It would almost seem easier to just place a point at every directional change and, when the unit is spawned, order it to move to every point in order (after existing orders.)
EDIT: I've made the following changes to the spawn trigger -
Your spawn system seems solid, but there is a problem with the guidance system. If there is a wall between the unit being ordered and the destination, AI pathing will take over and can produce undesirable results.
I recommend removing the Periodic event and replacing it with an infinite While loop. While loops don't lag as much as a constantly firing event. It will still work, but the more events you have going off at once the more laggy your map will become, regardless of conditions or actions.
Make sure you also Show the text tag. Also attach it to a variable. Then when the hero leaves the range of the unit with the tag, hide the text tag you created.
Check the filter data on the Neural Parasite ability. It may not be able to target allies. You can either set it to be able to target allies or you can make player 3 an enemy of player 2. Alternatively, make sure there is no initial cooldown for the ability (I don't think there is but it would certainly prevent an order from being carried out.)
Have a switch turn on when a player presses down the left control button and off when he releases the button ("presses button up.") Then in your "dialog item was clicked" trigger, check if said switch is ON. If yes, show your option thingy. Else whatever happens with a normal left click.
Yes, it's possible. Check out my mod, Eternal Exile. I use bank files across both maps currently in the mod. You just have to use the same bank file names and keep the hashing/decrypting stuff the same.
Hello everyone. I'm looking for some freelancers to design new spaceships for my mod, Eternal Exile.
Existing Starcraft 2 models are fine, just don't duplicate the ships I already have unless there's something different about the actor (more than just tinting, preferably.) I'm currently using the models for the Wraith, Viking, Banshee Hero (Dusk Wing), Point Defense Drone, Colonist Transport, Diamondback, Blimp, Colonist Vehicle, and Void Ray Hero (Mohandar).
Here are some ideas for what I'm looking for:
New light fighter designs
Heavy fighter designs
New frigate designs (medium-sized ships)
New capital ship designs (large-sized ships)
New alien ship designs (Protoss-like, not Zerg)
New weapons will also help if you want to add those.
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It would almost seem easier to just place a point at every directional change and, when the unit is spawned, order it to move to every point in order (after existing orders.)
EDIT: I've made the following changes to the spawn trigger -
Move Points[][] is an array of points which are set for each player when he chooses the map he wants to play on.
Map Chosen By Player [] is a region array of every map in the game and is set at game initialization.
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@b0ne123: Go
Your spawn system seems solid, but there is a problem with the guidance system. If there is a wall between the unit being ordered and the destination, AI pathing will take over and can produce undesirable results.
I'll keep looking at it...
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I recommend removing the Periodic event and replacing it with an infinite While loop. While loops don't lag as much as a constantly firing event. It will still work, but the more events you have going off at once the more laggy your map will become, regardless of conditions or actions.
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You're going to laugh.
Set the infestor's energy to 100% before casting.
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Make sure you also Show the text tag. Also attach it to a variable. Then when the hero leaves the range of the unit with the tag, hide the text tag you created.
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Change this:
To this:
The command center the SCV is building counts.
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Check the filter data on the Neural Parasite ability. It may not be able to target allies. You can either set it to be able to target allies or you can make player 3 an enemy of player 2. Alternatively, make sure there is no initial cooldown for the ability (I don't think there is but it would certainly prevent an order from being carried out.)
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What exactly isn't working about your trigger? The whole thing or just parts of it? Which parts?
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Create an if/then branch.
If
Number of units owned by player 1 in region "The Hill" > 0
Number of units owned by player 2 in region "The Hill" > 0
Then
(Whatever you want to happen while the hill is contested)
Else
(Whatever you want to happen while one person controls the hill)
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Are you having trouble making the dialog box or making the player an observer?
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Have a switch turn on when a player presses down the left control button and off when he releases the button ("presses button up.") Then in your "dialog item was clicked" trigger, check if said switch is ON. If yes, show your option thingy. Else whatever happens with a normal left click.
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Version 1.78
- Brought Ol' Smokey back
- Fixed an exploit where players could quickly call down the rescue freighter by repeatedly turning the beacon on and off
- The ground shuttle can no longer kill players from the grave. PHANTOM TRAIIIIIIN D: D: D:
- Leaving eggs/items on the ground shuttle no longer causes train effects while the player isn't boarded
- Doubled the ground shuttle's HP from 6,000 to 12,000
- The Sniper Rifle's Take Aim ability now properly appears on Psion forms
- Unit kills are now preserved when transforming or evolving
- Fusion bomb kills are now added to a unit's kill count
- Player colors now appear in chat
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Yes, it's possible. Check out my mod, Eternal Exile. I use bank files across both maps currently in the mod. You just have to use the same bank file names and keep the hashing/decrypting stuff the same.
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Eternal Exile - Coralia Prime is now public. It uses the same mod as Perimeter with a few tweaks for 3v3 team play. Search for Coralia Prime to play!
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Hello everyone. I'm looking for some freelancers to design new spaceships for my mod, Eternal Exile.
Existing Starcraft 2 models are fine, just don't duplicate the ships I already have unless there's something different about the actor (more than just tinting, preferably.) I'm currently using the models for the Wraith, Viking, Banshee Hero (Dusk Wing), Point Defense Drone, Colonist Transport, Diamondback, Blimp, Colonist Vehicle, and Void Ray Hero (Mohandar).
Here are some ideas for what I'm looking for:
New light fighter designs
Heavy fighter designs
New frigate designs (medium-sized ships)
New capital ship designs (large-sized ships)
New alien ship designs (Protoss-like, not Zerg)
New weapons will also help if you want to add those.
Links for the mod:
Starcraft2.com topic || SC2 Mapster topic
Obviously credit will be given. You can save your work in a mod file and PM it to me or just post it in this topic. Good luck! :)