10: Go

    Wow thx! I´ve just checked my map again and I´ve found the problem. The Starport and the Factory where placed in the wrong regions (or in the wrong Production Building array - point of view) . I also did some minor changes in the triggers. Now it works perfectly.

    But I definitively going to use your functions for my map.

    Posted in: Miscellaneous Development
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    posted a message on Capture Region and Change Owner [solved]

    @Naim2k10: Go

    First of all thank you! You put really much effort into this. I tried to recreate what you posted, but atm I think i am not able to fully understand custom functions.

    So I tried to find a workaround and I came to this solution:

    Capture Flag
        Events
            Unit - Any Unit Enters a distance of 2.0 from Mengsk Statue Alone [43.50, 32.50]
            Unit - Any Unit Enters a distance of 2.0 from Mengsk Statue Alone [43.50, 11.50]
            Unit - Any Unit Enters a distance of 2.0 from Mengsk Statue Alone [19.50, 32.50]
        Local Variables
            i = 0 <Integer>
        Conditions
        Actions
            General - For each integer i from 0 to 2 with increment 1, do (Actions)
                Actions
                    Unit Group - Pick each unit in Production Facilities[i] and do (Actions)
                        Actions
                            Region - Attach Regions[i] to (Picked unit) with offset (Point(0.0, 0.0))
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    ((Picked unit) is in Regions[i]) == ((Triggering unit) is in Regions[i])
                                Then
                                    Unit - Change ownership of (Picked unit) to player 1 and Change Color
                                Else
    

    I use arrrays for my Production Facilities [unit group] and my Sectors [region]. I set the integer of the Sector array and the Production Facility array to the same number.

    The only problem I have: when i start capturing in region 1 the wrong buildings are picked.

    Posted in: Miscellaneous Development
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    posted a message on Capture Region and Change Owner [solved]

    @progammer: Go

    Porting the engine to other maps is exactly what i want. Thx for pointing me in the right direction!

    @Eiviyn: Go

    We all loved it :)

    Posted in: Miscellaneous Development
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    posted a message on Capture Region and Change Owner [solved]

    Hello mapsters! I am currently working on a remake of the good old strategy game Commander Z (Bitmap Brothers), which was an awesome gaming experience. I want to recreate that feeling in SC2. The main principle in the game was to capture sectors which contained unit production facilities.

    Now i want to trigger following event: If a player captures a flag (atm a xel´naga watch tower) i want to change the owner of the neutral production facilities (barracks, factory, starports), which are in the same sector as the flag, to the triggering player. At first I started with:

    Events:
    Unit- Any Unit Enters a distance of 2.5 from Flag [Position of flag]
    Conditions:
    (Owner of Production Facility) != (Triggering player)
    Actions:
    Unit - Change ownership of Production Facility [Position of Production Facility] to player (Triggering Player) and Change Color.
    

    With this method I had to create one trigger for each flag and it doesn´t allow me to dynamicly change production building

    Posted in: Miscellaneous Development
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    posted a message on Removing a turret entirely

    I managed to remove the turret from the hellion by doing following:

    1. Deleted the Event in "Actor - Hellion Turret", as Ultraling suggested.

    2. Added an event to "Actor - Hellion":

    • Msg.Type: UnitBirth
    • Parameter: Hellion

    Message

    • AttachmentSetPosition
    • Attachment Methods: Turret Z (direct)

    I have no idea why this works.

    Posted in: Miscellaneous Development
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    posted a message on Need help reducing Nuke's cast time and removing requirements

    @LeetBox: Go

    To remove the requirements read this here (#12): http://forums.sc2mapster.com/development/map-development/1332-removing-nuke-requirements/#p12

    If you want to reduce the cast time: First go to Effects "Ghost- Nuke (Persistent)" and change

    • Effect - Initial Delay to 3 (If u want the cast time to be 3 seconds) and
    • Effect - Period Count to 1

    Now if u want to adapt the nuke indicator to the new cast time go to Actors "Ghost Nuke Indicator" and create a new event

    • Msg.Type: Effect
    • Source Name: Ghost - Nuke (Persistent)
    • Sub Name: Start

    Message

    • Msg. Type: Animation Set Duration
    • Name: BSD
    • Duration: 3 (this should be the same value used in the Effect - Initial Delay)
    Posted in: Miscellaneous Development
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    posted a message on Effect [type='Create Unit'] - Follow rally point?

    @YiffMaster: Go

    Yes this would work as well, but you cannot order your units to a rally point if you use this method.

    @ezbeats: Go

    Awesome! This works like a charm.

    This is what i did: I created an "Ability - Behavior" similar to the "Ghost - Personal Cloaking", so i could toggle the Marine produciton on or off. Then i created a "Behavior - Buff", where i set the "Stat - Period" to 1 and the "Effect - Periodic" to my "Effect - Issue Order", which i created earlier and linked to my "Ability - Train" (Barracks - Train). At last I created a "Validator - Order Count" to queue only one unit at a time.

    Now i can toggle ie. marine production on or off and when they spawn they follow the rally point of their production building. Big THX, ezbeats!

    Posted in: Miscellaneous Development
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    posted a message on Effect [type='Create Unit'] - Follow rally point?

    @ezbeats: Go

    I´m definetly going to try this out. thx again!

    Posted in: Miscellaneous Development
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    posted a message on Effect [type='Create Unit'] - Follow rally point?

    @ezbeats: Go

    Thx! In that case i am going to trigger this whole action or just simply finding a way to set the "Ability - Train" to autocast. I don´t understand why they didn´t add this field to the ability.

    Posted in: Miscellaneous Development
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    posted a message on Effect [type='Create Unit'] - Follow rally point?

    I have exactly the same problem. I tried to understand how "Effect - Issue Order" works, by looking at the "Broodling Attack" effect, but i just couldn´t figure out how it works.

    I am using the "Ability - Effect Instant" which is linked to the "Effect - Create Unite", to create units from the barracks. I don´t use the "Ability - Train" because i want to set the ability to autocast, which afaik can´t be done using the "Ability - Train".

    Since this is an old post, maybe someone has found a solution to this problem?

    Posted in: Miscellaneous Development
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    posted a message on Enter range on unit trigger, help!

    @Clonze: Go

    What you could try is this:

    Events: Unit - Any Unit Enters a distance of 1 form (Triggering unit)

    Conditions: (Unit type fo (Triggering unit)) = Your Unit

    Posted in: Miscellaneous Development
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    posted a message on Enter range on unit trigger, help!

    @Quickshot14: Go

    Hate to say it but it doesn´t work. For the moment i´ll create events for every single unit. I´ll come back to this problem later when i have reached more progress on my map. Anyways ... thx for trying to help!

    Posted in: Miscellaneous Development
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    posted a message on Enter range on unit trigger, help!

    I am facing the same problem. Has anyone a better idea than creating triggers for every single unit? The problem is unit type variables cannot be selected from the "Unit - Any Unit Enters a distance of 1.0 from Unit" event

    Posted in: Miscellaneous Development
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    posted a message on Removing Nuke Requirements

    Here a short tutorial to create a ghost, that can use the nuke ability instantly. First off start removing the requirements of the nuke as described above. Then go to the "Ghost - Nuclear Strike" abiltiy. There you have to change the fields "Effect - Calldown Effect" to (None), "Effect - Effect" to "Ghost - Nuke (Persistent)". Now go to Effects and search for "Ghost - Nuke (Persistent)" and change "Effect - Effect - Final" to (None). If you dont do this your Ghost will commit suicide right after the nuke detonates. At last delete the "Effect.nukeP.Start" in the "Ghost Nuke Launch" actor, to avoid launching the nuke at the position of the ghost. I think the problem is the Ghost - Nuke (Calldown) effect, which requires a nuke to be built and is therefore always linked to the "Ghost Academy - Arm Magazine (Nuke)".

    Posted in: Miscellaneous Development
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    posted a message on [Terrain, Data, Trigger] Advanced Tower Defense Video Tutorial

    @OneTwoSC: Go

    Great tutorial! Anyways I did not get the "sell tower" ability to work with your tutorial. I think the problem is you duplicate the "Salvage - Bunker (Refund)" and not the "Salvage - Bunker" ability. When I duplicated the first one I never got the right number of minerals back. I hope this helps someone having the same problem.

    Posted in: Tutorials
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