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    posted a message on Cannot find 'attack' order in triggers

    @Anarcy: Go

    No problems!

    Posted in: Triggers
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    posted a message on Cannot find 'attack' order in triggers

    @Anarcy: Go

    The action you have is:

    Unit - Order (Triggering unit) to (Ability Command) (Replace Existing Orders)
    

    1/ Select the above line of code in the editor

    2/ Move your mouse cursor to the bottom right of the Trigger Editor window

    3/ click on the parenthesis after the "to" and before the "ability command"

    4/ Select "Order Targetting point"

    Then back to step 2/ and modify the field of the point.

    Posted in: Triggers
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    posted a message on Spawned Unit Attack

    @Ruzial: Go

    You are not quite clear in what you are actually asking, but I'll give a shot at answering! Sorry if the following is not what you are expecting :)

    It appears your unit do not comply to the specify orders, so my guess is you might use "Replace existing orders" field (instead of after existing orders).

    You might also want to consider using a Pick each unit in unit group and attack every picked unit if your current implementation for unit group is somewhat random.

    and don't forget to back up the spawned units in one main unit group and to use this unit group to give orders.

    Hope that helps or launch your questioning on the right tracks!

    Posted in: Triggers
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    posted a message on [Goat] Looking for testers!

    Hey everyone, I'm looking for some testers for a custom map I published a few days ago. The map is a marine spawning with an interesting control point system.

    The testing is on EU, 2v2 only, and the map is public so you should be able to play without me being there.

    However it's a bit complex, especially for a first time play, so it should be easier to have me around to explain everything. As such, 3 testers would be perfect.

    I need to check:

    - Bugs

    - Damage balancing

    - Grammar

    - Most of everything gameplay and teamplay related actually :D

    Thanks in advance for your time !

    Posted in: Team Recruitment
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    posted a message on [Spawnsystem] Unit location doesnt work

    @h34dl4g: Go

    No problems, I'm always glad to help out a solved issue :D Good luck with your map anyway !

    Posted in: Triggers
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    posted a message on Variable Event Timers & Vector Help

    @Argo54325: Go

    Hello,

    I use a work-around for what you want to do: it implies using one-shot timers with the variable time you need and then relaunching it at the end with a new estimated time.

    If you have trouble setting that up, I'll try and detail the explanations ;)

    Posted in: Triggers
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    posted a message on [Spawnsystem] Unit location doesnt work

    @h34dl4g: Go

    ups, forgot to answer! I just checked in a test map, it appears the position of a unit is valid wherever it is, even inside a bunker. Hope that helps!

    Posted in: Triggers
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    posted a message on Question about spawning “boss” enemy and triggering events on death

    @NathiasSkyling: Go

    I think you have to save your boss unit somewhere in a variable for your code to properly work. Try adding a global unit variable "Current Boss", set it as the last created unit after the boss is created command and use the boss variable as a reference in your death trigger.

    It's working on a test map I just did.

    Posted in: Triggers
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    posted a message on [Spawnsystem] Unit location doesnt work

    @h34dl4g: Go

    I assume the "hero" of your step 3 is a variable of type unit.

    Replace it by a global variable "Current Unit To Attack", while keeping your variable "Hero" somewhere.

    Then use a trigger with the event 'unit load/unload cargo' and check if it is your "Hero" being loaded, and in this case set the "Current Unit To Attack" as being the bunker.

    Then add another trigger for the unloading, check if it's your hero being unloaded, and in this case set the "Current Unit To Attack" as being the "Hero". And make the "Zergling group" attack the "Current Unit To Attack", to redirect them on the hero.

    This should do what you want while being simple to implement.

    Posted in: Triggers
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    posted a message on [Open Beta] Ground Offensives and Assault Tactics

    The F.A.Q is now published!

    I should be at home for the next hours, so if someone happens to be available, I'll gladly explain/play the map!

    On a related note, I'm also looking for someone to publish the map on US (the more, the merrier!).

    Posted in: Project Workplace
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    posted a message on [Open Beta] Ground Offensives and Assault Tactics
    ==== === What is it? === ====

    An automated spawning marines map with some twists.

    ==== === What's the goal? === ====

    To destroy both of the opposing team bunkers.

    ==== === How do you play it? === ====

    Send your marines toward the middle of your starting lane (do not take up or down ramps). Destroying every neutral building you come across should be a good starting strategy.

    ==== === When does it start? === ====

    Right of the bat, but you get your first squad at around 15sec (game time). The first squad contains 10 basic marines and one advanced trooper.

    ==== === What's a Squad? === ====

    A squad is the totalilty of your spawning units, usually composed of 4 or more basic marines and one advanced trooper.

    ==== === What's an advanced trooper? === ====

    Advanced trooper are tougher, or more tactical units (such as medics or zealots). You can change the type of your advanced trooper through upgrades in your bunker.

    ==== === Can I upgrade my squad? === ====

    Yes, you can upgrade damage/armor in the bunker, or add more basic marines if you get ahold of specific control points.

    ==== === What's a control point? === ====

    It's a point you control!......:)

    They are building dispatched all over the map. To take it, destroy it, the last hit gives ownership, so beware of sneaky reapers!They will respawn under your control after some time, and grant you special passive bonus (Example: faster spawn rate for your marines).

    ==== === How do I "upgrade" control points? === ====

    Send marines or advanced marines over beacons next to control points. See in game help for details on the benefits of upgrading control point.

    ==== === What's the mule for? === ====

    As of now, the mule can:

    - Build defensive structure according to which type of point you own (e.g. if you have the factory point you can build tanks)

    - Detect invisible/burrowed units (subject to change)

    - Temporarly enhance your control points if you make the mule stay over beacons of point you control

    ==== === Vespene gaz I need it! But where can I find it? === ====

    Vespene cand be gathered with the mineral point, if you upgrade it by sending some advanced troops on its associated beacon.The mercenary point also awards vespene for the first player taking it. And the spawner point give a fixed amount of vespene per turn.

    ==== === What's a "turn"? === ====

    It's the main periodic timer called 'Refresh' that's used for most of the game mechanisms (Building respawning, mineral/vespene awards).

    ==== === What's the obelisk wall? It can't die! === ====

    The obelisk walls are protecting the center lane. However there's a trick: It can only be destroyed if both player of one team attack it.

    ==== === I saw a colossus! Some Dark Templars destroyed me! Where do I get them? === ====

    You get some really powerful units at the center of each opposing lane. They cost vespene and take a long time to build up, so be prepared or do not let your oponent build them!

    ==== === How do you detect invisible/burrowed units? === ====

    There are 3 detectors right now implemented in the game:

    - The sensor tower building of the Sensor point can scan

    - The mule can build stationary missile turrets (they also see up cliffs)

    - The mule is a detector

    Posted in: Project Workplace
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    posted a message on [Open Beta] Ground Offensives and Assault Tactics

    Hello there, I'm glad to announce the opening of a map I've been working on for a long time!

    I consider this an open beta right now, as the development is far from finished/polished enough to my taste but I'm in a drastic need of testers and feedback :)

    Map Summary:

    Name: Ground Offensives and Assault Tactics (GOAT on bnet)

    Genre: Marine Spawning

    Format: 2v2 only

    Specificities: Control Point Mechanism (No Bounty)

    Game Time: Aiming for an average 6-15min

    State: Beta (EU)

    What to expect:

    - Dynamic and fun gameplay

    - Interesting and complex control point mechanism

    - A messy but complete in-game help

    - Bugs :D

    - An ugly terrain (Work was mainly done on triggers/data)

    What do I need:

    Testers, feedbacks and constructive criticisms, bug reports, grammar check (French guy inside :p)

    I hope you will enjoy testing out this map, even if it's not an easy one to grasp on the first try.

    And if you have some questions, I'm in the process of writing an F.A.Q (easiest way to explain everything in one go).

    Posted in: Project Workplace
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    posted a message on How to attach a region to a unit and check if another unit enters that region?

    @7MM3: Go

    I don't see anything wrong in having a lot of regions ;D

    However, there might be some problems with my solution, especially in tracking down which infestor triggered the region event. I'll look into it when I have more time on my hands.

    An aura solution would definitly be the simplest but I can't find the tutorial I was thinking about. It might be the Bifuu's one apart that I remembered it was a written one, and not a video.

    Posted in: Miscellaneous Development
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    posted a message on How to attach a region to a unit and check if another unit enters that region?

    @ErrorAsh: Go

    It should be relatively close to this, no?

    I guess you can adapt it quite easily to your case, just add an attached circle to the main region each time an infestor is created.

    And there's also an aura tutorial in case you didn't see!

    Posted in: Miscellaneous Development
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    posted a message on Different Abilities for Different Players from a Single Structure

    @Azkit: Go

    So, I did manage to found one possible solution: Create an ability launching a dummy effect (Cf. Riley's tutorial on effect hook). Make it so that your Barrack has only one button linked to this dummy effect/ability, and then use the following Trigger:

    Training Launched
        Events
            Unit - Any Unit uses Orbital Command - Scanner Sweep at Generic6 - Complete stage (Ignore shared abilities)
        Local Variables
        Conditions
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Triggering player) == 1
                Then
                    Player - Modify player (Owner of YourBarrack) Minerals: Add 125
                    Player - Modify player (Owner of YourBarrack) Vespene: Add 50
                    Unit - Order YourBarrack to (Barracks - Train Marauder) (Replace Existing Orders)
                Else
    

    (In my example I used the scan sweep of an other building, as I was too lazy to create the dummy ability :p).

    This will launch the creation of the marauder. The added resources should also be subtracted from the player calling the trigger. Note that if you don't add those resources to the player owning the barrack, the training will not launch! You also should manage supply in the same light.

    The trained Marauder will be owned by the owner of the barrack, but you can change that with the following:

    Unit is Created
        Events
            Unit - YourBarrack creates a unit with Barracks - Train or Any
        Local Variables
        Conditions
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Created Unit())) == Marauder
                Then
                    Unit - Replace (Created Unit()) with a Marauder using New Unit's Default vitals
                    Unit - Change ownership of (Created Unit()) to player 1 and Change Color
                Else
    

    I do not guarantee the bug free coding, but It should get you started !

    Posted in: Miscellaneous Development
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