I'm pretty sure any burrow/unburrow order works for any unit that has a burrow ability.
Timer - Every 29.0 seconds of Game Time
Unit - Create 9 Zergling (Burrowed) for player 10 at (Center of ZergSpawnZone)
Unit - Create 3 Roach (Burrowed) for player 10 at ((Center of ZergSpawnZone)
Unit - Any Unit Enters ZergSpawnZone
Unit - Order (Triggering unit) to (Zergling - Unburrow) (Replace Existing Orders)
General - Wait 1.7 Game Time secondspl
Unit - Order (Triggering unit) to ( Attack targeting (Point(210.0, 205.0)))
This makes both types of units unburrow and move out for example
So I want to make an ability on a building that spawns a drone, and has it immediately starting to mutate into a spinecrawler. The way I have it set up right now is I'm just using a (mostly) dummy ability, and detecting that in a trigger. The trigger then handles all the drone/spine crawler stuff which works fine.
The problem I'm having is I want the ability I have for my building to have a rotational cooldown display (like hero abilities), and also display the mineral cost on the tooltip. I've used ability categories that have one or the other so far, but not both. There's quite a few different ability types though, and I was just wondering if anyone knows what the best one to use for this situation would be.
Well, I'm doing each worm in a separate trigger. Each trigger should be running at the same time, with less than ideal results. It's possible that it might be more accurate if I put it all in the same trigger though.
So I want to set up a trigger that spawns several nydus worms and have each one unload 4 hydralisks from them.
I have the nydus worms spawning fine, and I'm using the 'Create Cargo Units' action to spawn the Hydralisks inside the worms. Now the problem is they basically all go into the same network. I can make them all 'Unload All' at once, but sometimes I'll get irregularites like 8 coming from one, 3 from another and only one from the third one.
I know you can unload specific units by clicking on them in the cargo window of the unit, but is there a way to get a trigger to simulate this?
Yeah, I got this figured out now, it was pretty easy. I ended up just giving a hidden unit the same ability as the merc compound and have it call down the units when I need to them to. My brain must've been tired yesterday.
You know how when you hire the aerial-type mercenaries (vikings, banshees, battlecruisers, etc.) they drop down from orbit? Is there any way to set that up to occur at a specific point without a mercenary building being used? I looked through the triggers, and the closest thing I could find was 'Create Drop Pod' which isn't quite what I'm looking for. The ability doesn't really specify a point either...
Ok, I see that there is a validator field for the search effect, but when I open it up there isn't a behaviour count one listed there. If go to the Validator tab in the Data Editor I see it, but it's missing from the dropdown list in the Search Effect.
So I'm trying to edit the Xel'Naga Artifact's Nova attack so that it doesn't damage enemies with a particular buff (Guardian Shield).
I'd imagine that I have to make the change somewhere in the TValerian03 - Artifact - Energy Nova (Search) effect somewhere, I see an exclude field, but I don't think that's what I'm looking for as I can only enter more effects in there. Correct me if I'm wrong
I'm still not real familiar with the Data Editor unfortunately, so I'm hoping someone here can help.
Title pretty much says it all, I'm making a custom map with the campaign dependency (because I want to use some of its units) and now when I open the trigger editor, almost every category for all the actions is listed twice. Is there any way to fix this?
So I'm making a 5v5 custom game where each team can has 1 cpu player and up to 4 human players each. I'm running into issues with less than full games however where if I switch to the second team, it still makes me Player 1 and starts me in the wrong place.
Is there any way to lock the player slots with the player numbers in-game?
So I've been working on a multiplayer map, and I'm at the stage where I want to test it online. I go to publish my map as a minor revision (0.1) with a private release on unlocked settings. After I click OK and the File Transfer Window pops up it just stays stuck at 0% and doesn't move.
Does anyone know why this problem is happening? Or how to fix it?
So I'm trying to publish my multiplayer map, I have it set as a minor revision (0.1) and a private release with being unlocked. When I click OK to start to publish I get the File Transfers window pop up, but it just sits at 0%.
Has anyone else gotten this problem? or does anyone know how to get around it?
0
0
So I want to make an ability on a building that spawns a drone, and has it immediately starting to mutate into a spinecrawler. The way I have it set up right now is I'm just using a (mostly) dummy ability, and detecting that in a trigger. The trigger then handles all the drone/spine crawler stuff which works fine.
The problem I'm having is I want the ability I have for my building to have a rotational cooldown display (like hero abilities), and also display the mineral cost on the tooltip. I've used ability categories that have one or the other so far, but not both. There's quite a few different ability types though, and I was just wondering if anyone knows what the best one to use for this situation would be.
Thanks,
0
Well, I'm doing each worm in a separate trigger. Each trigger should be running at the same time, with less than ideal results. It's possible that it might be more accurate if I put it all in the same trigger though.
UPDATE - That did the trick, lesson learned.
0
So I want to set up a trigger that spawns several nydus worms and have each one unload 4 hydralisks from them.
I have the nydus worms spawning fine, and I'm using the 'Create Cargo Units' action to spawn the Hydralisks inside the worms. Now the problem is they basically all go into the same network. I can make them all 'Unload All' at once, but sometimes I'll get irregularites like 8 coming from one, 3 from another and only one from the third one.
I know you can unload specific units by clicking on them in the cargo window of the unit, but is there a way to get a trigger to simulate this?
Thanks in advance,
0
Yeah, I got this figured out now, it was pretty easy. I ended up just giving a hidden unit the same ability as the merc compound and have it call down the units when I need to them to. My brain must've been tired yesterday.
0
You know how when you hire the aerial-type mercenaries (vikings, banshees, battlecruisers, etc.) they drop down from orbit? Is there any way to set that up to occur at a specific point without a mercenary building being used? I looked through the triggers, and the closest thing I could find was 'Create Drop Pod' which isn't quite what I'm looking for. The ability doesn't really specify a point either...
Has anyone tried this before?
0
I tried that, but my created validator didn't show up in the dropdown list either.
0
Ok, I see that there is a validator field for the search effect, but when I open it up there isn't a behaviour count one listed there. If go to the Validator tab in the Data Editor I see it, but it's missing from the dropdown list in the Search Effect.
0
So I'm trying to edit the Xel'Naga Artifact's Nova attack so that it doesn't damage enemies with a particular buff (Guardian Shield).
I'd imagine that I have to make the change somewhere in the TValerian03 - Artifact - Energy Nova (Search) effect somewhere, I see an exclude field, but I don't think that's what I'm looking for as I can only enter more effects in there. Correct me if I'm wrong
I'm still not real familiar with the Data Editor unfortunately, so I'm hoping someone here can help.
Thanks,
0
Title pretty much says it all, I'm making a custom map with the campaign dependency (because I want to use some of its units) and now when I open the trigger editor, almost every category for all the actions is listed twice. Is there any way to fix this?
0
So I'm making a 5v5 custom game where each team can has 1 cpu player and up to 4 human players each. I'm running into issues with less than full games however where if I switch to the second team, it still makes me Player 1 and starts me in the wrong place.
Is there any way to lock the player slots with the player numbers in-game?
Thanks,
0
I don't think so, but it's pretty easy to do with triggers. Just use the Unit - Issue Order action, and set the unit and point you wanna use.
0
I do, but I tried disabling it and I'm still having the same problem.
0
So I've been working on a multiplayer map, and I'm at the stage where I want to test it online. I go to publish my map as a minor revision (0.1) with a private release on unlocked settings. After I click OK and the File Transfer Window pops up it just stays stuck at 0% and doesn't move.
Does anyone know why this problem is happening? Or how to fix it?
Thanks,
0
So I'm trying to publish my multiplayer map, I have it set as a minor revision (0.1) and a private release with being unlocked. When I click OK to start to publish I get the File Transfers window pop up, but it just sits at 0%.
Has anyone else gotten this problem? or does anyone know how to get around it?
Thanks,