• 0

    posted a message on Help - Radius Check
    Quote from hobbidude: Go

    @admielke: Go

    Do it in a seperate threaded definition. I would also stray away from the periodic trigger and also put that in a threaded definition with a loop.

    If I knew how to do a threaded definition I would do it, but I'll look for a tutorial or something later today.

    Update

    Is this what you mean?

    Posted in: Triggers
  • 0

    posted a message on Help - Radius Check
    Quote from hobbidude: Go

    @rtschutter: Go

    I had a look too. It very weird that you can set things like unit group in the event and its register fine but simple does work for the event. Looks like there's no way trigger wise to do this if the unit is not preplaced (or even a region for that matter). Triggering range unit or anything "triggering"of course can't be used in an event

    I think the next step would be to instead to just simply run an action definition with some type of looping check that you apply when the unit is created in the original trigger. In most cases I don't even use unit enters triggers at all as its often better to just do things via definitions.

    Since the map is a TPS and uses a periodic trigger for movement, I'll try to add the trigger in it. I will be publishing the map here soon and test it with a RL friend to see how the lag is. I used the camera setting that sets maximum viewing distance to a low number (30) and had the fog black with adjusted fields.

    Posted in: Triggers
  • 0

    posted a message on Help - Radius Check
    Quote from rtschutter: Go

    Alright well, looking at it I can't find any way to set the range unit to any unit, so you have to use a specific unit. Worse is that I can't find any way to do that without giving it a specific value (meaning it has to be on the map when the game starts).

    I tried using a unit from unit group, and using a unit from a data table...but it doesn't seem to do anything. Using the unit value itself worked though.

    You may be better off doing something with a region, say, attaching it to a unit and then checking when a unit enters that region instead.

    The description for Triggering range unit says it is the unit that the radius starts from rather than the entering unit.

    Posted in: Triggers
  • 0

    posted a message on Help - Radius Check

    The region should be on the marine and not the automatron and make the automatron attack the marine. Basically I want the torch or flashlight to attract enemies while it is turned on, but turned off reduces everything to being dark (enough to barely see). I will be testing it out on my map now.

    Update: I must be doing something wrong because it won't have the triggering unit attack the playerUnit.

    Posted in: Triggers
  • 0

    posted a message on Help - Radius Check
    Quote from hobbidude: Go

    @admielke: Go

    Your using both "triggering range unit" as well as "playerUnit" which should be the same unit; and i would also guess one or neither of these are setup from the others triggers you have.

    Your first sentence: am I doing something wrong or are you just pointing out they should be the same thing?

    What do you mean "I would also guess one or neight of these..."? This is one trigger. Are you seeing if I turn on this trigger via action from the Map Initialization trigger?

    If I try to change the event's Triggering range unit to playerUnit, I cannot. The variable does not show up.

    Posted in: Triggers
  • 0

    posted a message on Help - "dependency does not specify a file"

    Here are my errors when I try to publish my map:

    Document dependency does not specify a Battle.net file (Mods/GAx3.SC2Mod)

    Document dependency does not specify a Battle.net file (Mods/Left2Die_MOD.SC2Mod)

    Document dependency does not specify a Battle.net file (Mods/Mists_Of_Pandaria.SC2Mod)

    Document dependency does not specify a Battle.net file (Mods/Pandaria_Library.SC2Mod)

    Can I even use these assets/mods if I want to publish?

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Suggest - Terrain Regions

    In the TPS map I am making I have created multiple areas of the map: a city including businesses and residential (including a trailer park), a farm including crop fields and a barn, a graveyard, a large gas station, a landfill, a military base with a secretive laboratory, and lastly a cave which I have been having difficulty with. I now have a large area between the military base and the graveyard. I would like to get some ideas that could be placed there. I thought about a forest, but since there will be trees everywhere it would almost be pointless. My question to you is what should I place in this empty space or what would you like to see?

    Posted in: Map Suggestions/Requests
  • 0

    posted a message on [Recruiting] Next Special Forces Elite Map

    I'll help as much as I can but I am working on a multiplayer TPS map and will be working on a very complicated map filled with many map-styles.

    Posted in: Map Suggestions/Requests
  • 0

    posted a message on Help - Radius Check
    Quote from willuwontu: Go

    Is playerunit a variable or a preset unit.

    Variable made in a Map Initialization trigger.

    Quote from hobbidude: Go

    @admielke: Go

    Oh but you do and you've gone it perfectly. The way that you've stated it is exactly how you should be thinking about how its made. IE

    1.Start trigger when any unit owned by player 15 goes within 20.0 yards of the playerUnit owned by player 1. - Obviously the first part of the event of the trigger. Event will be unit events range of unit. The "player 15" owner is something that you can check in the conditions

    Because this is a multiplayer map I needed to figure out how to make it so. I wanted to ask how to get the unit that has the distance and figured it was "Triggering range unit". This is what I came up with with the Action selected:

    Going to test it... It doesn't work. My guess is the (Triggering range unit) in the Event is what's wrong.

    Posted in: Triggers
  • 0

    posted a message on Help - Radius Check
    Quote from MasterWrath: Go

    @admielke: Go

    You're not saying what the issue is. Seems to me you know what you want.

    I don't know how to make it into a trigger. I did say "I want to make a trigger that does this:"

    Posted in: Triggers
  • 0

    posted a message on Help - Radius Check
    Quote from rtschutter: Go

    Does playerUnit move around, or is it sitting still?

    It is moving around.

    Posted in: Triggers
  • 0

    posted a message on Help - Radius Check

    I am wanting to make a trigger that does this:

    1. Start trigger when any unit owned by player 15 goes within 20.0 yards of the playerUnit owned by player 1.
    2. Check if playerUnit is alive.
    3. Check if torch variable is true.
    4. If true, the player 15 unit is issued to attack the playerUnit.
    5. If false, do nothing.

    Something to take in consideration is there will be up to 12 players. The basic idea is if the playerUnit has their flashlight turned on the enemy will detect them from a further distance.

    Posted in: Triggers
  • 0

    posted a message on Building Layout Ideas?

    @Verdagon: Go

    If you do not care about stairs, I would recommend having an elevator or a door that you can have the player be asked which level you want to instantly move to. I will be doing this in my Black Ops 2 Zombies remake.

    Posted in: Terrain
  • 0

    posted a message on [Reload sound] Know any good ones?

    @RageQit: Go

    Go HERE. Right click the DOWNLOAD link and select Download Link As. It is the AUG reload sound effect from Call of Duty. I don't know what copyright restrictions there would be, but I am sure if you do not gain any kind of money it is legal. I will be using it for my TPS. May make it into a FPS but I do not know yet.

    Posted in: Galaxy Scripting
  • 0

    posted a message on SC:Editor 1.2 FPS traceline

    @obliviron: Go

    I did this with my third person shooter. Because my camera was off I killed my own unit instead of the target. I fixed the camera and have a clear view of the target. When I tried it a second time, nothing happened.

    Posted in: Triggers
  • To post a comment, please or register a new account.