Is the Roach destroyed after the shield is off or supposed to?
Why is the roach created?
Is it Correctly Attached to the Unit using Sops?
Perhaps Disable the Inherit Properties of one of the Actors?
So essentially what i understood is your only looking to test units when going up a certain slope or hill.
This trigger will only work under the assumption that you have all flat terrain except for the hills you want to check
However Terrain can have some weird heights that you might not even no so you may need to find out what the
height of terrain is by having a trigger run and spit out the values up to 3 or 4 decimals for accuracy.
Hope this will help
Also the Local Variable would have to be a Global Variable in order to keep its values
If you want the speed to change only for a small amount of time perhaps applying a Buff that slows the unit for 10 seconds might be the answer.
The question is how are they changing height?
Is your unit using an ability that increases its height?
or is your unit just going up hills which increase you height?
If they are using an ability then just add a behavior to the unit that slows them down for 10 seconds or so.
If they are just walking normally you will need a periodic event to check the units height.
If you need to detect when the height changes then you will probably need write the units height to a variable
Then check if the Units Height is higher or lower then the old height Variable
If you played Island Troll Tribes on Wc3 you should check out my map its on battlenet,
Im not sure if its considered as good as the original its not that popular yet but ive been working on it a long time
its called "Island Troll Tribes Remake" i put it under the Survival Category
Hey so i found this awesome field in portraits today: (None): EDSTR_FIELDNAME_CModel_PortraitOffset (0.000000,0.00000,0.000000)
There is now support to move the Portrait Model
It is now Possible to Use Units as Portraits.
X Moves Model Left or Right
Y Moves Model Up or Down
Z -Unsure what it does doesn't seem to effect Model
To Zoom in or Out from a Model you will still need to Set a Actor: Portrait Camera
If you find the texture used by the unit you might be able to just edit out the Creep Texture,
by perhaps giving it an Alpha Channel to make the creep appear opaque?
i feel that it is your condition in the If Statement
Car Ignition is Enabled for (Triggering unit) == true
What are you testing?
is the ability toggle-able?
EDIT:
I usually do it like this
Global Variable:
IgnitionBoolean[15] = False
If (Conditions) then do (Actions) else do (Actions)
>If
>>IgnitionBoolean[(Owner of (Triggering Unit))] == False
>Then
>>Set Variable IgnitionBoolean[(Owner of (Triggering Unit))] == True
>>Other Actions
>Else
>>If (Conditions) then do (Actions) else do (Actions)
>>If
>>>IgnitionBoolean[(Owner of (Triggering Unit))] == True
>>Then
>>>Set Variable IgnitionBoolean[(Owner of (Triggering Unit))] == False
>>>Other Actions
>>Else
So what im really hoping to accomplish is check whether a unit/item is of a certain class lets say i have
Helmets
Armor
Weapons
I use a Pick Each Unit in Inventory of Triggering Player
Then im trying to see if their is a way to use a condition to check whether a unit is of that certain class.
I know i could do it your way Deadzergling but im hoping for a less time consuming answer.
I have the trigger working and everything and i can just make about 30 if then else statements
but im hoping i can just check the the item is a Helmet Type
I know this is a year long Necro but it seems to fit im trying to Test wether a specific unit/Item is of a certain Item Class Type
So i want to test whether
Picked Unit == Helmet
0
I dont know enough to help a whole lot:
Is the Roach destroyed after the shield is off or supposed to?
Why is the roach created?
Is it Correctly Attached to the Unit using Sops?
Perhaps Disable the Inherit Properties of one of the Actors?
0
@AmidaZ: Go
I'm not sure what your asking is possible your trigger should loop through each unit
if you want them all to move at once you may need multiple loops
0
oh lol sorry for making that confusing that is what i called the Behavior "Slow Unit" so those are
Add Behavior and Remove Behavior Triggers
0
So essentially what i understood is your only looking to test units when going up a certain slope or hill.
This trigger will only work under the assumption that you have all flat terrain except for the hills you want
to check
However Terrain can have some weird heights that you might not even no so you may need to find out
what the height of terrain is by having a trigger run and spit out the values up to 3 or 4 decimals for accuracy.
Hope this will help
Also the Local Variable would have to be a Global Variable in order to keep its values
0
If you want the speed to change only for a small amount of time perhaps applying a Buff that slows the unit for 10 seconds might be the answer.
The question is how are they changing height?
Is your unit using an ability that increases its height?
or is your unit just going up hills which increase you height?
If they are using an ability then just add a behavior to the unit that slows them down for 10 seconds or so.
If they are just walking normally you will need a periodic event to check the units height.
If you need to detect when the height changes then you will probably need write the units height to a variable
Then check if the Units Height is higher or lower then the old height Variable
0
If you played Island Troll Tribes on Wc3 you should check out my map its on battlenet,
Im not sure if its considered as good as the original its not that popular yet but ive been working on it a long time
its called "Island Troll Tribes Remake" i put it under the Survival Category
If you do check it out want to give some feedback
0
Hey so i found this awesome field in portraits today:
(None): EDSTR_FIELDNAME_CModel_PortraitOffset (0.000000,0.00000,0.000000)
There is now support to move the Portrait Model
It is now Possible to Use Units as Portraits.
X Moves Model Left or Right
Y Moves Model Up or Down
Z -Unsure what it does doesn't seem to effect Model
To Zoom in or Out from a Model you will still need to Set a Actor: Portrait Camera
0
If you find the texture used by the unit you might be able to just edit out the Creep Texture,
by perhaps giving it an Alpha Channel to make the creep appear opaque?
0
i feel that it is your condition in the If Statement
Car Ignition is Enabled for (Triggering unit) == true
What are you testing?
is the ability toggle-able?
EDIT: I usually do it like this
Global Variable:
IgnitionBoolean[15] = False
If (Conditions) then do (Actions) else do (Actions)
>If
>>IgnitionBoolean[(Owner of (Triggering Unit))] == False
>Then
>>Set Variable IgnitionBoolean[(Owner of (Triggering Unit))] == True
>>Other Actions
>Else
>>If (Conditions) then do (Actions) else do (Actions)
>>If
>>>IgnitionBoolean[(Owner of (Triggering Unit))] == True
>>Then
>>>Set Variable IgnitionBoolean[(Owner of (Triggering Unit))] == False
>>>Other Actions
>>Else
0
The Formula on this page:
http://www.sc2mapster.com/forums/resources/tutorials/4614-data-trinity-map-balance-balancing-your-map-with-formulas/ seems to help a bit depending on your needs
It should be easy enough to make a spread sheet calculate the Differences
0
I agree i also have custom UI bars and this has never occurred
perhaps something is set wrong in your UI layout?
0
So what im really hoping to accomplish is check whether a unit/item is of a certain class lets say i have
Helmets
Armor
Weapons
I use a Pick Each Unit in Inventory of Triggering Player
Then im trying to see if their is a way to use a condition to check whether a unit is of that certain class.
I know i could do it your way Deadzergling but im hoping for a less time consuming answer.
I have the trigger working and everything and i can just make about 30 if then else statements
but im hoping i can just check the the item is a Helmet Type
0
I know this is a year long Necro but it seems to fit im trying to Test wether a specific unit/Item is of a certain Item Class Type So i want to test whether
Picked Unit == Helmet
0
Perhaps this Thread can help
http://www.sc2mapster.com/forums/general/general-chat/46214-ui-a-sample-map-for-customized-hearth-bar/
If only some one could change the title to Health Bar and not Hearth Bar
0
@Stexen: Go
Holy cow thanks so much that logo is awesome did you make it?
If so can i use it as my new logo for the SC2 Arcade?