O? If you need help I can remake the effect and put it in a map or teamviewer you if it really comes down to it. This makes all supply depots on your map burn o.o
You can remove the damage if you want. This doesn't affect all Terran Buildings tho, only sup. depots.
1) Go into data and find the supply depot unit
2) Go down to it's behavior's and click "Terran - Structure burnout"
3) Find what is listed under "Behavior - Validators (Disable)"... this would be "(Terran Building Burn Down (Fire))"
4) Now open Validators & find the validator we just looked up
5) Duplicate ONLY this Validator & Rename it "Supply Depot Burn" & press suggest underneath it
5) In our new validator double click where you see "(Life < 1/3"... etc to the right of "Validator - Combines"
6) Remove the "Life < 1/3 HP" by clicking the red X
7) Go back to the "Terran - Structure burnout" behavior in the Behaviors tab
8 ) Duplicate ONLY this behavior & Rename it "Supply Depot BURN" then hit suggest as before.
9) On the right of this behavior double click "Terran Building Burn Down (Fire))" & change the value to "Supply depot Burn"
10) Open the Supply depot unit
11) On the right open its Behaviors +
12) Replace "Terran Structure burnout" with "Terran - Supply Depot BURN"
Now your supply depot is on fire forever, regardless of its HP... but omg... still no fire!! Let's fix that.
13) Open the actors tab
14) Find "TerranFlameSetFire (Unnamed)"
15) On the right, double click to the right of "Attachment - Attachment Query +"
16) Remove "AMFilterDamage"
After a bunch of research I found out blizzard fux me over again... 1: they have all their angles in Degrees, not radians.. so this fuk'd my equation over... & 2: I had to set the absolute height of my units to match perfect with the set state ignore terrain trigger... The timer itself wasn't the problem
For anyone wishing to vary a unit's height whether they are in a hole or on flat land with time:
Unit - Turn (Triggering unit) Ignore Terrain Height state On
Unit - Change (Triggering unit) height to (A + (B * (Abs((Cos((90.0 * ((X) / C)))))))) over 0.0 seconds
A = Lowest height for unit to be pushed to
B = Max height above A for unit to be pushed to
X = Variable that you want unit height to vary with. For me it was time, so I set a Timer variable (One shot timer started at melee initialization)
C = Time it takes to reach highest height from lowest height.
Example:
Show a unit as it dies just above lava height. Lava height varies from 3 to 7 over 7 seconds. Base ground height is 8, but there are pits for lava of course.
Unit - Turn (Triggering unit) Ignore Terrain Height state On
Unit - Change (Triggering unit) height to (2.5 + (4.0 * (Abs((Cos((90.0 * ((Elapsed time of GameTime) / 7.0)))))))) over 0.0 seconds
This would place the dying unit just below the lava's surface so you could see part of their body stick above of the lava as they died and watch them burn.
Ty 2 every1 for helping.
edit: & I guess technically you could use this for a jetpack system also with a bit of tweaking.
looks like u dont have 6 players on the map or you set up a debug trigger that makes one of your conditions false for player 6.. but im leaning towards u dont have 6 players on the map... test it by upping the number of players on your map.. just to test it
Press PrntScrn (Its above the arrows on your keyboard)
Open Paint (Windows key+R - -> mspaint)
Paste the screen shot in paint (Ctrl+v)
Save (Ctrl+S)
Upload (Imageshack.com)
Post the link (Duh?)
So i tried changing from infinite to a huge number, also tried using duration instead of elapsed time of timer... nada =\
now i just tried random angle to make sure cosine isnt broken... random angle worked the way it should... it gave me random heights within my bounds
aaaaaaaaaaaaahhhhhhhhhhhhhhh, why is the stupid timer giving 0 even though it's running... Or does anyone have another way of tracking game time that won't give 0 when I try to use it with math?
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O? If you need help I can remake the effect and put it in a map or teamviewer you if it really comes down to it. This makes all supply depots on your map burn o.o
You can remove the damage if you want. This doesn't affect all Terran Buildings tho, only sup. depots.
What's LoSB?
0
@FlopTurnReaver: Go
If you want the fire always on then:
1) Go into data and find the supply depot unit
2) Go down to it's behavior's and click "Terran - Structure burnout"
3) Find what is listed under "Behavior - Validators (Disable)"... this would be "(Terran Building Burn Down (Fire))"
4) Now open Validators & find the validator we just looked up
5) Duplicate ONLY this Validator & Rename it "Supply Depot Burn" & press suggest underneath it
5) In our new validator double click where you see "(Life < 1/3"... etc to the right of "Validator - Combines"
6) Remove the "Life < 1/3 HP" by clicking the red X
7) Go back to the "Terran - Structure burnout" behavior in the Behaviors tab
8 ) Duplicate ONLY this behavior & Rename it "Supply Depot BURN" then hit suggest as before.
9) On the right of this behavior double click "Terran Building Burn Down (Fire))" & change the value to "Supply depot Burn"
10) Open the Supply depot unit
11) On the right open its Behaviors +
12) Replace "Terran Structure burnout" with "Terran - Supply Depot BURN"
Now your supply depot is on fire forever, regardless of its HP... but omg... still no fire!! Let's fix that.
13) Open the actors tab
14) Find "TerranFlameSetFire (Unnamed)"
15) On the right, double click to the right of "Attachment - Attachment Query +"
16) Remove "AMFilterDamage"
Done.
Finally got SS's offline working
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@PBobbert: Go
/commands are blizz's special thing.. they won't let u use it...
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Can you post a screenshot of what you're on about
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... elapsed time is only 2 seconds once ... never again ...
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After a bunch of research I found out blizzard fux me over again... 1: they have all their angles in Degrees, not radians.. so this fuk'd my equation over... & 2: I had to set the absolute height of my units to match perfect with the set state ignore terrain trigger... The timer itself wasn't the problem
For anyone wishing to vary a unit's height whether they are in a hole or on flat land with time:
Unit - Turn (Triggering unit) Ignore Terrain Height state On
Unit - Change (Triggering unit) height to (A + (B * (Abs((Cos((90.0 * ((X) / C)))))))) over 0.0 seconds
A = Lowest height for unit to be pushed to
B = Max height above A for unit to be pushed to
X = Variable that you want unit height to vary with. For me it was time, so I set a Timer variable (One shot timer started at melee initialization)
C = Time it takes to reach highest height from lowest height.
Example:
Show a unit as it dies just above lava height. Lava height varies from 3 to 7 over 7 seconds. Base ground height is 8, but there are pits for lava of course.
Unit - Turn (Triggering unit) Ignore Terrain Height state On
Unit - Change (Triggering unit) height to (2.5 + (4.0 * (Abs((Cos((90.0 * ((Elapsed time of GameTime) / 7.0)))))))) over 0.0 seconds
This would place the dying unit just below the lava's surface so you could see part of their body stick above of the lava as they died and watch them burn.
Ty 2 every1 for helping.
edit: & I guess technically you could use this for a jetpack system also with a bit of tweaking.
0
Can't find AMFilterWeapon in Host Attachments +http://img87.imageshack.us/img87/3351/1111qw.png--
edit: jk, it was listed as just filter weapon, but fleshes out as AMFilterWeapon
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looks like u dont have 6 players on the map or you set up a debug trigger that makes one of your conditions false for player 6.. but im leaning towards u dont have 6 players on the map... test it by upping the number of players on your map.. just to test it
0
To post a SS:
Press PrntScrn (Its above the arrows on your keyboard)
Open Paint (Windows key+R - -> mspaint)
Paste the screen shot in paint (Ctrl+v)
Save (Ctrl+S)
Upload (Imageshack.com)
Post the link (Duh?)
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This
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From his picture he wants arctan... & it's in there under arcsin
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@BasharTeg: Go
I was thinking of doing the +1 as a last resort... And the variable returns 0
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So i tried changing from infinite to a huge number, also tried using duration instead of elapsed time of timer... nada =\
now i just tried random angle to make sure cosine isnt broken... random angle worked the way it should... it gave me random heights within my bounds
aaaaaaaaaaaaahhhhhhhhhhhhhhh, why is the stupid timer giving 0 even though it's running... Or does anyone have another way of tracking game time that won't give 0 when I try to use it with math?
0
0
Ew don't use 'For' loops.. they're disgusting in every language..
But like Almaity said, the first link has tons of tutorials.. try 'em all if u have the time.. Here's a good starting branch:
http://forums.sc2mapster.com/resources/tutorials/2843-video-tutorial-basic-triggers/
He talks you through everything he does, step by step going through common trigger stuff.