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    posted a message on wave/attack triggers

    thats great thank you very much, the attacking nearest unit doesnt work though but ill have a tinker with it and see if i can get it to work

    Posted in: Triggers
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    posted a message on wave/attack triggers

    Hey there,

    im having a few issues with triggers... im trying to create a trigger that will wait 10 seconds after the game starts and spawn a set amount of units and will stop when the set amount is reached, then when the last unit dies restart and will spawn another lot of units after another 10 seconds....but so far if i have a condition that check to make sure the timer is out, it wont spawn any units.

    Also, when the unit spawns it needs to attack the closest enmy unit to it, but not sure how to do that, all the attack issues are attack point, but its not a static point, its a unit...

    any help would be great Thanks Rich

    Posted in: Triggers
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    posted a message on Unit movement

    Hello there,

    i have a seige tank which is build as a tower by the probe, but its meant to move, but it doesnt.....

    Can someone have a look and see what im missing please..

    These are the data values for the tank:

    Field Unit - Mobile Turret (Basic) Ability: Abilities + (Stop|Attack|Move|Ability Behavior - Salvage) (Basic) Ability: Command Card + ():((Move (Beacon)|Stop|Hold Position|Attack|Patrol|Button - Sell Tower)):((Ability Command|Ability Command|Ability Command|Ability Command|Ability Command|Ability Command)):((Move|Stop|Hold Position|Attack|Patrol|Salvage)):(((None)|(None)|(None)|(None)|(None)|(None))):((None|None|None|None|None|None)):(((None)|(None)|(None)|(None)|(None)|(None))):((|||||)):((Disabled|Disabled|Disabled|Disabled|Disabled|Disabled)):((Disabled|Disabled|Disabled|Disabled|Disabled|Disabled)):((Enabled|Enabled|Enabled|Enabled|Enabled|Enabled)):((0|0|0|0|0|2)):((0|1|2|4|3|4)) (Basic) Behavior: Behaviors - (Veterancy - Dmg Levling) (Basic) Behavior: Index 0 + Veterancy - Dmg Levling (Basic) Combat: Weapons + (Weapon - Mobile Turret):(Siege Tank) (Basic) Cost: Cost + (50|125|0|0) (Basic) Cost: Cost Category Army (Basic) Movement: Acceleration 20 (Basic) Movement: Collide + Ground, ForceField (Basic) Movement: Inner Radius 0.875 (Basic) Movement: Plane Array + Ground (Basic) Movement: Radius 0.875 (Basic) Movement: Speed 2.25 (Basic) Movement: Turning Rate 360 (Basic) Stats: Cargo Size 4 (Basic) Stats: Life Armor 1 (Basic) Stats: Life Maximum 160 (Basic) Stats: Life Starting Amount 160 (Basic) Stats: Race Terran (Basic) Stats: Score - Kill 700 (Basic) Stats: Score - Produce 350 (Basic) Stats: Sight Radius 11 (Basic) Stats: Supplies -1 (Basic) UI: Fidget + (33|33|2|33):30.0000:10.0000:4:1:90:90 (Basic) UI: Life Armor Name Terran Vehicle Plating (Basic) UI: Minimap Radius 1 (Basic) Unit: Attributes + Mechanical (Basic) Unit: Flags + Turnable, Movable, Cannot Be Clicked, Cannot Be Highlighted, No Tooltip, Prevent Destroy, Use Line of Sight, Kill Credit, Turn Before Moving, Show Resources, AI Disable Press Forward, Keep Rally On TargetLost, Revivable (Basic) Unit: Name Mobile Turret AI: AI Evaluation Siege Tank (Tank Mode) AI: AI Evaluation - Factor 1.5 AI: Tactical AI Siege Tank Behavior: Damage Dealt (Veterancy) 1 Behavior: Damage Taken (Veterancy) 1 Combat: Attack Target Priority 20 Combat: Death Reveal Radius 3 Combat: Kill Experience 50 Editor: Editor Categories ObjectType:Hero Editor: Editor Prefix Unit - Movement: Lateral Acceleration 64 Movement: Pathing Footprint Footprint 2x2 (Contour) Movement: Pathing Footprint - Placement Footprint 2x2 Movement: Separation Radius 1 Stats: Mob Multiplayer Stats: Repair Time 45.0000 Tech Tree: Glossary Category Terran Tech Tree: Glossary Priority 130 Tech Tree: Tech Alias + (Alias_SiegeTank) UI: Description Unit: Leader Alias Siege Tank (Tank Mode) Unit: Revive Type Siege Tank (Tank Mode) Unit: Score Result Build Order Unit: Select Alias Siege Tank (Tank Mode) Unit: Subgroup Alias Siege Tank (Tank Mode) Unit: Subgroup Priority 13 (Basic) (None): Energy Armor 0 (Basic) (None): Energy Armor Formula + -1:1:1:1:0 (Basic) (None): Energy Damage Ratio 0 (Basic) (None): Life Armor Formula + -1:1:1:1:0 (Basic) (None): Resource Damage Leech + ((0|0|0|0)|(0|0|0|0)|(0|0|0|0)|(0|0|0|0)) (Basic) (None): Resource Damage Leech Filters Required: Self, Air, Ground, Light, Armored, Biological, Robotic, Mechanical, Psionic, Massive, Structure, Hover, Heroic, Worker, Resource (Raw), Resource (Harvestable), Missile, Destructible, Item, Uncommandable, Can Have Energy, Can Have Shields, Prevent Defeat, Prevent Reveal, Buried, Cloaked, Visible, Stasis, Under Construction, Dead, Revivable, Hidden, Hallucination, Invulnerable, Has Energy, Has Shields, Benign, Passive, Detector, Radar, Stunned, Summoned, Unstoppable, Outer, Resistant; Excluded: Self, Player, Ally, Neutral, Enemy, Air, Ground, Light, Armored, Biological, Robotic, Mechanical, Psionic, Massive, Structure, Hover, Heroic, Worker, Resource (Raw), Resource (Harvestable), Missile, Destructible, Item, Uncommandable, Can Have Energy, Can Have Shields, Prevent Defeat, Prevent Reveal, Buried, Cloaked, Visible, Stasis, Under Construction, Dead, Revivable, Hidden, Hallucination, Invulnerable, Has Energy, Has Shields, Benign, Passive, Detector, Radar, Stunned, Summoned, Unsto (Basic) (None): Shield Armor Formula + -1:1:1:1:0 (Basic) (None): Shield Damage Ratio 1 (Basic) Behavior: Build On As + (Basic) Movement: Deceleration 0 (Basic) Movement: Radius - Dead 0 (Basic) Stats: Energy Maximum 0 (Basic) Stats: Energy Regen Rate Bonus on Creep 0 (Basic) Stats: Energy Regeneration Rate 0 (Basic) Stats: Energy Starting Amount 0 (Basic) Stats: Facing 270.000000 (Basic) Stats: Life Armor Level 0 (Basic) Stats: Life Regen Rate Bonus on Creep 0 (Basic) Stats: Life Regeneration Rate 0 (Basic) Stats: Score - Lost 0 (Basic) Stats: Shield Armor 0 (Basic) Stats: Shield Armor Level 0 (Basic) Stats: Shield Maximum 0 (Basic) Stats: Shield Regen Rate Bonus on Creep 0 (Basic) Stats: Shield Regeneration Rate 0 (Basic) Stats: Shield Starting Amount 0 (Basic) Stats: Vision Height 0 (Basic) Stats: Vital Bonus On Dense Terrain + (0|0|0) (Basic) Stats: Vital Multiplier On Dense Terrain + (1|1|1) (Basic) UI: Equipment Array - (Basic) UI: Fog Visibility Hidden (Basic) UI: Height 0 (Basic) UI: Hotkey Alias Unit - Mobile Turret (Basic) UI: Hotkey Category (Basic) UI: Kill Display Default (Basic) UI: Life Armor Tooltip (Basic) UI: Random Names + (Basic) UI: Rank Display Default (Basic) UI: Shield Armor Name (Basic) UI: Shield Armor Tooltip (Basic) UI: Subtitle (Basic) UI: Tooltip Priority 0 (Basic) Unit: Effect + ((None)|(None)|(None)|(None)) AI: AI Evaluation - Constant 0 AI: AI Notify Effect (None) AI: AI Override Target Priority 0 AI: Tactical AI Channel AI: Tactical AI Filters Excluded: Player, Ally, Neutral AI: Tactical AI Function AI: Tactical AI Range Behavior: Add On Offset X 0 Behavior: Add On Offset Y 0 Behavior: Added On Units + Behavior: Built On + Behavior: Resource Drop Off + Behavior: Resource State None Behavior: Resource Type None Behavior: Response Acquire Combat: Attack Speed Multiplier On Creep 1 Combat: Death Reveal Duration 4.0000 Combat: Death Reveal Type Snapshot Combat: Default Acquire Level Offensive Combat: Energy Gained by Damage Taken + (0|0|0|0) Combat: Energy Leeched by Damage Dealt + (0|0|0|0) Combat: Kill Resource + (0|0|0|0) Combat: Life Gained from Damage Taken + (0|0|0|0) Combat: Life Leeched from Damage Dealt + (0|0|0|0) Combat: Revive Cost + (0|0|0|0):(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled):(0|0|0):(0|0|0):0:0:0:Disabled:MobileTurret/Revive:Unit:0.0000:0.0000:MobileTurret/Revive:Unit:0.0000:0.0000:0.0000 Combat: Revive Cost Per Level + (0|0|0|0):(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled):(0|0|0):(0|0|0):0:0:0:Disabled:Ability:0.0000:0.0000:Ability:0.0000:0.0000:0.0000 Combat: Shields Gained from Damage Taken + (0|0|0|0) Combat: Shields Leeched from Damage Dealt + (0|0|0|0) Combat: Turrets - Cost: Powerup Cost + (0|0|0|0):(Disabled|Disabled|Disabled|Disabled|Disabled|Disabled|Disabled):(0|0|0):(0|0|0):0:0:0:Disabled:Ability:0.0000:0.0000:Ability:0.0000:0.0000 Cost: Powerup Effect (None) Cost: Powerup Filters Cost: Powerup Range 0 Editor: Editor Comment Editor: Editor Description Editor: Editor Facing Alignment 0 Editor: Editor Flags + Block Structures Editor: Editor Suffix Movement: Acquire Leash Radius -1 Movement: Acquire Leash Reset Radius -1 Movement: Acquire Movement Limit -1 Movement: Allied Push Priority 0 Movement: Creep Speed Bonus 0 Movement: Creep Speed Multiplier 1 Movement: Inner Radius While Dead 0 Movement: Mover Ground Movement: Overlap Index 0 Movement: Pathing Footprint - Dead (None) Movement: Push Priority 10 Movement: Stationary Turning Rate 720 Stats: Boosted Cliff Level 0 Stats: Boosted Height + (0|0|0) Stats: Cargo Overlap Filters Stats: Death Time 0.0000 Stats: Energy Regeneration Delay 0.0000 Stats: Item (None) Stats: Life Regeneration Delay 0.0000 Stats: Mass 0.4 Stats: Pawn Item Reduction 1 Stats: Revive Delay 0.0000 Stats: Revive Time 0.0000 Stats: Score Kill Cost Factor + (0|0|0|0) Stats: Score Lost Cost Factor + (0|0|0|0) Stats: Score Make Cost Factor + (0|0|0|0) Stats: Shield Regeneration Delay 0.0000 Stats: Sight Bonus + (0|0) Tech Tree: Glossary Alias (None) Tech Tree: Glossary Strong Array + Tech Tree: Glossary Weak Array + Tech Tree: Tech Tree Produced Units + Tech Tree: Tech Tree Unlocked Units + UI: Life Armor Display Flags + UI: Occlusion Height 0.75 UI: Order Display Minimum 1 UI: Shield Armor Display Flags + UI: Speed Display Flags + UI: Synchronous Model Data Unit: Death Reveal Filters Required: Visible; Excluded: Player, Ally, Neutral, Missile, Dead, Hidden Unit: Idle Command Unit: Loot + Unit: Taunt Duration + (0.0000|0.0000)

    Posted in: Data
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    posted a message on Voting system

    Hello thanks for the reply, im using the voting-system v1.0 found on these forums to display the whole voting so im just trying to incorporate the 2 together then will let you know how it works :)

    Thanks Rich

    Posted in: Triggers
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    posted a message on Voting system

    Hello there,

    im trying to create a voting system abit like probes vs zealot 2.

    i have a barracks which is owned by player 14, i want to create a vote box to find out who wants to control the barracks (only 1 player), and give them ownership for the rest of the game, and if that player leaves, randomly select someone else (or if more then 1 voted for control, pick that player) to take over so there is always an active player in control.

    Can someone help me with the triggers for this as i have no idea how to do that kind of voting

    Thanks Rich

    Posted in: Triggers
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    posted a message on Problem with tower upgrades

    yea thats what i thought but all the footprints are right and as there supposed to be.....ill try and get a screenshot and add it in the next post

    The first screenshot is the towers laid out as you would normally build a maze, the second shot is once i have upgraded the tower, it moves over.

    Posted in: Data
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    posted a message on Problem with tower upgrades

    Hello there,

    Ive made a TD map, pretty standard, waves spawn build a maze and kill them.....

    My original plan was to have 1 tower with weapon upgrades to make them better, but then people suggested that i add more towers instead, so i added some more towers and added some upgrades for them better towers not dmg or speed upgrades.

    but, the problem is i have the other tower with the weapons and all the buttons done and everything, but when i go to upgrade the tower in game the unit moves. like it hovers above the previous tower and releases the ground it was built on so you can build another tower on it (which then you can have 2 towers onthe same spot)
    does anyone know where or how i go about fixing this please?
    or anymore info required let me know and ill help where i can

    Thanks
    Rich

    Posted in: Data
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    posted a message on Looking for help please

    Hello all,

    Im looking to start making a new map abit like probes vs zeelot but slightly different. Only problem is i dont have any experience with terrain and havent managed to build anything good yet, so was wondering if someone could perhaps just do the terrain for me and i will add everything else, im only having 1 map not 6 so will only be a few bits but i just cant get it right and i keep getting annoyed.

    thanks Rich

    Posted in: Terrain
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