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    posted a message on Trying to create a base from scratch through triggers

    @BumpInTheNight: Go

    Cool thanks. I've changed it to something like this:

        Events
            Timer - aiTimer expires
        Local Variables
        Conditions
        Actions
            General - While (Conditions) are true, do (Actions)
                Conditions
                    (Player 2 Supplies Used) >= ((Player 2 Supplies Limit) - 1)
                Actions
                    General - Wait for (Conditions), checking every 1.0 Game Time seconds
                        Conditions
                            (Player 2 Minerals) >= 100
                    Unit - Order all units in (Larva units in death owned by player 2 matching Excluded: Missile, Dead, Hidden, with at most 0) to (Larva - Morph to Overlord) (Replace Existing Orders)
    
    Posted in: Triggers
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    posted a message on Trying to create a base from scratch through triggers

    Hey I am trying to create a base building AI for my enemy using triggers. Would someone mind looking through this trigger and letting me know what's wrong with it? I'm getting a trigger took too long to execute error right now :(

            General - Repeat (Actions) forever
                Actions
                    General - Wait for (Conditions), checking every 1.0 Game Time seconds
                        Conditions
                            (Larva count for player 2, counting Queued Or Better) > 0
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Player 2 Supplies Used) == (Player 2 Supplies Limit)
                            (Overlord count for player 2, counting In Progress) > 0
                        Then
                            General - Wait for (Conditions), checking every 1.0 Game Time seconds
                                Conditions
                                    (Player 2 has at least 100 and at least 0) == true
                            Unit Group - Pick each unit in (Larva units in death owned by player 2 matching Excluded: Missile, Dead, Hidden, with at most 1) and do (Actions)
                                Actions
                                    Unit - Order (Picked unit) to (Larva - Morph to Overlord) (Replace Existing Orders)
                        Else
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    (Drone count for player 2, counting Queued Or Better) <= 11
                                Then
                                    General - Wait for (Conditions), checking every 1.0 Game Time seconds
                                        Conditions
                                            (Player 2 has at least 50 and at least 0) == true
                                    Unit Group - Pick each unit in (Larva units in death owned by player 2 matching Excluded: Missile, Dead, Hidden, with at most 1) and do (Actions)
                                        Actions
                                            Unit - Order (Picked unit) to (Larva - Morph to Drone) (Replace Existing Orders)
                                Else
                    Unit Group - Pick each unit in (Drone units in (Idle Units for player 2) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                        Actions
                            Unit - Order (Picked unit) to (Drone - Gather targeting Rich Mineral Field [60.00, 38.50]) (Replace Existing Orders)
    
    Posted in: Triggers
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    posted a message on [SOLVED] Killing all units in an area

    Thanks bro!

    Posted in: Triggers
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    posted a message on [SOLVED] Killing all units in an area

    How would I go about killing all units in an area in the space of about a second (Note: Around a hundred to five hundred units, created by a trigger)?

    Posted in: Triggers
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    posted a message on How to add stuff to custom objects?

    OK. You have to either create a custom actor or duplicate one. Then set the [Unit Name] field of the Actor in the upper right corner to whatever your custom unit is. This will connect the actor to the unit and then the actor will appear in the unit field. You can do this the same way for sounds, etc (as far as I know).

    Posted in: Data
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    posted a message on [SOLVED] Consumable items not being consumed correctly

    @nrpXX137: Go

    Nevermind, I figured it out. I had to set the Link in effect cost+ to the item :)

    Posted in: Data
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    posted a message on [SOLVED] Consumable items not being consumed correctly

    I have created a health kit item. Effects - gives 50 health. Max charges = 3 Starting charges = 3 Consumed on use = 1

    For some reason, no matter what I do, the health kit item does not consume. It stays at 3 charges no matter how many times I click it. Any thoughts?

    Posted in: Data
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    posted a message on [SOLVED] Custom harvesting

    Awesome. Got it to work finally. I guess I could also put the SCVs I want to mine into a group, but whatev. Thanks!

    Posted in: Triggers
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    posted a message on [SOLVED] Custom harvesting

    In my map, I don't want to use melee or campaign AI. I am trying to get several SCVs in a region to mine from one mineral field. The trigger I am using so far is as follows:

    • Issue Order To Unit Group
      • Group: Units In Region Matching Condition
        • Unit Type: Unit Type From String
          • String: "SCV"
        • Region: miner
        • Player: Any Player
        • Unit Filter: No Unit Filter
        • Count: Any Amount
      • Order: Order Targeting Item
        • Ability Command: SCV - Gather
        • Target Item: Rich Mineral Field [44.00, 38.50]
      • Queue: Replace Existing Orders

    However, when I start the map up, I get a trigger error saying the ability SCV-Gather(0) does not have a target. What am I missing? Thanks.

    Posted in: Triggers
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    posted a message on Making a hero gain abilities upon leveling up

    Awesome, it worked! I guess using a buff is not necessary anymore, since all i did was point it towards my leveling up behavior and set equal to three. Awesome, I can finally proceed. Thanks!

    Posted in: Data
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    posted a message on Making a hero gain abilities upon leveling up

    @nrpXX137: Go

    Bump

    Posted in: Data
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    posted a message on Making a hero gain abilities upon leveling up

    To clarify, I don't really understand the requirement system.

    Posted in: Data
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    posted a message on Making a hero gain abilities upon leveling up

    On my map I have created a hero with attributes that levels up. I want him to have the ability "teleport" become available to him after level 3. But for some reason this isn't working? Can anyone help?

    http://demo.ovh.com/en/ead526f6aeaa1741931ce96531230637/

    PS The real map is much more interesting! I just removed everything unnecessary to reduce the file size.

    Thanks!

    Posted in: Data
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    posted a message on [Trigger] EmptyFace in inventory

    No one knows? Pity. Moving on.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Trigger] EmptyFace in inventory

    Bump.

    Posted in: Miscellaneous Development
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