Ah ok.. that's what I thought. I have been toolin around in there a bit. Sorry, perhaps this is a bit harder to do with triggers. With the command card, I would have Tychus' Shredder Grenade ability with a hotkey of T. Press T, and up will come a fancy red animated targeting circle that follows my mouse cursor, until I click the click the left mouse button to actually toss the grenade at the targeted point. I want to preserve all of those steps, except that they will be activated by a key press event (3, in this case) instead of the hotkey due to lack of a command card. I was thinking of perhaps making the target point be the XY coordinates of the mouse cursor at the time of the event, but then it would act fundamentally different than the original ability in that there would be no targeting circle and no left click to actually throw the grenade. I know I am being finicky, so I very much appreciate your continued assistance! :D
I can see 'Order targeting point' as the third item down on the list. Should I be looking in the 'Target point' parameter for 'Order with Point Target'? Seems like in should be right next to 'Order with no target' in the Issue Order list. Hmm.
Since I don't have the command card up, I want to use a key press event to activate a grenade toss ability, where you choose your aoe area with the mouse and then left click to actually throw the grenade. For this I am using Tychus' grenade toss ability. Works fine with the command card up, but I can't find the right parameters within the 'Issue order to unit' action. I would have imagined it would be under 'Order with no target', but I can't find the ability there. Under the other functions I can find the 'Toss shredder grenade' ability, but the targeting parameters seem to be extraneous. Anyone know?
Looks pretty smooth, but also pretty grey. I would try to add some brighter color to it (the trees and crystals are a good start). Maybe some denser grass around some of the foliage, and some other doodads here and there. Something that would really stand out against the grey, like perhaps Char Crystals. The more little details, the better imo. I guess it all depends what you're going for. The Zerg area I think is fine for the context.
What about the three branching missions (Nova vs. Tosh, Hanson vs Protoss, etc)? Or is this something entirely different? Hard to believe they would miss implementing something like that.
This would be perfect, thanks! I have been stumbling around the data editor for the past couple days trying to get an understanding of it, or at least how it works compared to triggering. I will take a look at this and figure it out hopefully :D
Thanks for your response! Does anyone know if there is an action to morph a triggering unit, i.e. rolling baneling to crawling baneling? Or perhaps some sort of work around?
Hey guys. Back again with another silly question. Trying to set up a trigger so that when I damage a baneling with my hero, it slows the baneling down considerably. I also wanted to make it so that when the baneling is chasing me, it uses the roll animation, but when it gets hit it goes into its regular animation. Where the problem is presenting itself is that when I attack the baneling continuously, I want it stay slowed.. instead what happens is it will stay slowed for the set duration and then go back into (and remain in) its rolling form no matter if I attack again.
Here is the very simple trigger I made:
Event: Baneling takes damage
Action: Tech Tree - Set Baneling - Centrifugal Hooks upgrade level to 0 for Player 2
General - Wait 2.0 Game Time seconds
Action: Tech Tree - Set Baneling - Centrifugal Hooks upgrade level to 1 for Player 2
Note I set the upgrade level to 1 in the map init. I know this is probably a really sloppy way to do this, and that I should instead use the set movement speed action so that it only affects the triggering unit, but I really want the animations to change based on the trigger state. I am sure one of you can point me in the right direction! :D
I don't want to ask you to explain behaviors to me but perhaps you could point me in the direction of a decent tutorial, or tell me how behaviors compare to something in the trigger editor?
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@voodude2008: Go
In all reality I am sure I can find a better way to implement this than the original version, so no biggy. :D
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@s3rius: Go
Ah ok.. that's what I thought. I have been toolin around in there a bit. Sorry, perhaps this is a bit harder to do with triggers. With the command card, I would have Tychus' Shredder Grenade ability with a hotkey of T. Press T, and up will come a fancy red animated targeting circle that follows my mouse cursor, until I click the click the left mouse button to actually toss the grenade at the targeted point. I want to preserve all of those steps, except that they will be activated by a key press event (3, in this case) instead of the hotkey due to lack of a command card. I was thinking of perhaps making the target point be the XY coordinates of the mouse cursor at the time of the event, but then it would act fundamentally different than the original ability in that there would be no targeting circle and no left click to actually throw the grenade. I know I am being finicky, so I very much appreciate your continued assistance! :D
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@s3rius: Go
I can see 'Order targeting point' as the third item down on the list. Should I be looking in the 'Target point' parameter for 'Order with Point Target'? Seems like in should be right next to 'Order with no target' in the Issue Order list. Hmm.
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Since I don't have the command card up, I want to use a key press event to activate a grenade toss ability, where you choose your aoe area with the mouse and then left click to actually throw the grenade. For this I am using Tychus' grenade toss ability. Works fine with the command card up, but I can't find the right parameters within the 'Issue order to unit' action. I would have imagined it would be under 'Order with no target', but I can't find the ability there. Under the other functions I can find the 'Toss shredder grenade' ability, but the targeting parameters seem to be extraneous. Anyone know?
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@Wakeman: Go
Looks pretty smooth, but also pretty grey. I would try to add some brighter color to it (the trees and crystals are a good start). Maybe some denser grass around some of the foliage, and some other doodads here and there. Something that would really stand out against the grey, like perhaps Char Crystals. The more little details, the better imo. I guess it all depends what you're going for. The Zerg area I think is fine for the context.
@Wakeman: Go
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@RileyStarcraft: Go
What about the three branching missions (Nova vs. Tosh, Hanson vs Protoss, etc)? Or is this something entirely different? Hard to believe they would miss implementing something like that.
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@SBeier: Go
This would be perfect, thanks! I have been stumbling around the data editor for the past couple days trying to get an understanding of it, or at least how it works compared to triggering. I will take a look at this and figure it out hopefully :D
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@roguelike: Go
Thanks for your response! Does anyone know if there is an action to morph a triggering unit, i.e. rolling baneling to crawling baneling? Or perhaps some sort of work around?
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@dpsygnet: Go
Check Onetwo's tutorial on making frostbolt. Pretty sure its in the second part of the series.
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@voodude2008: Go
Bump for the evening crowd
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Hey guys. Back again with another silly question. Trying to set up a trigger so that when I damage a baneling with my hero, it slows the baneling down considerably. I also wanted to make it so that when the baneling is chasing me, it uses the roll animation, but when it gets hit it goes into its regular animation. Where the problem is presenting itself is that when I attack the baneling continuously, I want it stay slowed.. instead what happens is it will stay slowed for the set duration and then go back into (and remain in) its rolling form no matter if I attack again.
Here is the very simple trigger I made:
Note I set the upgrade level to 1 in the map init. I know this is probably a really sloppy way to do this, and that I should instead use the set movement speed action so that it only affects the triggering unit, but I really want the animations to change based on the trigger state. I am sure one of you can point me in the right direction! :D
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@Tallrascha: Go
I believe there is an action to change (or modify) unit scale. Its instant so there isn't a transition effect, but I could be mistaken.
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@Suterusu1337: Go
When somebody complains about other people asking questions on a forum whose purpose is to answer questions.
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@torrasqu: Go
Well either way, this works nicely. I am having a blast learning to turn my ideas into reality and this community has been nothing but helpful :D
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@torrasqu: Go
I don't want to ask you to explain behaviors to me but perhaps you could point me in the direction of a decent tutorial, or tell me how behaviors compare to something in the trigger editor?