You'll want to have a range actor (either create your own or modify an existing one) that is created when the unit the unit is created and is destroyed when the unit is destroyed. You look at the sentry tower range actor to get an example of this, whenever any unit with the sentry tower detector behavior is created it creates a range marker and whenever that behavior is destroyed (i.e. the sentry tower dies), it is removed.
As far as I know, the melee triggers just include an automatic pan to a player's start location, there is no way to "start" players looking at a location distinct from panning.
Some possible solutions:
0 second pan
fade to black at the beginning and then slowly fade in once everything is initialized.
You're going to have to elaborate. What kind of build limit? Do you want to make it like the mothership, or just one buildable ever, or you can only build 2 at the same time?
You can make a dodge behavior. Copy the hardened shield behavior, set the Combat - Damage Response - Chance field to whatever you want your dodge chance to be. Then change the maximum clamp to 0.
Then when the hero learns the ability, you can just have your trigger add that behavior to the hero.
Looking at the first 2 minutes of that tutorial, it looks like he actually lets the unit die. The simplest (although possibly not the best) way, is to never let the hero die in the first place. You can do this either in the data editor (Raynor, Tychus, Swan, and Egon(sp?) all have a behavior that does this and Kerrigan(Char) also has a "do not die" behavior) or the with triggers (Event: Any unit takes (fatal) damage Action: Modify Unit invulnerable. I've never tried the trigger based approach so you may need to fiddle with that a little.).
Then, you can check for fatal damage or the incapacitated behavior and:
Change ownership of the unit
Teleport/Cloak it
Play a death animation or explosion to make it look like the unit died.
You can go to Map Properites > Options and change "Unexplored Areas" from "Grey Mask" to "Black Mask." This will prevent players from seeing unexplored areas of the map.
I don't think that will keep them from seeing areas they have explored. If you want to stop that, you'll want to go to the Data Editor and select the "Fog of War Data" Data type. One of those is CFoW. I haven't tested it, but I believe that controls the fog of war you see on explored areas so if you change the Hidden field to Enabled, it will hide everything under the explored fog of war.
Yeah, look at the actor for Tosh's mindblast which make the swirly things appear over stunned units heads for an example of this. Basically you go to Actor > Events and add two statements.
@jerberson12: Go
You're mistaken about what armor reduction is.
Armor reduction is how much 1 point armor reduces the damage by. So in case 4, each point of armor is reducing the damage by 50 points (so the total damage reduction is 50 * 50 which is why the dude isn't dying. The damage is 300 - 2500). You're case 3 is also wrong. Each shot will do 5 - (armor * armor reduction) damage (which is 4).
^ That's a really cool use of sound clips and camera angles.
I think this video could be better, but all my attempts to improve it just make it worse so I'll cut my losses and submit it. I really struggled with the cameras in this map. They seemed all over the place and it's the first time I've had problems where the camera in the editor is just completely different than the camera in the game (editor camera is underground, game camera is fine; or editor camera is fine but game camera is too high/low/randomly flipped upside down because the transition time was 3 seconds instead of 6).
0
@svenhof: Go
You'll want to have a range actor (either create your own or modify an existing one) that is created when the unit the unit is created and is destroyed when the unit is destroyed. You look at the sentry tower range actor to get an example of this, whenever any unit with the sentry tower detector behavior is created it creates a range marker and whenever that behavior is destroyed (i.e. the sentry tower dies), it is removed.
0
This thread talks a lot about a similar problem.
http://forums.sc2mapster.com/development/map-development/4842-triggers-shared-resources-when-player-leaves/
0
@Siaon: Go
As far as I know, the melee triggers just include an automatic pan to a player's start location, there is no way to "start" players looking at a location distinct from panning.
Some possible solutions:
0 second pan
fade to black at the beginning and then slowly fade in once everything is initialized.
Put up a dialog box or an image.
0
I have a dumb question. What is a strategy map?
0
@etherean: Go
You're going to have to elaborate. What kind of build limit? Do you want to make it like the mothership, or just one buildable ever, or you can only build 2 at the same time?
0
You can make a dodge behavior. Copy the hardened shield behavior, set the Combat - Damage Response - Chance field to whatever you want your dodge chance to be. Then change the maximum clamp to 0.
Then when the hero learns the ability, you can just have your trigger add that behavior to the hero.
0
Looking at the first 2 minutes of that tutorial, it looks like he actually lets the unit die. The simplest (although possibly not the best) way, is to never let the hero die in the first place. You can do this either in the data editor (Raynor, Tychus, Swan, and Egon(sp?) all have a behavior that does this and Kerrigan(Char) also has a "do not die" behavior) or the with triggers (Event: Any unit takes (fatal) damage Action: Modify Unit invulnerable. I've never tried the trigger based approach so you may need to fiddle with that a little.).
Then, you can check for fatal damage or the incapacitated behavior and:
5 seconds later...
0
@Firefox60: Go
You can go to Map Properites > Options and change "Unexplored Areas" from "Grey Mask" to "Black Mask." This will prevent players from seeing unexplored areas of the map.
I don't think that will keep them from seeing areas they have explored. If you want to stop that, you'll want to go to the Data Editor and select the "Fog of War Data" Data type. One of those is CFoW. I haven't tested it, but I believe that controls the fog of war you see on explored areas so if you change the Hidden field to Enabled, it will hide everything under the explored fog of war.
0
Trapped! a single player RPG/Defense/Puzzle hybrid.
Features include:
A skippable intro cutscene!
7 upgradable and deadly traps, including the saws of death!
Enemy Biographies!
0
@rasive: Go
Yeah, look at the actor for Tosh's mindblast which make the swirly things appear over stunned units heads for an example of this. Basically you go to Actor > Events and add two statements.
Behavior.[Name of Your Behavior].On : Create
Behavior.[Name of Your Behavior].Off : Destroy
0
@fr0d0b0ls0n: Go To add to this, there is a "Number of units alive in Unit Group" function, so you can do something like
Condition: Number of living units in (Nydus Worms owned by Any Player in Entire Map matching Any Filter) == 0
0
@Zalafina: Go
All the campaign maps are available, why not just open it and have look-see?
0
@BurningTemplar: Go
The actor Tyschus03OmegaStormModel uses the model Tychus03OmegaStormModel (Unnamed) uses the RazorPlauge.m3 asset.
0
@jerberson12: Go You're mistaken about what armor reduction is.
Armor reduction is how much 1 point armor reduces the damage by. So in case 4, each point of armor is reducing the damage by 50 points (so the total damage reduction is 50 * 50 which is why the dude isn't dying. The damage is 300 - 2500). You're case 3 is also wrong. Each shot will do 5 - (armor * armor reduction) damage (which is 4).
0
^ That's a really cool use of sound clips and camera angles.
I think this video could be better, but all my attempts to improve it just make it worse so I'll cut my losses and submit it. I really struggled with the cameras in this map. They seemed all over the place and it's the first time I've had problems where the camera in the editor is just completely different than the camera in the game (editor camera is underground, game camera is fine; or editor camera is fine but game camera is too high/low/randomly flipped upside down because the transition time was 3 seconds instead of 6).