Well, you run "Spawn Waves" inside "Spawn Waves" 0-20 times every time you run it. It seems like that could drasticly increase the number of units you spawn very quickly.
If you just want the action to repeat you could use a while instead, or atleast put the "Trigger - Run" outside the loop.
Im not sure i understood what you want to do. But you can create a cloak without the blur effect by also setting the Bury (or maybe Burrowed) flag in the behavior of the cloak.
You could make a map where the objective is to secure some kind of bulky but movable artifact. The objective of the map would be to hold the artifact while it slowly move towards your base, and if the enemy gets a hold of it they will start pushing it back towards their base. Extract the artifact to win or loose it to the enemy to loose.
You could make a Record with all the variables you want to save for each unit type. Then make an array index by unit type with that Record. That would allow you to save all the data you want for each unit type in one variable.
However, i find Records to be a bit hard to use in that you can only set or copy single values at a time, you cant pass it to a function and i cant seem to directly reference a value from a Record in a condition (have to use a temp variable for that).
For an ability, go to the damage effect in question and "Effect - Flags", then set the flag "No Absorb Shields" to true. The damage will no bypass shields and directly affect life value. There is also a "No Absorb Life" flags among others for the opposite effect.
What you have to do is go into the behaivor you want to use in the data editor, say "Permanently Cloaked", go to Behavior - Modification - State Flags (I disable "Combine Structure Values" to make it easier to find this). The you change the flag called "Bury" to "Enabled". This should remove the blue border and blur effect from the unit. After that i add the behavior to the unit i want by going to the unit and in the field "Behavior - Behaviors" add "Permanently Cloaked".
Done, the unit can now only be seen by the owning player without any additional effects. If you want to toggle the effect maybe the state flag is all that needs to be changed for the ability, but i havent tried that.
I made this work using a copy of zeratuls ability "Permanetly Cloaked". Not sure how i got rid of the blue effect or unit blur.. I got the info from another thread on this forum, but i cant seem to find it right now.
In my map, I need to remove a certain players control over his units, but still be able to order these units through triggers. Now before you say it, i dont want to change the owner of the units, it would be a problem for me if the units where transferred to an other player. Does anyone know of a way to do this?
Just wondering, did you get the "Animation - Set animation time scale" actions to do anything? Iv'e seen other people claim to have used them, but i cant get it to work at all..
Other than that, great info. Thanks.
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Well, you run "Spawn Waves" inside "Spawn Waves" 0-20 times every time you run it. It seems like that could drasticly increase the number of units you spawn very quickly.
If you just want the action to repeat you could use a while instead, or atleast put the "Trigger - Run" outside the loop.
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Im not sure i understood what you want to do. But you can create a cloak without the blur effect by also setting the Bury (or maybe Burrowed) flag in the behavior of the cloak.
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I like BudSMoken's suggestion. Seems like it would take up a lot of resources to have thousands of units in the larger maps.
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You could make a map where the objective is to secure some kind of bulky but movable artifact. The objective of the map would be to hold the artifact while it slowly move towards your base, and if the enemy gets a hold of it they will start pushing it back towards their base. Extract the artifact to win or loose it to the enemy to loose.
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You could make a Record with all the variables you want to save for each unit type. Then make an array index by unit type with that Record. That would allow you to save all the data you want for each unit type in one variable.
However, i find Records to be a bit hard to use in that you can only set or copy single values at a time, you cant pass it to a function and i cant seem to directly reference a value from a Record in a condition (have to use a temp variable for that).
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Player 16 probly means it could not find any other player. Check if you use "triggering player" somewhere and if a player is acctually passed.
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If it shows up for other players but not you the reason is that you used:
Player - Turn Player 1 Tooltip Visibility flag Off
This will turn it off for player 1, and only player 1. You need to turn it off for all players.
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For an ability, go to the damage effect in question and "Effect - Flags", then set the flag "No Absorb Shields" to true. The damage will no bypass shields and directly affect life value. There is also a "No Absorb Life" flags among others for the opposite effect.
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No, it can be done.
What you have to do is go into the behaivor you want to use in the data editor, say "Permanently Cloaked", go to Behavior - Modification - State Flags (I disable "Combine Structure Values" to make it easier to find this). The you change the flag called "Bury" to "Enabled". This should remove the blue border and blur effect from the unit. After that i add the behavior to the unit i want by going to the unit and in the field "Behavior - Behaviors" add "Permanently Cloaked".
Done, the unit can now only be seen by the owning player without any additional effects. If you want to toggle the effect maybe the state flag is all that needs to be changed for the ability, but i havent tried that.
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I made this work using a copy of zeratuls ability "Permanetly Cloaked". Not sure how i got rid of the blue effect or unit blur.. I got the info from another thread on this forum, but i cant seem to find it right now.
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Works great, thanks.
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To my knowledge you cant change the function of the mouse buttons. May i ask how you did it?
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Hi guys.
In my map, I need to remove a certain players control over his units, but still be able to order these units through triggers. Now before you say it, i dont want to change the owner of the units, it would be a problem for me if the units where transferred to an other player. Does anyone know of a way to do this?
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Just wondering, did you get the "Animation - Set animation time scale" actions to do anything? Iv'e seen other people claim to have used them, but i cant get it to work at all.. Other than that, great info. Thanks.
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Never mind, i missed that the "Damage" type effect had a "Kill" flag.. doh!