That wouldn't be such a good idea. The camera would move if I moved my mouse to the edge of the screen, or used the arrow keys (I'm using arrow key movement), so I won't use that method.
(Position of (Triggering unit)) == (Random point in SpawnPointForest)
I believe that this is your problem. That is checking to see if the triggering unit's point is equal to a randomly generated point in the region. You should probably just check to see if the unit is in the region.
Edit: I think that the wait is another problem with this. I have no idea why, but it makes my respawn trigger not work.
Yeah, I know. That isn't quite what I want though. My map has tons of different mobs and neutral npcs and quest people, so selecting all the mobs would be a huge pain.
Well is very simple. The event is "Unit dies" and it has a condition checking to see if the dying unit was owned by hostile. It then waits 45 seconds and creates a unit of the same type as the triggering unit, at the position of the triggering unit, facing the angle of the triggering unit. I don't know why this worked in WC3 and not SC2.
How would I save a blend of, say, 34% of one lighting, and 66% of a different lighting. The main reason I want to use SC2's saving and loading system is that it saves games to a player's account, not computer. And I'm a bit lazy.
I have struggled with something very similar to your problem. I have a basic respawn trigger, which sort of works. It can instantly respawn a unit, but when I add a wait action, the whole thing stop working. I have no idea why, the same thing worked in WC3, but now it doesn't work in SC2. I would show you how I did mine if it worked.
Well, what do you want? Do you just want the camera to follow a unit perfectly smoothly? If so, you could do something like this
Event -
Map Initialization
Actions -
General - Repeat (Actions) forever
Actions -
Timer - Start (New timer) as a One Shot timer that will expire in 0.02 seconds
General - Wait for (Last started camera) to have 0.00 seconds remaining
Camera - Pan the camera for player 1 to (Position of Unit) over 0.2 seconds with Existing Velocity% initial velocity, 2% deceleration, and Do
Not use smart panning
Timer - Restart (Last started timer)
This works decently, however as I have discovered, you cannot use a first person style camera with this, because it seems to automatically lock camera input.
0
Foliage doesn't use any actors... it just uses the models.
0
How would I make the foliage in my map only appear within a certain distance around my hero? Is it even possible?
0
@b0ne123: Go
That is identical to my original trigger, but mine didn't work...
0
@Usernameisntworkingright: Go
That wouldn't be such a good idea. The camera would move if I moved my mouse to the edge of the screen, or used the arrow keys (I'm using arrow key movement), so I won't use that method.
0
I believe that this is your problem. That is checking to see if the triggering unit's point is equal to a randomly generated point in the region. You should probably just check to see if the unit is in the region.
Edit: I think that the wait is another problem with this. I have no idea why, but it makes my respawn trigger not work.
0
@b0ne123: Go
That was what I first tried, but it didn't seem to do anything.
0
If you figure out a way, could you post it here? I'd love to be able to look around with the mouse in my game while moving :)
0
@Obatztrara: Go
However, can you set the lighting to 34% of one lighting and 66% of another with triggers?
0
@zeldarules28: Go
Yeah, I know. That isn't quite what I want though. My map has tons of different mobs and neutral npcs and quest people, so selecting all the mobs would be a huge pain.
@Selfcreation: Go
I don't think you need to create any variables. I think that you can just use "triggering unit".
0
Well is very simple. The event is "Unit dies" and it has a condition checking to see if the dying unit was owned by hostile. It then waits 45 seconds and creates a unit of the same type as the triggering unit, at the position of the triggering unit, facing the angle of the triggering unit. I don't know why this worked in WC3 and not SC2.
0
How would I save a blend of, say, 34% of one lighting, and 66% of a different lighting. The main reason I want to use SC2's saving and loading system is that it saves games to a player's account, not computer. And I'm a bit lazy.
0
I have struggled with something very similar to your problem. I have a basic respawn trigger, which sort of works. It can instantly respawn a unit, but when I add a wait action, the whole thing stop working. I have no idea why, the same thing worked in WC3, but now it doesn't work in SC2. I would show you how I did mine if it worked.
0
My map is single player only, and I don't think I can save my day night cycle in banks.
0
Why can't you use angle of attack?
0
Well, what do you want? Do you just want the camera to follow a unit perfectly smoothly? If so, you could do something like this
Event -
Map Initialization
Actions -
General - Repeat (Actions) forever
Actions -
Timer - Start (New timer) as a One Shot timer that will expire in 0.02 seconds
General - Wait for (Last started camera) to have 0.00 seconds remaining
Camera - Pan the camera for player 1 to (Position of Unit) over 0.2 seconds with Existing Velocity% initial velocity, 2% deceleration, and Do Not use smart panning
Timer - Restart (Last started timer)
This works decently, however as I have discovered, you cannot use a first person style camera with this, because it seems to automatically lock camera input.