• 0

    posted a message on Remove all players units?

    Yeah went with Molsterr's version and worked perfectly, thanks for the help.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Remove all players units?

    What actions do I need to use to remove all of one players units from the game... I have my trigger set up to display a message when the players base gets destroyed but I want all of the players other units to be removed from the game then too. I remember in Wc3 there was a unit group for players owned by picked player but I can't seem to find something that will do the same in SC2.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [WIP] Zealot Wars

    I'm almost ready to publish the alpha version of the map. This will include all the units and towers for each player, along with some hire-able mercenaries. If anyone is interested in helping me test it please reply!

    Also does anyone have a better name idea for my map??? Haha, Zealot Wars seems kind of plain and reminds me of another custom map.... I didn't want to take Zealot Frenzy because no hunters uses the frenzy ending...

    Posted in: Project Workplace
  • 0

    posted a message on Custom Attack

    So, like you said in your first post change the hellion attack to have the marauder effects you want. Change the duration and damage to what you want them to be. I don't really get what you need help with. Do you need someone to spell out exactly how to modify a weapon and its effects?

    EDIT: Just reread the first post, don't exactly know a way to make the attack reach the unit slower so I wouldnt be able to help you with that. It may be something you can change in the effect though.

    Posted in: Miscellaneous Development
  • 0

    posted a message on My custom units are black/white blobs. Help.

    Should be the same thing. Check that your unit has an actor and that the actors art settings are all to the actual model name without the word copy.

    Posted in: Miscellaneous Development
  • 0

    posted a message on DIfficulty of learning editor?

    I know how you feel right now, I felt the same way a few weeks ago. I remember thinking that this is impossible and I'll never be able to make a map. As long as you want to do it you will learn pretty quickly. Make your maps while following the tutorials, that's what helped me a ton. Don't make things exactly how a tutorial says make it how you want it in your map using the tutorial to help. It might seem really confusing at first, but its just different. For units, I normally duplicate them in parts for less work. It's a lot easier to change a few models and values than to find all the right actors, effects, and behaviors you want.

    Posted in: Miscellaneous Development
  • 0

    posted a message on As much as I hate to ask this, I need a hand.

    Yeah if you deleted the triggers that cause victory you should be able to see your units at least. You most likely made the units neutral so no player owns them. You need to give them to the player that should have them...

    Posted in: Miscellaneous Development
  • 0

    posted a message on [WIP] Zealot Wars

    Zealot Wars!

    Well, this probably looks familiar to anyone who played a lot of warcraft 3 custom games. It is a remake of footmen wars.

    Anyway the way it works is there are 4 teams of 3 players. Each player starts out picking a hero and your base is constantly spawning units, at the start of this game it is zealots. You can use minerals gained from kills to spawn better units or buy items that your hero can use.

    The object of the game is to be the last team standing and destroy all of the other teams main base.

    You will also be able to upgrade your units attack and armor and some tiers will have a special ability that you can teach your units.

    Currently there are 3 planned races to upgrade your main base into: Zerg, Terran, and Protoss. <- Shocking I know!

    Each race will have 5 tiers each with better units than the last.

    I also have as of now 20 planned hero's but there will definatley be more than that.

    Heres an early look at what the terrain might look like. Zealot Wars

    Units

    Tier Zero - Zealot

    Zerg

    Tier One - Zergling

    Tier Two - Roach

    Tier Three - Infested Terran

    Tier Four - Ultralisk

    Tier Five - Death Drone

    Terran

    Tier One - Marine

    Tier Two - Ghost

    Tier Three - Marauder

    Tier Four - Thor

    Tier Five - Super SCV

    Protoss

    Tier One - Sentry

    Tier Two - High Templar

    Tier Three - Immortal

    Tier Four - Colossus

    Tier Five - Power Probe

    Posted in: Project Workplace
  • 0

    posted a message on Attaching a model when item equipped?

    So are you equipping the item? You can have the item in an inventory slot and not equipped which is why I ask... I'm not sure, but you might be able to create a trigger so that when the item is equipped it attaches the model to the unit.

    EDIT: Didn't see anything about a unit equipping it so that won't work...

    Posted in: Miscellaneous Development
  • 0

    posted a message on Unsolved problems in map creation

    @azalathemad: Go

    For 1, use a trigger. Make the event Any unit gains an experience level, and the actions Attach model to unit. TimeWarpLaunch works good for level up. Also if you want a sound add the action Play sound on unit and choose a sound.

    For 3, I'm pretty sure there is a flag that makes units invulnerable. So you would have to have a separate unit for the invulnerable ones.

    Not sure about 2, those I just knew off the top of my head...

    Posted in: Miscellaneous Development
  • 0

    posted a message on Detecting active players within a trigger?

    Yeah, that would work too. Haha, didnt even think of that. So you got it to work then?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Detecting active players within a trigger?

    @ResolveHK: Go

    Well, computers are considered active players. An empty slot would not be considered an active player. So the group active players would not work for you... You should do a check weather or not the player is human and then make a player group of the human players. Then use that player group to check for and delete the unit.

    Posted in: Miscellaneous Development
  • 0

    posted a message on How to use morph ability?

    Alright, I'm pretty sure its the original units that are supposed to morph into the next unit that is causing the problem... Even the built in mutate abilities don't work correctly on my units so I'm guessing they're the problem. Is there something I have to set up on the first unit so the model changes? The abilities and name change, but all of the art stays the same like portrait and model.

    Posted in: Miscellaneous Development
  • 0

    posted a message on How to use morph ability?

    Yeah I changed all the references from copy to the original. I'll go through them again and see if I missed anything... : /

    Posted in: Miscellaneous Development
  • 0

    posted a message on Nub question...

    For number one, the easiest way i can think of is to make a region around where you want the camera to go and make a trigger for each player that sends the camera to each region on map initialization.

    For number two, its a lot more complicated than you would think... You would have to make an upgrade and a trigger to do what you are planning. I'm doing something similar in one of my maps. You need to have a trigger check if the player has the building, and have it spawn units for that building. So if you have your first building Base 1 spawning marines, you want your trigger to check each player for having base 1. Have base 1 also as the start point for each player. Then you want the trigger to spawn the units at the start points every so often for the players that have base 1. Then base 1 would have the upgrade to base 2. You would have another trigger just like the one for base 1 but with ghosts checking if a player has base 2. Hope you can understand that.... Took me an hour to figure that out for my own map but I got it working perfectly.

    The triggers will probably take you awhile to get working the way you want them to. I can't completely just hand you the triggers because then you won't learn anything from it. : P Good luck!

    For the firebats, try going to file -> dependencies and turning on the campaign ones. They have a lot of extra stuff to work with so it might be in there.

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.