I am looking to design weapons that you can click anywhere with, and they'll fire off and travel for a certain amount of time before expiring. If they collide with anything they'll damage and or kill the unit. Many posts say what you have to do to accomplish this. However if you've never worked a lot with weapons and abilities this can be tricky. Anyone have a post, vid, or how to on this?
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Sep 4, 2010_ForgeUser4870734 posted a message on help: anyone have a how to for projectiles with collision killingPosted in: Data
Aug 31, 2010_ForgeUser4870734 posted a message on [Triggers] How to: make your heroes start with itemsPosted in: Tutorials
Aug 30, 2010Posted in: Miscellaneous Development
Yo buddy, here's my link to it: http://forums.sc2mapster.com/development/map-development/9852-how-to-make-your-heroes-start-with-items/
hope it's what you need.
Aug 30, 2010_ForgeUser4870734 posted a message on [Triggers] How to: make your heroes start with itemsPosted in: Tutorials
I've seen the question posted several times so figured i'd give it a shot. Here you go:
Here’s what you need: A working hero with inventories ready. A working item you could normally pick up and equip. You'll need to create a region in which your hero is going to be created at for EACH Hero type. If more than 1 player can be the same hero you’re going to run into an issue unless the added trigger I placed on for players works right. Since I can’t multibox, I can’t test it, so I'll use what worked for just the Hero and add player so you can try that to. I'll use Terran units as an example
So I made 2 regions on top of each other where I know the heroes spawn. You'll need multiple regions because once the trigger goes off you'll want to move that region away so it can't be reactivated.
Region -Hero marine start Region -Hero ghost start
If the player triggers work correctly it would be much easier to name them player start 1, 2, and so forth, you’ll see why.
Create a "new point" on the map, I named mine Safe Zone, and place it on the map that is inaccessible to any units either by path blocking or whatever. You will have to set up the game so that after the unit sets off the trigger in the region, it moves the region to that point so that the unit does not continue to activate this trigger several times as stated above.
Create a new trigger: Event: Unit - Any unit enters region - rename the region to say "Marine Start" or whatever you named your regions. Actions: General - If then Else
Under “If” create a new condition, select Comparison and hit ok (now it should default to owner of triggering unit is ==1) you could use this if more than 1 person could pick the same hero, but lets go back to that later.
Select your new comparison and click on the” ( “ before "owner". search for your new comparison: Unit - type of unit. Click on the red Value 2, and under the bullet Value at the top, change it to whatever unit your hero is, in this case I chose Marine Hero.
This extra part here has not been tested yet (if more than 1 person can be marine hero you may want to copy/paste the above comparison under the same "IF" , double click the new comparison and change it's type to “AND”, That will create a sub condition. Under that new condition, add a new comparison and hit ok, it should default to select player, and change the == value to your player value. If you followed the extra step we just did something like: "IF" the unit that entered the region was a Marine hero, "AND" belonged to player 1... :
The IF statement is done, now onto Then:
create new action: Unit - Create inventory item. Select your item and keep it to triggering unit. Copy/Paste that for as many items as you want your hero to start with.
Now: create new action: Region - Move Region. Select the region the trigger targeted "marine start for me", and move it to the safe point you created. This will keep the player from leaving and reentering the region over and over to get infinite items.
Now.... Test it out!!
Now that was just for if the region was for a Marine hero, and controlled possibly by player 1. You’ll need to copy/paste that entire trigger for each unit and or player, or however you see fit, maybe even use an If Then Else IF to keep the chain going to make it all 1 trigger.
It would be easier to only make regions for each player if multiple players could pick the same hero of course. If only 1 of each hero can be picked then just make a region for each hero type.
Any questions or if there's a bug, let me know.
Aug 23, 2010Posted in: Miscellaneous Development
WOW, wtf kind of wierd glitch is that. Thanks, that worked....they should fix that.
Perhaps its acting like triggers, it starts with the first 2, says i've had enough data to eat and stops...
Aug 23, 2010Posted in: Miscellaneous Development
So i'm making a map, which i cannot say much about do to the fact i want to keep it a secret. I've loaded the dependancies into the map to allow use of items and units from campaign mode, however they do not show up anywhere in the data section as editable items. I can place them on the map just fine, but altering them is a no go. Also, it would seem everytime i exit the editor, i have to clear and reload the dependancies all over again.
Anyone run into this?
Aug 20, 2010Posted in: Miscellaneous Development
hmmm....you could technically cheat this problem by using items in item containers. I'm not sure if you are familiar with the hero system where they have bags and what not, but i've made maps where items have abilities instead. You could simply start the map with all the items in your hero's bag, only problem is you'd have to select the hero to use them, and set the distance to be used at a very large distance. thats not to say you dont simply create like a tower in the center of the map as the hero and make it unattackable with flags and use that instead of an actual unit. I might be able to whip something up to kind of show you if this is something that'll work for you.
Aug 17, 2010Posted in: Tutorials
I followed your tutorial and was both slightly surprised at the results I got, and kind of disappointed. The excited part because of how close i got, the disappointed part because not close enough. I am attempting to better understand how all the anchoring and everything works. I think the most difficult part is the creating of the new animations and setting the events correctly. Could you take a look at the remake I attempted? I'm not so worried about how the spines are placed on the uberlisk back for now, as i know all i have to do is edit the offsets to get them in place, tho using yours i'm not sure why they are so far off that's not the issue i'm having. My main issue is the spines attack. They just wiggle, and seem to attack 1 target. The uberlisk will also not attack on his own. This is way better than my first attempt at which the spine crawlers wouldnt show or attack at all, but i've been over the tutorial 5x now trying to find my error. Could you maybe take a look and give me some pointers?
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