Oh... nevermind. I think I just figured it out. It's a super dynamic array system that allows you to create a series.
Array field 1 being the first, will be accessed first. So if you wanted to store units inside of a trigger for example, you could create a double array this way and make the first array have a size of 3 so that 1 would be zerg units, 2 would be protoss units, and 3 would be terran units, then your second array field would be used to actually access the units themselves, whereas the first one would just be the races they belonged to.
So Variable[2][4] for example might be a Protoss Dark Templar.
...you can make a persistent with periodic offsets and fire missiles to their locations OR fire multiple missiles from a persistent effect with each missile having an impact offset. Either way the missiles will launch from your location and explode at the offset locations.
This sounds like something I am trying to accomplish right now.
Can anyone explain to me how to set up a persistent effect to apply when my unit attacks(launches a projectile missile)?
Just so you know, Sceptile, I read your posts. I know how frustrated you are, but I don't see any problem with how you created your item. I wish I could help you. Keep at it.
I can share my custom attribute system with you when I get off work if you're really interested in doing one, you really need to understand the data editor to set it up though. Maybe I'll make it into a tutorial and link it to this post.
You can't add attributes to your hero manually unless you have a whole system set up for it, Blizzard made the data editor so that they would automatically go up per level.
As for your stimpack ability, you need to add more levels to it in the array for the ability, that way the game knows how it changes each level (costs less health? increases attack speed more?)
I made an ability called health with ability type learn.
That ability type is what allows units TO learn their abilities. It doesn't make it a learnable ability. Think of it as a house you're going in. You have to open the front door (learn ability) to get to any of the rooms inside (castable hero abilities).
What you need to do is setup your submenu system under the command card for your hero unit, I think looking at that would help you a lot to understand how your pieces all fit together.
If you want you can create a variable (integer) to use as a condition on your initial trigger.
Just make the condition say Variable = 1
That way it won't remove any unit in that region unless you are ready for it (I'm not sure how often you want this to happen or under what circumstances, so this is the most basic solution I can give).
You can have your trigger that creates a unit in that region simply use the Set Variable action just before the unit is created and set your variable to 0, effectively deactivating your removal trigger until your unit is moved or you are ready to set your variable back to 1.
It's probably linked to your use of the Last Attacker function, since it is returning player 16 (who cannot exist in a map) it must not be defined yet.
Can someone explain (and even perhaps provide a working example) of the Send Actor Message trigger action?
I am trying to set a mover destination on an existing missile that was just fired by attacking unit(pulled from my event) so that the missile will bypass its target and impact on the ground, thereby dealing no damage.
Help would be greatly appreciated. I am definitely lost here. :(
Your event works fine. All you need to do is add one more action to your existing trigger:
Unit - Remove ball (Colored) (48.00, 23.89) from the game.
Then make another trigger to drop it for when your SCV gets "tackled" or whatever you want in your map to create a unit "ball (Colored)" at the Triggering Unit's point.
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Oh... nevermind. I think I just figured it out. It's a super dynamic array system that allows you to create a series.
Array field 1 being the first, will be accessed first. So if you wanted to store units inside of a trigger for example, you could create a double array this way and make the first array have a size of 3 so that 1 would be zerg units, 2 would be protoss units, and 3 would be terran units, then your second array field would be used to actually access the units themselves, whereas the first one would just be the races they belonged to.
So Variable[2][4] for example might be a Protoss Dark Templar.
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I'm just messing around a bit more with some stuff in the editor to see what all I can do and ran into something weird.
Variables with arrays have 4 fields to define the size of the array. What is the intended use of the extra 3?
Just curious, Zeban
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This sounds like something I am trying to accomplish right now.
Can anyone explain to me how to set up a persistent effect to apply when my unit attacks(launches a projectile missile)?
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I'm sorry about your problem, but tbh, I loled...
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Bump.
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Just so you know, Sceptile, I read your posts. I know how frustrated you are, but I don't see any problem with how you created your item. I wish I could help you. Keep at it.
Update us if you have any changes.
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@KineMorto: Go
I don't know how to do that either, lol.
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@ace1177: Go
I can share my custom attribute system with you when I get off work if you're really interested in doing one, you really need to understand the data editor to set it up though. Maybe I'll make it into a tutorial and link it to this post.
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@ace1177: Go
Okay, wow... you're really lost, sir.
You can't add attributes to your hero manually unless you have a whole system set up for it, Blizzard made the data editor so that they would automatically go up per level.
As for your stimpack ability, you need to add more levels to it in the array for the ability, that way the game knows how it changes each level (costs less health? increases attack speed more?)
That ability type is what allows units TO learn their abilities. It doesn't make it a learnable ability. Think of it as a house you're going in. You have to open the front door (learn ability) to get to any of the rooms inside (castable hero abilities).
What you need to do is setup your submenu system under the command card for your hero unit, I think looking at that would help you a lot to understand how your pieces all fit together.
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I could still use some help guys, I really can't figure this out.
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@zephraph: Go
If you want you can create a variable (integer) to use as a condition on your initial trigger.
Just make the condition say Variable = 1
That way it won't remove any unit in that region unless you are ready for it (I'm not sure how often you want this to happen or under what circumstances, so this is the most basic solution I can give).
You can have your trigger that creates a unit in that region simply use the Set Variable action just before the unit is created and set your variable to 0, effectively deactivating your removal trigger until your unit is moved or you are ready to set your variable back to 1.
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@Pokemeplx: Go
It's probably linked to your use of the Last Attacker function, since it is returning player 16 (who cannot exist in a map) it must not be defined yet.
Try and rewire your trigger to work around that.
Edit: Try this out, it should work correctly.
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Can someone explain (and even perhaps provide a working example) of the Send Actor Message trigger action?
I am trying to set a mover destination on an existing missile that was just fired by attacking unit(pulled from my event) so that the missile will bypass its target and impact on the ground, thereby dealing no damage.
Help would be greatly appreciated. I am definitely lost here. :(
- Zeb
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@ajilejay: Go
lol... you have no idea yet. Wait until you start to learn about behaviors and actors, you're in for a treat my friend.
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@Aussie123: Go
Your event works fine. All you need to do is add one more action to your existing trigger:
Unit - Remove ball (Colored) (48.00, 23.89) from the game.
Then make another trigger to drop it for when your SCV gets "tackled" or whatever you want in your map to create a unit "ball (Colored)" at the Triggering Unit's point.