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    posted a message on How to make can anti-block

    I still need suggestions please. If anyone has any.

    Posted in: Triggers
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    posted a message on How to make can anti-block

    Yea. I meant i checked to make sure that my towers had 2v2 not 2v2(contour) I checked everything that could've gone wrong. I'm stumped on what to do that this point. Let me know if anyone has any other suggestions.

    Littlefury

    code: 288

    Posted in: Triggers
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    posted a message on How to make can anti-block
    Quote from Talon0815: Go

    EDIT: Quote:

    you will need to make sure your tower's footprint is something like "Footprint 1x1" NOT "Footprint 1x1 (Contour),"

    source

    I guess that's the problem.

    My tower was alrdy a footprint 2v2. Uless it has to be 1v1, which i don't understand why it would have to be 1v1.

    Posted in: Triggers
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    posted a message on How to make can anti-block

    Look. it didn't work, so i'll just post exactly what i have on my trigger screen.

    Events: Any unit construction progress is started \ condtions: or:

    condtions: Pathing cost between ( center of p1 & p2 spawn point) and (center of p1 & p2 end point) == 65536

    I have 3 other lanes that have the same thing but with different regions

    action:

    Unit - remove (triggering progress unit) from the game.

    Player: modify (owner of (triggering process unit)) minerals: add (minerals cost of (unit type of ( triggering process unit)))

    UI: display "don't block" for (player group(( owner of ( triggering process unit))) to subltitle area.

    No, i did not just copy all this from the thing above.

    Hmm. Talon. I'll try that. :D

    Posted in: Triggers
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    posted a message on How to make can anti-block

    @zeldarules28: Go

    Well, When i used 65536 in value and custom script, it didn't work. I used the spawn region and end region as the regions, and i copied everything else and it did not work. I'm trying the unit thing now to see if it works.

    Posted in: Triggers
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    posted a message on How to make can anti-block
    Quote from zeldarules28: Go

    @littlefury916: Go

    The function AI pathing cost returns some number of the path is impossible (I think it's -1, although I am not 100% sure).

    Whenever you start making a unit, you are checking the pathing cost. This is how far a unit has to travel to get from point A to point B. If point A is the first part of your maze and point B is the end. If the pathing cost returns -1 (or whatever number it is, I forget) then there is something in the way. Try it with -1 instead of 65536.

    If that still doesn't work, take a screenshot of your trigger and post it here.

    Look. It didn't work and i don't rlly know how to put on screen shots to mapster.(Something with attachments and browsing. Yes, i know. Embarrasing.) But I have sparked an idea. Would this trigger work for a unit that runs through the lane.

    event: anti block unit uses the stop ability

    action: Order anti block unit to attack

    wait 3 seconds

    order anti block unit to move to end region (replacing existing orders)

    So, everytime the anti block unit is stopped becuase he's being blocked, it would attack!

    Posted in: Triggers
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    posted a message on How to make can anti-block
    Quote from Talon0815: Go

    Yes it should work then. The condition checks if point 2 is reachable by ground units from point 1, so if you connect all your waypoints with this conditions, everytime a building is trying to build that would block the units from point 1 to reach point 2, the building is destroyed.

    Well. It didn't work :(. I made sure that i copies everything correctly, and i made sure the points were correct and everyhing. Now, i don't know what those numbers are, so is that it? Sorry, I just don't understand that part with the numbers.

    Posted in: Triggers
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    posted a message on Sell tower not working

    Thanks guys. I found the problem. I would put the mineral cost of each tower in the Build that it was in when the trigger was refering to the minerals in the "cost" box for each unit. So i just switched the minerals around. It's all set. Thanks again!

    Posted in: Triggers
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    posted a message on How to make can anti-block
    Quote from Talon0815: Go

    There's a quite simple solution for this that instantly destroys any construction that would block the monster's path. Make a trigger that somehow looks like this:

    Events
            Unit - Any Unit construction progress is Started
    Conditions
            Or
                Conditions
                    (Pathing cost between (Center of spawnpoint 1) and (Center of Finish)) == 65536
                    (Pathing cost between (Center of spawnpoint 2) and (Center of Finish)) == 65536
                    //and so on for each spawnpoint or other point the units have to run through
                    //More complicated ways of course need all their waypoints being linked where a player could block between
    Actions
            Unit - Kill (Triggering progress unit)
            Player - Modify player (Owner of (Triggering progress unit)) Minerals: Add (Minerals cost of (Unit type of (Triggering progress unit)))
            UI - Display "Don't block!" for (Player group((Owner of (Triggering progress unit)))) to Subtitle area
    

    So if i copy that , then it should work? I just don't get some of it. :P

    Posted in: Triggers
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    posted a message on Sell tower not working

    Well, I have been checking everything that could be wrong. I'm stumped on what it could be. I still am looking for any suggestions. Maybe another way to set up the trigger or something?

    Posted in: Triggers
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    posted a message on How to make can anti-block
    Quote from littlefury916: Go

    @nestharus: Go

    Umm. How would that not work? And also, i don't know how to do that pathing thing. Could you specify( Maybe give the actual trigger stuff) of what i'm supposed to do. Sorry for misunderstanding

    Since no one answered, I'm guessing i'm not being understood. So I just don't know how to set up this A* pathing algorithm. And I was actually planning on using what pshyched was talking about, but i didn't know how to set that up either. So, i am really just asking if anyone has the trigger set up for either of these(or anything that would work for my TD) .

    Posted in: Triggers
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    posted a message on Invulnerable Unit Dieing

    @Seymoore33: Go

    lol. I had the same problem. I was just going to suggest making the life of all the towers to 9999. But i guess i should've just asked. So all my towers are structure. So if i just put in the weapon filters's exclude structure i should be fine?

    Posted in: Data
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    posted a message on My Tower doesnt shoot in my TD
    Quote from pjrm1470: Go

    Hi everyone.

    I'm just following the "OneTwoSC" tutorial in youtube, i'm trying to make a simply TD as him explain in tutorial 1. But somethink i dont know why is happening... My tower does not shoot the missile. its a Photon cannon. - I duplicated all the itens him sad to do in tutorial. - I try to recheck all the actors, models but there is nothing different from what him explain in tutorial !!!

    What i must set to my tower shoot !? Ps.: My SC2 is ptBR.

    Best regards, pjrm1470.

    Hmm. Does an error show up when your tower tries to shoot? I remeber whenever i copy a tower, you have to go to "effect - launch missile - ammo unit" and you set the ammo unit to the right unit. Other than that, I ain't quite sure.

    Posted in: Data
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    posted a message on Where's the easy triggers?

    I must admit. The Galaxy Editor is awesome. However, there is one thing i miss. It's the old triggers from sc1 editor. (SCMdraft2 type stuff) I just think that it would save alot of people time if they had the simple stuff. Like just saying "kill all units for player X' right out there insteadof saying "pick unit in unit group blah blah blah" They did include most triggers, i just think some of the simple things are alot more complex then they have to be. But, I must admit, it does make map making more fun .

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on How to make can anti-block
    Quote from nestharus: Go

    The idea of the unit anti blocker doesn't work. A person can just build/sell.

    Try using A* Pathing Algorithm. If there is no path between 2 points, then the path is blocked.

    Umm. How would that not work? And also, i don't know how to do that pathing thing. Could you specify( Maybe give the actual trigger stuff) of what i'm supposed to do. Sorry for misunderstanding

    Posted in: Triggers
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