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    posted a message on selection priority

    yup it's in the model.  selection layer.  thanks

    Posted in: Data
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    posted a message on selection priority

    edit

    Posted in: Data
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    posted a message on selection priority

    if anyone has a second to look at and test my map, there is an issue that might be better looked at

    you start in the bottom left of the map with a chooser. you can choose 1912 or 1914 borders, then choose a nation

    the unit nations should be ChooseBulgaria, ChooseOttoman, etc, but they are Beacon,Beacon,Beacon (they are duplicates of the small protoss beacon, and i named them appropriately and clicked suggest on all of them).  plus a unit that blocks your nation chooser before your GameYearStart chooser makes his choice (FirstChooseGameYear) is called Supply Depot when it should not be.

    other duplicates work fine, like RevoltGreeks, RevoltBulgarians, 1912_Diplomacy, 1912_First_Balkans_War

    === Attach ===

    Posted in: Data
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    posted a message on selection priority

    which field is a unit's "selection priority"? (AKA, in my map, if i drag a selection box around some units, it will only select the Residential Buildings if there are any residential buildings in the selection box... i need to make Infantry Brigades the main unit that is selected... and structures shouldn't have a higher selection priority than units)

    Unit - Subgroup Priority looks like it might be it, but it doesn't correspond to how my units are selected when i test the map

    Posted in: Data
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    posted a message on simple question, about how to get units to stop firing on a unit

    @BasharTeg: Go

    this is what i don't know how to do :/

    maybe it's just the editor being so different

    here is what i can find for the *

    ((Picked Unit) Order at Index (0)

    but that doesn't make sense? is it in Unit? Order? i'm lost

    Posted in: Triggers
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    posted a message on simple question, about how to get units to stop firing on a unit

    here is what i have, to change ownership of the buildings in my provinces, when a player gets the province capitol down to 250 HP:

    events.
    - unit - capitol [((location of Athens capitol building))] is attacked.
    conditions.
    actions.
    - general - if then else.
     - if.
     - - ((triggering unit) life (current)) <= 250.
     - then.
     - - unit group : pick each unit in (Any units in regionATHENS owned by player Any Player matching Required:Structure, with at most Any Amount) and do (Actions).
     - - - actions.
     - - - - Unit - Change ownership of (Picked unit) to player (Owner of (Attacking Unit)) and Change Color.
     - - unit group : pick each unit in (Any units in regionATHENS owned by player (Owner of (Attacking unit)) matching. Excluded: Structure, with at most Any Amount) and do (Actions).
     - - - actions.
     - - - - Unit - Order (Picked unit) to (***) (Replace Existing Orders).

    my question is about the *** part... how do i select all of the units firing on the capitol, and simply order them to stop firing once the capitol (and other buildings) change color?

    Posted in: Triggers
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    posted a message on naval units

    i was given this advice to make naval units,

    Make a unit group and add all of your naval units to it. Create a trigger that goes off whenever a naval unit moves. In that trigger, check the World Height (the height of the actual walkable terrain) against the height of the water. If the terrain at the place they're trying to move is higher than the water, don't let them move there. (rrowland)

    i'm having trouble finding the basic elements of the event and action, though... some guidance would be appreciated. i can't find anything like event: unit moves, or a way to check if a unit is moving and its destination height during a particular loop compared to its previous height. is that done 'manually'?

    basically, i have three different cliff levels, and my shipyards are on the bottom cliff. i'd like to manipulate a unit group of naval units and make it so they can only move around on the bottom cliff land, that's my ultimate aim...

    Posted in: Triggers
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    posted a message on Naval Units

    Make a unit group and add all of your naval units to it. Create a trigger that goes off whenever a naval unit moves. In that trigger, check the World Height (the height of the actual walkable terrain) against the height of the water. If the terrain at the place they're trying to move is higher than the water, don't let them move there.>>

    what is the trigger event? what is the action?

    i can't find a "unit - is moving" type event

    Posted in: Miscellaneous Development
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    posted a message on pick all units in region?

    sorry, i don't know these "unit groups", used to sc1

    thanks :)

    Posted in: Triggers
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    posted a message on pick all units in region?

    here is what i am going for:

    event - unit is killed.

    condition - unittype is capitol.

    actions - replace killed unit.

    pick all units in REGION owned by player (unitowner of killed unit). change owner to player( unitwoner of unit killer).

    is there a way to do that last action, to pick all units in a region? i've been looking and i can't find the action.

    Posted in: Triggers
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    posted a message on Naval Units
    Quote from rrowland: Go

    Make a unit group and add all of your naval units to it. Create a trigger that goes off whenever a naval unit moves. In that trigger, check the World Height (the height of the actual walkable terrain) against the height of the water. If the terrain at the place they're trying to move is higher than the water, don't let them move there.

    could anybody please spell this out more, or show an image?

    Posted in: Miscellaneous Development
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    posted a message on Balkans 1912 historical map - i only need a 20m skype call ;)

    i'm making a historical map, Balkans 1912. at start, you choose whether it is 1912 or 1914 borders, and whether it's diplomacy or war.

    if you select war for 1912, it's first balkans war (Bulgaria/Greece/Serbia/Montenegro vs Ottoman Empire)... for 1914 it's World War I (Ottoman/Bulgaria vs Greece/Serbia/Montenegro/Italy).

    in diplomacy, i'm thinking that the victory condition might be something like Build 10 Towns. and it'd display how many towns each player has on the leaderboard.

    the map revolves around cities. each city/province has buildings to use, and to take ownership of a province, you kill its Capitol. some cities have coal mines (gives industry), all have at least one residential district (gives taxes), other buildings cities may have are factories, garrisons, hospitals. and there are farms on the city outskirts (this is how you have supply). province buildings are invincible and you can't build them, so if you need more supply or more any building you need to take over a province.

    naval units that only move in water are important, and railroad tracks are also important. (these aren't fully implemented yet). capitols can produce engineers, which can make airfields (have yet to implement at all) and pillboxes.

    i attached a picture of Athens and you can see the minimap / general setup. and i've attached the map itself.

    [b]here's what i'm requesting: just a 10-30minute skype call with someone who has moderate knowledge of the data editor. i have a list of very specific (mostly small/simple) questions, what i want to do is send the map so we're both looking at it, we can both test run it, and basically i want to ask WTF about a lot of little things in the data editor and some trigger stuff (though i can figure the triggers out on my own if you only know the data editor)[/b]

    Posted in: Team Recruitment
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    posted a message on Starcraft Battlefront

    i'll bump this idea. about the separate planets... i had a similar idea. after i finish europe WW1, i'm planning to make a map with Earth/Mars/four moons of Jupiter, and a region of space for ships to travel between them (solar system). it'll be a diplomacy in the future. one of the resources will be hydrogen3 for fusion, the player needs to send convoys into the upper atmosphere of jupiter and saturn to acquire it... so some players will be space pirates and focus on the space fleets more

    Posted in: Map Suggestions/Requests
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    posted a message on [Help] Copying a siege tank!

    i'll do what i can with the siege tank :S

    i want to duplicate the Hercules, call it a Cargo Vessel, and call it a day. any traps to watch out for or should this be straight forward?

    http://forums.sc2mapster.com/general/team-recruitment/21764-balkans-1912-historical-map-i-only-need-a-20m-skype/

    Posted in: Data
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