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    posted a message on Rock/Paper/Scissors Attack Priority

    I'm creating a map and doing some heavy modification to the units. I'm trying to make it a bit of a rock paper scissors type of attack setup. For instance, I want any flamethrower type of attacks to be deadly to regular infantry style units but virtually useless against armored vehicles. I'm utilizing the weapon bonuses against "Biological" or "Light" or "Armored" etc to make this happen (I hope that's the right path and correct me if there is a better way).

    What I don't know how to do is make it so that the AI player automatically attacks units that are weak against it's own attacks and ignore (or even retreat from) units that it can do little or no damage to. How would I go about doing this?

    Posted in: Miscellaneous Development
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    posted a message on Research button to unlock units

    So I looked more into it. Here's my solution in case people come across the same problem.

    I created a button that triggers a custom upgrade. The upgrade is a Spell Research upgrade. Let's call it "UnlockUnitA".

    Then you have to create two requirements. One is "LearnUnitA" and the second is "LearnUnitAButton".

    The first one checks if UnlockUnitA is completed. I attach this requirement to the build button on Unit A. Now Unit A will only build if UnlockUnitA is completed.

    Then I set LearnUnitAButton to Show if UnlockUnitA is "Queued or Greater". And attach that requirement to the upgrade button. This will make that button disappear and show the next unlock button once it's in the Queue.

    Next you repeat all of these steps for Unit B. The only extra step is that you want to add the Use restriction on LearnUnitBButton to only be available if UnlockUnitA is completed so you can't click it until the first upgrade finishes.

    Took me a while to figure it all out but there it is. Just follow the upgrades in the Engineering Bay to get the full picture if this doesn't make sense.

    Posted in: Miscellaneous Development
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    posted a message on Research button to unlock units

    Scratch that. I think I've got the unlock part figured out. Now I have a slightly different problem. I want the upgrade to be in order. I want them to unlock Unit A and then be able to unlock Unit B. I want it basically to be just one button that changes from Unit A to Unit B once Unit A is done being researched. How do I do that?

    Posted in: Miscellaneous Development
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    posted a message on Research button to unlock units

    I'm trying to do a map where all you have is the Command Center and all the units come from it, however I do want to limit which units can be used. I want to have a button that unlocks various units once those buttons are clicked and researched instead of the requirement of a particular building being built. I'm sort of fumbling around trying to figure out all the pieces that are put together to do that. I think it's some sort of combination of Abilities and Upgrades, but frankly I'm lost on the details.

    Can anyone point me in the right direction?

    Posted in: Miscellaneous Development
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    posted a message on Make units not collide with a particular player

    @Eiviyn: Go

    Thanks. I will try that. Only question would be that I would then have to make sure any additional AI units or buildings that I do want to collide would need to be on both collision planes right? That way player 1 and 2 units wouldn't collide with each other but would collide with AI buildings.

    Posted in: Miscellaneous Development
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    posted a message on Make units not collide with a particular player

    Is it possible to set it so all of Player 1's units collide with everything (including Player 1's own units) normally but not collide at all with Player 2's units (and vice versa)?

    Posted in: Miscellaneous Development
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    posted a message on Tower Defense Path Blocking Solution?

    I'm sure this has been asked but I can't seem to find the right search terms to find an answer. I'm working on a pretty basic Tower Defense map in order to learn the Map Editor and it's going fairly well. Just one problem.

    It's an open style Tower Defense game meaning that there is no set path the creeps have to take. The creeps will follow the path of the buildings you lay down. I want to always have a clear path from the start point to the end point. Is there a way to prevent a building from being built if it blocks the path?

    Assuming there is no way to do that, I have a somewhat primitive solution to the problem but even that isn't working properly. I have the triggers order the units to move from start to finish. If there is an open path, they simply take the path. If the path is blocked, they attack a tower in the way to make a path. The towers have very low health so they die quickly. I noticed that left alone, the creeps would simply attack any tower in sight after destroying the 1st one. So I created a trigger that after a player unit dies to order all of the creep player units to move to the end region again. This only partially works. The creeps do start going down the path towards the end region but various creeps will randomly start attacking a few towers as they move towards the end region. Not all of them but just 1 or 2. This usually blows 3 or 4 holes in the tower path instead of just the 1 I was hoping for.

    Assuming there's no way to stop it on the front end by preventing building towers in the way, how can I get the units to only attack 1 tower and then move on (obviously assuming a path was just cleared to the end at the destruction of just 1 tower).

    Posted in: Miscellaneous Development
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    posted a message on Build from Dialog Button

    @RileyStarcraft: Go

    Well I want the target to be wherever I click my mouse to set down the building. Just like I'm building from a probe. How do I get it so I get the preview of the building as I hover where I want to place it and all of that?

    Posted in: Miscellaneous Development
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    posted a message on Build from Dialog Button

    So from what I understand, you can't just create a dialog button that can build something with the same functionality as a probe or SCV would, however I read of a workaround but need some help finishing it if it's even possible.

    I have a unit that can build stuff. I set the range to build to be the entire map. This part works perfectly. The unit doesn't have to move but it does build things anywhere on the map.

    Then I was planning on basically mapping a dialog button to that builder unit's build order or Command Card button. That's where I'm lost. How do I set an action to order that unit to build? I thought it would be under "Unit -> Issue Order" but that doesn't seem to get me in the right direction (or I'm just completely missing it). Is what I'm trying to do possible?

    Posted in: Miscellaneous Development
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    posted a message on Minerals from building being in a region

    Thanks so much. I will try that out this weekend and see what I can find out.

    Posted in: Miscellaneous Development
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    posted a message on Minerals from building being in a region

    Alright, here's another question. I did get it all working using Quickshot's technique. I just gave a tower the behavior to add a small amount of resources per second and tested it and it works great. However I want that tower to only be place-able in a specific location rather than letting the player build a million of them anywhere he wants. To do this, I added a "Beacon (Terran Small)" unit to the map and then adjusted the "Built On" value of the tower to be the Beacon. However, when I try to build the tower on the Beacon, it doesn't allow me to and says it must be built on a Vespene Geyser.

    What did I do wrong?

    Posted in: Miscellaneous Development
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    posted a message on Minerals from building being in a region

    Thanks guys. That will get me started.

    Posted in: Miscellaneous Development
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    posted a message on Minerals from building being in a region

    I'm trying to make a map where there are no minerals or gas on the map but rather the player gets minerals and gas by holding a region.

    My end goal is to make the Xel'Naga Tower build-able to all races. If they build that Tower on a particular point which will be marked, their team will slowly get resources. If another player destroys the tower, then they will stop receiving those resources. There will be multiple points on the map to receive such resources.

    The only thing I've been able to do is give a player resources if a unit enters/leaves the region, but I'm lost on how to give resources based on some sort of persistent presence and especially not from a building.

    Posted in: Miscellaneous Development
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