• 0

    posted a message on Choke point problem

    @Darvlok: Go

    think I saw the solution to your problem in one of these videos I think you have to lower the unit mass or something so they can fit between buildings.

    Posted in: Miscellaneous Development
  • 0

    posted a message on What Flag Makes AI attack or not

    Like if I have a building such as Xel Naga Temple what flag would I check to make the AI want to attack it if they are near it???

    Posted in: Miscellaneous Development
  • 0

    posted a message on How do I stop..

    @Klishu: Go How about "Your Base is under Attack!" and the spam map pings. Anyway to get rid of that?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Is it impossible to remove 2 units from region?

    @Maruun: Go

    I tried it a million different ways the only way it works at all is if I have separate triggers for each removed unit and I have each trigger set to wait for the original trigger, not only do I have to set it to wait for the original trigger but it also does not work unless I have it set to wait until the original trigger finishes. Its very weird.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Is it impossible to remove 2 units from region?

    @LordFelco: Go

    Yes the original SC was 1000x easier but this has much more room for creativity and also frustration and anger.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Is it impossible to remove 2 units from region?

    @Maruun: Go

    Thank You so much!

    It is ridiculous that if you want to remove 1 unit you just have to click the option but to remove more than one I had to create its own trigger for each unit with it's own set of conditions for each unit i wanted removed and then had them all wait for the original trigger. There is a total of 3 Triggers just so that extra unit gets removed! WTF! anyway thanks for helping me out that was driving me crazy.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Is it impossible to remove 2 units from region?

    I have tried this 100 different ways and I cannot get the desired result. I have asked this question before and no one has been able to answer it. How can I have 2 Units brought to a region and have both of the units removed when they are both on the region?

    Specifically Event Unit Enters Specified Region

    Conditions 1 Of those Units is region Unit Type and 1 Of those Units in region is Unit Type and There are only 2 Units total in the specified Region

    Action Remove the 2 Units from the game in the specified Region????

    Everything works except for removing both the units I have been trying to figure this out for a few days now and it seems like it should be the easiest thing to do. The only thing I can do is Remove Triggering Unit but that only removes 1 unit. There has got to be a way of doing this. Someone please help me out this is driving me mad.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Weapons shooting from middle of the base of units
    Quote from Kalithumos: Go

    To make your unit attack from the spot you want it to and not the base of the unit you have to go through a series of things to do.

    1. I assume you have your Missile/Damage actors copied correctly, otherwise find out how to do that first.

    2. Double click your Missile Actor and hit suggest underneath the top box-it should copy the name of your Missile Actor.

    3.Go to your damage actor and scroll down to where you see Missile (or Art - Missile whichever setting you have on) Doubleclick this and type in the name of your Missile Actor. THIS IS VERY IMPORTANT!

    4. Your "Launch Attachment Querry +" box uses the actor whose name appears in the previously mentioned "Art - Missile" or "Missile" box located in your Attack actor.

    5. Double click on the "Launch Attachment Querry +" box and hit the "Direct" bubble at the top (not sure how the other bubble works) Now you can change where your "Missile" actor launches from.

    For example, these settings used with a photon cannon will Launch a Photon Cannon Attack Missile from the Turret of the photon cannon:

    Launch Attachment Querry+: Origin 0|Turret Missile: PhotonCannonAttackMissile

    This is used for anything that launches a missile: units such as stalkers and buildings such as missile turrets. For everything else im not sure if it will or will not work.

    TYVM everyone who helped me figure this out especially Kurodragon, hope it helps everyone else before they waste 8 hours of their lives to try and puzzle it out.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Your base is under attack!

    in the map I am making I am constantly spammed with your base is under attack and a series of map pings. How do I get rid of this?

    Posted in: Miscellaneous Development
  • 0

    posted a message on What is wrong with my trigger?

    @Ash4meD: Go

    The way it is supposed to work is. A marine and a maurader are both in the same region. Remove both the marine and the maurader.

    Posted in: Miscellaneous Development
  • 0

    posted a message on What is wrong with my trigger?

    Units on Soldier Region = (Empty unit group) <Unit Group>

    Conditions

    (Number of Living units in (Marine units in Soldier owned by player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) == 1

    And Conditions (Number of Living units in (Any units in Soldier owned by player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) == 2

    And Conditions (Number of Living units in (Marauder units in Soldier owned by player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) == 1

    Actions

    Variable - Set Units on Soldier Region = (Any units in Soldier owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount)

    Unit Group - Remove all units from Units on Soldier Region

    Soldier Region = Unit Group Variable

    Soldier = Region

    What is wrong with my trigger? It will not remove the units.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Things I Cannot Figure Out

    Bump

    Posted in: Miscellaneous Development
  • 0

    posted a message on Unit in Region with Unit Property

    @BloodClud: Go

    Yep that fixed it! Thanks a lot. If you know any of the answer to my questions here http://forums.sc2mapster.com/development/map-development/6287-things-i-cannot-figure-out/ I would really appreciate it.

    Posted in: Galaxy Scripting
  • 0

    posted a message on Things I Cannot Figure Out

    I have been watching a bunch of tutorials and done hours of trial and error testing and my brain has gone numb trying to figure out how to make these things happen. If Anyone can help me out I would really appreciate it.

    -1-How can I add a good visual effect to my trigger than moves a target instantly.

    -2- How can I add a behavior to medic heal that adds exp while heals while the caster is channeling.

    -3- How can I fix a missile effect that spawns a missile to the left of a unit when launched.

    -4-How Can I add a Sniper Beam missile to a ability through actor settings.

    -5-How can I create a ability that prompts the player to select a target location and spawns a unit at the selected location.

    -6- How can I create a ability that replenishes the charges of another units abilities.

    -7- How can I add the repair animation to a custom unit that has the repair ability.

    -8- How do I make an ability that adds 100 shields to target structure?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Unit in Region with Unit Property

    @BloodClud: Go

    The problem is it is a behavior level. So is there a condition I can set for level of behavior? I can't figure out what it would be.

    Posted in: Galaxy Scripting
  • To post a comment, please or register a new account.