I can't give u a play by play but I can give helpful advice when using cameras.
The camera is an object, so when using points of view never assume camera in the triggers menu means the players view. A good example of the is when you use "camera- make player look at unit and follow" (I forget exact wording) so at the end of the command it says 'and keep/clear target'. This is what I wanted to share.. 'target' refers to the cameras key point of view location and NOT the unit u want it to follow.
You may already know this but I wanted to point it out just in case.
So anyways.. I think I have a solution... Only because of your scenario.
When using a diamonback in the campaign, if you issued an attack order it would stop for that the target, but then I would just reissue the move command to send it on it's merry way while still firing. So I imagine ur tank does the same but u want it to be seemless instead of reissuing the move command.
So try a trigger that saves the move location to a variable then when an attack order is given make a trigger react and tell the tank to move to said variable location.
If it's in the ai code then I have no clue but I'm hoping it's in the unit data. If I were u I would try making a unit from scratch and then assign it to the ai to see if it can path there. Making the unit from scratch will make sure there isn't a flag checked that prohibits walking through water.
Also if you can load campaign maps check the one from zeratuls vision campaign map where colossi come out of the deep water. If you find that map u may be able to see how that did this.
This may seem lacking but try putting a region that restricts unit movement into that region. I will be able to look at the editor around 4am central time. I'll check back to see if got an answer.
U probably did this but check the pathing layer. I haven't dealt with water yet but I have set up pathing.
Make the water labelled green and see if it helps.
But hey, atleast ur units are safe from attack. ;)
I'm @ work so I can't look at the editor to figure out the solution but talking it through always helps me.
For the damage: every unit has a weapon attached to them in their data. You can probably find I trigger to remove and swap that weapon. If you want this to be seemless just make the weapons have the same name. I saw a tutorial on YouTube that showed a editor remove a zealots psi blades. Search : items and loot. I think you may find it helpful.
As for naming I'll really have to look at the editor. But I'd imagine you would need to make a string variable to place in the name location of the units data.
Everytime I see a post like this that bashes blizzard I want to say
listen you little sob! Blizzard spent time developing THEIR product, they made it the way they invisioned it. Not you, not me, they. Now if features aren't as user friendly as you'd like you can give constructive feedback and they might listen. BUT it's their product and they don't have to listen. So next time u have the "smart" idea to be a immature prick and mud sling, just keep it to yourself.
but people would then just label me as a troll or call my post a flame.. So instead I'll be polite and say,
this post is off topic and should be moved. This is the map development section.
I don't want to kill the mood of the thread but I want to voice my concern. Sc2's editor is much more advanced than sc1's was... That being said, I would hate to see people limit their scope of creativity to remaking sc1 maps. I'm not saying don't remake them but I also don't think it needs encouraging.
What do you mean by capture? Like change player two's units to ur own?
I'm at work so I can't look but isn't the 'unit is selected' event for that very objective? Doesn't it allow u to select a unit as a condition then if condition is true, give a command?
When ofer home I'll look at the exact event tree and post it.
I want to have a unit chase my mouse.. I can't find a trigger for detecting the mouse location without having to click. Is there a way around this? Maybe a script or something? Or a series of triggers I haven't thought of.
Thx zzpop! You mentioned that it's possible but not two maps simultaniously. So if I'm hearing u right then I could have all the players move to a location and queue up to load a new map together, deleting the old one though?
0
If a computer player is present the lobby doesn't detect the full # of players.
So try adding a nuetral comp as a place holder so auto start will never happen.
0
I can't give u a play by play but I can give helpful advice when using cameras.
The camera is an object, so when using points of view never assume camera in the triggers menu means the players view. A good example of the is when you use "camera- make player look at unit and follow" (I forget exact wording) so at the end of the command it says 'and keep/clear target'. This is what I wanted to share.. 'target' refers to the cameras key point of view location and NOT the unit u want it to follow.
You may already know this but I wanted to point it out just in case.
0
Lol u showed him. I liked that.
So anyways.. I think I have a solution... Only because of your scenario. When using a diamonback in the campaign, if you issued an attack order it would stop for that the target, but then I would just reissue the move command to send it on it's merry way while still firing. So I imagine ur tank does the same but u want it to be seemless instead of reissuing the move command.
So try a trigger that saves the move location to a variable then when an attack order is given make a trigger react and tell the tank to move to said variable location.
0
If it's in the ai code then I have no clue but I'm hoping it's in the unit data. If I were u I would try making a unit from scratch and then assign it to the ai to see if it can path there. Making the unit from scratch will make sure there isn't a flag checked that prohibits walking through water.
Also if you can load campaign maps check the one from zeratuls vision campaign map where colossi come out of the deep water. If you find that map u may be able to see how that did this.
0
This may seem lacking but try putting a region that restricts unit movement into that region. I will be able to look at the editor around 4am central time. I'll check back to see if got an answer.
0
U probably did this but check the pathing layer. I haven't dealt with water yet but I have set up pathing. Make the water labelled green and see if it helps.
But hey, atleast ur units are safe from attack. ;)
0
I'm @ work so I can't look at the editor to figure out the solution but talking it through always helps me.
For the damage: every unit has a weapon attached to them in their data. You can probably find I trigger to remove and swap that weapon. If you want this to be seemless just make the weapons have the same name. I saw a tutorial on YouTube that showed a editor remove a zealots psi blades. Search : items and loot. I think you may find it helpful.
As for naming I'll really have to look at the editor. But I'd imagine you would need to make a string variable to place in the name location of the units data.
Gl
0
Everytime I see a post like this that bashes blizzard I want to say
listen you little sob! Blizzard spent time developing THEIR product, they made it the way they invisioned it. Not you, not me, they. Now if features aren't as user friendly as you'd like you can give constructive feedback and they might listen. BUT it's their product and they don't have to listen. So next time u have the "smart" idea to be a immature prick and mud sling, just keep it to yourself.
but people would then just label me as a troll or call my post a flame.. So instead I'll be polite and say,
this post is off topic and should be moved. This is the map development section.
0
Do u want to disable the player from typing entirly or just disable communication between the players?
0
I don't want to kill the mood of the thread but I want to voice my concern. Sc2's editor is much more advanced than sc1's was... That being said, I would hate to see people limit their scope of creativity to remaking sc1 maps. I'm not saying don't remake them but I also don't think it needs encouraging.
Just my humble two cents.
0
What do you mean by capture? Like change player two's units to ur own?
I'm at work so I can't look but isn't the 'unit is selected' event for that very objective? Doesn't it allow u to select a unit as a condition then if condition is true, give a command?
When ofer home I'll look at the exact event tree and post it.
0
I want to have a unit chase my mouse.. I can't find a trigger for detecting the mouse location without having to click. Is there a way around this? Maybe a script or something? Or a series of triggers I haven't thought of.
0
Thx I didn't kno u could delete them, I haven't finished mine yet
0
Thx zzpop! You mentioned that it's possible but not two maps simultaniously. So if I'm hearing u right then I could have all the players move to a location and queue up to load a new map together, deleting the old one though?
0
If i make a dinky map just to test one multiplayer feature how can I let my friends help me test it? I don't want to publish a crap map