What seems to be the problem? You add Armory - research ability (in english editor it's even first on the list), then you can add command cards and you can choose ability commands then, posting screenie. You may also want to give him queue (5) as well so yan que researches.
What i think, you are trying to reffer to "triggering progress unit", which is the unit created... but there's none, its an upgrade. Try using triggering unit instead.
Try printing text of # of player owner of triggering progress unit and triggering unit and see if both come up, dunno.
Create your ability and modify its cost/cooldown at cost tab. Then create a behavior (buff) that will modify the stat you desire (like movement speed) and set it's duration in statistics tab. Create (apply behavior) effect that will apply this behavior, and search area effect modified so it will search for player only units (-1 number of max targets to taget all, +- filter buildings etc.) and cause apply behavior effect. Add search area effect to ability.
+ rest of IFs below.
Why is the part that adds the vote to certain mode BELOW? It should be BEFORE, like:
Player clicks
if button= 0 then +1 to X mode
etc
THEN it should check if all players have chosen. As it is now, if 1 player clicks, it runs the check for which mode is chosen but... there are 0 votes for every one of them, or if more players vote it would ignore the last one. Just put the Switch you have on top of the trigger, and whole IF part below (NOT in default part of switch)
Are you using search area effect or added damage directly? I couldn't get damage to work without search effect, you have any problems in setting it up like that?
@NotDeadYet3: Go
There's Position of (Unit) function which returns a point. If you want to get X Y coordinates look for functions which returns (real values i believe) X or Y of that point.
Create effect (damage) that will kill zombies (deal lots of damage or add Kill flag).
Then make effect (search area), and modify it's filters (so it will only kill zombies) scan radius and range(reach only in front, about 100-180 degrees), add previous effect to it so it will kill anything it finds.
Make custom behavior (persistent), and set it's period to 0.01, add search area effect as periodic effect.
Add behavior to tank.
Can't check up in the editor atm but I think I didn't miss anything.
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What seems to be the problem? You add Armory - research ability (in english editor it's even first on the list), then you can add command cards and you can choose ability commands then, posting screenie. You may also want to give him queue (5) as well so yan que researches.
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I'd do i like this:
That way you'll get unit looking for targets in X range and exploding when it finds anything.
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Try running map test with debugging on and see if all variables are being set up correctly.
http://forums.sc2mapster.com/resources/tutorials/11659-trigger-debugging-how-to-open-and-use-the-trigger-debugger/
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What i think, you are trying to reffer to "triggering progress unit", which is the unit created... but there's none, its an upgrade. Try using triggering unit instead.
Try printing text of # of player owner of triggering progress unit and triggering unit and see if both come up, dunno.
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In Unit, unit tab/flags/Cloaked flag
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Create your ability and modify its cost/cooldown at cost tab. Then create a behavior (buff) that will modify the stat you desire (like movement speed) and set it's duration in statistics tab. Create (apply behavior) effect that will apply this behavior, and search area effect modified so it will search for player only units (-1 number of max targets to taget all, +- filter buildings etc.) and cause apply behavior effect. Add search area effect to ability.
Say if you need more details.
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Umm create weapon (if you haven't) for high templar, and for it's effect add frostbolt's effect? (the first one that comes up in the ability)
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I think i've found your mistake:
Number of ClicksOnDialog == Number Of Players
+ rest of IFs below. Why is the part that adds the vote to certain mode BELOW? It should be BEFORE, like:
Player clicks
if button= 0 then +1 to X mode
etc
THEN it should check if all players have chosen. As it is now, if 1 player clicks, it runs the check for which mode is chosen but... there are 0 votes for every one of them, or if more players vote it would ignore the last one. Just put the Switch you have on top of the trigger, and whole IF part below (NOT in default part of switch)
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Going with cloak buff on templars should be good way. You can also skip triggers and make them decloak in data editor, by creating 2 effects:
Change DT's weapon to cause Set instead of damage and save yourself trigger stress.
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Are you using search area effect or added damage directly? I couldn't get damage to work without search effect, you have any problems in setting it up like that?
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@NotDeadYet3: Go There's Position of (Unit) function which returns a point. If you want to get X Y coordinates look for functions which returns (real values i believe) X or Y of that point.
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@KillerGymSox: Go
Set filters to exclude Self. Check map i made for references, actually ended up using search areas.
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@s3rius: Go
The behavior that has period is called "buff"? It's been bugging me for a while as I don't have english editor.
Also, I think u could skip the search area effect, modify the damage effect to have an area and add it directly to the behavior.
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@KillerGymSox: Go
Can't check up in the editor atm but I think I didn't miss anything.
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http://forums.sc2mapster.com/development/map-development/4399-make-a-fireball-ability/
Practically answered there, thats something that takes a while to setup.
- Effect create presistent
- Effect shoot missile
- Unit (the missile)
-Behavior persistent
-Effect scan area
-Effect set
-Effect damage
+- playing with actors