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    posted a message on How to questions

    @pinzu: Go

    how to FORCE hide?

    AHAHA success, i just found out!

    If u want just one units health bar gone, then create a new action in map init, go to the Units tab, and select 'set unit state'. and set it up like so: Turn (unit name) STATUS BAR state OFF Or instead of selecting set unit state u cud select 'set unit status bar state'.

    I thought i found out how to do it for all units but it turns out i havent

    Have fun!!!

    Posted in: Galaxy Scripting
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    posted a message on [help/triggers] creating units from a spawner one at a time

    @zenx1: Go

    thanks man, i didnt know that periodic triggers cud be used so simply :P

    much love <3

    Posted in: Galaxy Scripting
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    posted a message on needing a mentor!

    @pinzu: Go

    Hai bro, i dnno if anyone can undertake a task like this mainly because, well, i dont think anyone knows everything about the editor. We all have some expertise in some parts of the editor.

    Can u gimme some insight into what type of map u are making? If we knew this then someone who has some expertise in those parts might be able to help u, or we can redirect u to a tutorial which can.

    Have fun!

    Posted in: Galaxy Scripting
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    posted a message on How to questions

    @pinzu: Go

    Because they.... because they...... cause.... they gay?

    I can answer question two for u quite happily.

    In map initialisation in the trigger editor, add new action: UI - Hide game UI for (All Players)

    This is found under UI, and is called Show/Hide Game UI

    Have fun!

    Posted in: Galaxy Scripting
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    posted a message on [help/triggers] creating units from a spawner one at a time

    in my map, i have a zergling producing unit. I am trying to achieve and effect that when i pass a certain point, a trigger begins producing units infront of that producer with a timed delay (eg: a new unit is produced every 2s), i tried using timers but i have no idea how they worked and when i entered the region a million zerglings came and ate my sorry ass. I have set up everything, starting the production process, and ending it when the producer is destroyed using booleans, however i cant seem to get the production right. I have thought up a few gay ways which wud need like 4- over 9000 triggers but fck that

    Currently i have given up and am thinking of making a unit in the corner of my map move forwards and backwards passing a region every 5s which will produce the units. Fck that. So gay. If i do that for every producer im gonna make im not gona have any space for the actual map

    Help pls :) Soz for my rambles

    Posted in: Galaxy Scripting
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    posted a message on [HELP/triggers] Is there a way to add expiration time to unit?

    @zenx1: Go

    ha, success. Just for clarification, im guessing when u say timed life, u mean something like the MULE yes?

    The timed life effect is done using the data manager. By creating a buff which destroys your unit after a set time (refer to the MULE's timed life buff for all the info u need), u can set it to apply when that specific unit is created.

    Using triggers, u can apply that buff to occur when a certain event has occured, such as a unit entering a lava field, and then removing the buff when the unit is outside the lava field. This cud be done using regions for an example.

    if u have some basic knowledge of some triggers, im sure you could achieve this effect

    if not you will need someone more experienced than me or read up on some tutorials which use similar trigger events.

    I hope this was what u were asking for (because ive never played WC3 so i have no idea what you were referring to) and good luck in making this effect. (remember to take a look at how the mule's timed life works)

    Posted in: Galaxy Scripting
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    posted a message on How to turn flash light off?

    it may so be that the model themselves include the light?

    iono

    i do know that the behaviour is different to the light on raynors commando model. The raynor - flashlight behaviour actually creates a non-moving parabola shaped light which extends infront of the unit, while raynors commando light differes in shape and size as he moves and stands in idle

    Posted in: Galaxy Scripting
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    posted a message on Kill All Units in Area?

    I do not know the exact process, but i know the general method you would follow and where you can find additional help

    By using a region, u can set that region to center on your unit ( or even follow it) when you activate the self destruct sequence and that region would be set to kill all units in the region using triggers.

    However i could guess that this would be slightly more complicated the more units you have, maybe even cause some lagg.

    I suggest you look into some region tutorials for some help.

    Posted in: Galaxy Scripting
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