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    posted a message on How do I duplicate correctly?

    I'm assuming that you just selected Duplicate Object and clicked OK on the box that popped up? Most if not all of the stuff under it needs to be checked.

    Posted in: Data
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    posted a message on Creating effects to attach to units?
    Quote from BorgDragon: Go

    @RCIX: Go

    follow this link to see how to get the range ring setup. http://www.stardepot.org/47/range-indicators

    You create a new actor, type Model, based on Model Animation Style One Shot. in the Art field you choose the model you want, and then in the Events+ field, make the following events.
    Behavior.X.On -> Create
    Behavior.X.Off -> Destroy

    That link helped a ton with the range ring, thanks!

    Now for effects, the thing is i'm using a behavior that applies a periodic Search Area effect which then activates another effect which applies my buff. The behavior is only present on the source unit. Should i rework my system to apply a behavior to the target units?

    Posted in: Data
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    posted a message on Creating effects to attach to units?

    k'bump!

    Posted in: Data
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    posted a message on Creating effects to attach to units?

    I want to indicate what unit is getting an applied aura effect (which i've set up already) by attaching an effect to the unit it's affecting (such as the archon glowy effect), but i can't figure out how to do it. Can anyone help? For bonus points, show me how to provide some sort of range ring so i can indicate the radius of effect for my aura. Thanks! :D

    Posted in: Data
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    posted a message on Attempting to rig resourc beacons for a map

    @uiasdnmb: Go

    That was my dilemma, since i wasn't sure whether it would be better to do it with the data editor or not. In any case, that would work, thanks for the help! Edit: OK, i'm thoroughly confused.

    • for Modify Player, there's no Player - Value option under the effect tab, nor an option to "input resources i want generated by beacon". The closest i can come is under the Unit tab where i can choose an Effect to apply to any of a number of choices (Target being the default one). Edit: i'm an idiot, i didn't realize that Modify Player was the type of effect not the name you used >.<
    • For Search Area, there's about 4 places i can choose my Modify Player effect. I'm assuming I want the one just below the list of areas to search?
    • For my Buff, i'm guessing that i want to add something in the Resources tab, but all of them just look to be modifications to the harvesting process, and not direct depositing of minerals.
    Quote from yukaboy: Go

    Could you use global region variables? Then you could make 1 trigger per resource.

    That's the thing, i could do it with triggers but I'd need N sets of triggers (N being the number of beacons i want). I'm trying to come up with a less time intensive solution :)

    Posted in: Triggers
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    posted a message on Attempting to rig resourc beacons for a map

    Anyone? Anyone at all?

    Posted in: Triggers
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    posted a message on Condition: Unit Angle

    For that, you'll probably want to put a 3d point down at the center of each region (or up if you only care about that one), then use the Angle Between Points condition. See this sample trigger:

    Untitled Trigger 001
    Events
    Unit - Any Unit Enters a distance of 10.0 from Xel'Naga Tower [72.00, 77.00]
    Local Variables
    Conditions
    (Angle from (Position of (Triggering unit)) to Point 001) <= 45.0 This is the Angle Between Points condition
    Actions
    insert actions here

    Posted in: Triggers
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    posted a message on Condition: Unit Angle

    You want the Facing Angle of Unit element for part of a condition on whatever event you're using (like Unit Enters/Leaves Region). As to the exact comparisons you'll need, i'm not sure what they are but if you mess around you should be able to figure it out.

    Posted in: Triggers
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    posted a message on Can't find option to display a text message in chat

    Best option would probably be to define a region in the editor corresponding to the area you want the alarm to go off in, then make a trigger with the event Unit Enters/Leaves Region, comparing Triggering Player to the player that owns the creeps in conditions, then execute the Text Message action with the appropriate text.

    Posted in: Triggers
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    posted a message on Attempting to rig resourc beacons for a map

    I'm trying to make a map where you capture resource beacons by placing workers near them, and they provide income. This is pretty trivial to do with triggers (check for Unit Enters/Leaves range of beacon and transfer ownership/increment a variable that controls resource donation), but I'd have to make a trigger set for each individual beacon. Are there any other options, or will I have to do that?

    Posted in: Triggers
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