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    posted a message on Can't create units on initialization?

    I have a very simple set of triggers that create starting units in a custom type map that doesn't seem to work. Here's an example of one of the triggers:

    Player 1, Terran Home
        Events
            Game - Map initialization
        Local Variables
            Player = 1 <Integer (Constant)>
        Conditions
            (Race of player Player) == Terran
        Actions
            Unit - Create 1 Command Center for player Player at (Start location of player Player) using default facing (No Options)
    

    It simply doesn't seem to work. Am I missing some obvious mistake? Any help is appreciated.

    Posted in: Triggers
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    posted a message on [Ability/Weapon] Manual weapon switch?

    That will definitely do! It will be inconvenient to add the triggers to each map that uses this mod, but it's better than omitting the feature completely. I hope to implement it into the mod, but at the moment it doesn't look like there's a way to do so.

    Posted in: Data
  • 0

    posted a message on [Ability/Weapon] Manual weapon switch?

    For my mod, I'm trying to add a button for each of my six custom weapons to my unit's (Infantry) command card. The unit will have only one weapon available at a time, and I aim to set it up to allow the user to manually equip a weapon by pressing a button on the unit's command card. I would prefer to accomplish this without having to use any sort of inventory system.

    After the weapons and their effects were all created, I added a behavior to enable the current weapon, disable all other weapons, and disable all other weapon behaviors. This didn't come close to accomplishing my goal. Instead, each time I clicked an "Equip X" button, the button disappeared, and the unit's status area on the HUD changed. It hid the weapon info, moved most other info, and added the current behavior name to a visible list that wasn't there before. And it didn't appear to disable other weapon behaviors, as each time I selected another weapon, it just added on to this strange list. And worst of all, it appeared that the unit had all weapons available at all times, prioritizing them based on attack range.

    I'm still a n00b to the editor, so I don't know if my approach to adding this functionality was even remotely correct. Does you know how I might implement this weapon system? Any help is appreciated.

    Posted in: Data
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