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    posted a message on [Solved]Actor not moving with unit

    HEy ppl,

    I was making a boss for my new map and stumbled against a problem. This boss does an aoe attack with an animation that has him spinning around like a bladestorm, the aoe is done with a behavior. Then i tried in actor events whenever the behvior is on play the animation forever(else he does not keep spinning) and when behavior off clear the animation. It looked like it worked but the animation doesnt play if he gets the aoe behavior while hes attacking. Anyway i tried something else, this time i destroy the actor whenever behavior aoe is on and create whenever it goes off, then i create a new actor that has for baseline/walk animation aoe-attack animation now create this whenever the behavior is on and destory this when it goes off.

    Both tries seemed to work but had a little glitch so this second way the newly created actor for the Aoe doesnt move along with the unit, if this works i got exactly what i want, how do i fix this?

    thmx for the time

    Posted in: Data
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    posted a message on Wave check

    @Exaken: Go

    Ahh, it is working now, though i do not really understand why it is working it seems to always do its job.

    hope it stays working.

    thx for the help man!

    Posted in: Triggers
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    posted a message on Wave check

    @Exaken: Go

    ik begrijp er geen zak meer van...

    WaveCheck
        Events
            Unit - Any Unit dies
        Conditions
            (Owner of (Triggering unit)) == 5
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    And
                        Conditions
                            (Number of Living units in (Any units in (Entire map) owned by player 5 matching (No Value), with at most Any Amount)) < 1
                            WaveisDone == False
                Then
                    Variable - Set WaveisDone = True
                    Trigger - Run WaveDone  (Check Conditions, Wait until it finishes)
    
    Posted in: Triggers
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    posted a message on Wave check

    @Exaken: Go

    I have now set it up like this but it isnt working:

    WaveCheck
        Events
            Unit - Any Unit dies
        Conditions
            (Owner of (Triggering unit)) == 5
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Number of Living units in (Any units in (Entire map) owned by player 5 matching (No Value), with at most Any Amount)) < 1
                Then
                    Variable - Set WaveisDone = True
                    Trigger - Run WaveDone  (Check Conditions, Wait until it finishes)
    
    WaveDone
        Events
        Local Variables
        Conditions
            WaveisDone == True
        Actions
            Variable - Set WaveisDone = False
            UI - Display ("Congratulations, you have beat Wave..." + ((Text(CurrentWave)) + "")) for (All players) to Directive area
            Trigger - Turn WavePause On
            Variable - Modify CurrentWave: + 1
    
    Posted in: Triggers
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    posted a message on Wave check

    @Exaken: Go

    I don't know what you mean, set a booleaan where and what would i check with the boolean check if the trigger has alrdy run or something? i dont get it, i mean 5 units die at the same time(last units of wave), so the trigger gets runned 5 times and 5 times it will say that player 5 has 0 units so it also runs wavedone 5 times, how am i going to solve this with a boolean?

    Posted in: Triggers
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    posted a message on Wave check

    @Exaken: Go

    good idea, think it will work ill try it, but not very nice solution right.

    Also other ways for doing this?

    UPDATE

    I tried it, it doen't work

    I think because the triggers are run exactly at the same time becus the AOE kills the units exactly at the same time.

    Posted in: Triggers
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    posted a message on Wave check

    hey ppl,

    Im creating this survival map where waves of units spawn and stufff... now i have a simple trigger to check if all the units in the wave are dead and if so it runs the "WaveDone trigger", the trigger is shown below. However when i kill multiple units at the same time with an AOE attack the trigger WaveDone will run multiple times, i can not have this! it ruins my game! so there is a better way out there right? or an extra statement to not make it run multiple times.

    help much appreciated.

    WaveCheck
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
            (Owner of (Triggering unit)) == 5
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Number of Living units in (Any units in (Entire map) owned by player 5 matching (No Value), with at most Any Amount)) < 1
                Then
                    Trigger - Run WaveDone  (Check Conditions, Wait until it finishes)
                Else
    
    Posted in: Triggers
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    posted a message on [Triggers] Help with spawning/bounty/general triggers

    @St3alth95: Go

    you could make a trigger like this, dont know if its really efficient however it checks whenever a king is created and puts it in the specific unitgroup for the player:

        Events
            Unit - Any Unit creates a unit with ability Any or behavior No Game Link
        Conditions
            (Unit type of (Created Unit)) == King
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Owner of (Created unit)) == (Player 1 from (Players on team 1))
                Then
                    Variable - Set Player 1 = (Created unit)
                Else
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Owner of (Created unit)) == (Player 2 from (Players on team 1))
                        Then
                            Variable - Set Player 2 = (Created unit)
                        Else
    
    Posted in: Triggers
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    posted a message on [Solved]modelswap at specific animation

    @DrSuperEvil: Go

    Thnx for the idea, eventually i swapped models by using a triggers, its not very pretty, but it works i guess.

    Posted in: Data
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    posted a message on Loaded troops firing on the move (Inside a vehicle)

    @Photoloss: Go

    Wow you make it sound so easy, wonder why no one posted that solution in my previous post about it -.-

    Posted in: Data
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    posted a message on Loaded troops firing on the move (Inside a vehicle)

    @Vietman: Go

    Hey, i must say in the past i have spent a few days with the same problem and eventually didn't get it to work. The only way i got it to work is if the vehicle isn't moving, the other way i sorta got it to work is adding the weapon of the unit that loads in to the vehicle to the weapons of the vehicle itself and remove whenever he leaves, but this is a pretty awful workaround. And believe me i have cracked my skull over it. So if you actually get it to work i would like to know how!

    http://www.sc2mapster.com/forums/development/data/33170-drive-by-shooting/#p12

    good luck

    Posted in: Data
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    posted a message on [Solved]modelswap at specific animation

    @TrenchaunT: Go

    Hey, what you said is pretty much exactly how i thought it would work, but appearently it doesn't work that simple, the term does not recognize the animation that has done playing, check the screens to see what i did. I named the animation for opening "A" and the animation for closing "B" very simple...

    (If i remove the term it will swap the models so it would work without the term, but then i can ofc not have it switch to a specific model after a specific animation.)

    help appreciated!

    EDIT: i also want to know if i am able to add pathing to a specific region so that at time i can remove and add the pathing for a region.

    Here's the trigger, it just plays the animation.

        Actions
            Animation - Play A animation for (Actor for Gate [96.25, 160.71]) as Default, using Non Looping options and Default Time blend time
            Animation - Play A animation for (Actor for Gate [125.92, 165.40]) as Default, using Non Looping options and Default Time blend time
            Animation - Play A animation for (Actor for Gate [155.48, 160.39]) as Default, using Non Looping options and Default Time blend time
    
    Posted in: Data
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    posted a message on [Solved] Upgrade One Building to Another

    @Arangarx: Go

    Hey,

    A simple way of doing this is take a look at the zergling ability to morph into a baneling. Try making the exact same ability and put it on your unit's commandcard. Atleast thats how i did it, takes about 10 min i guess.

    good luck

    Posted in: Data
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    posted a message on [Solved]modelswap at specific animation

    Hey ppl,

    i was wondering if it is possible to have an event in the actor that triggers whenever a "specific" animation plays and not just any animation. like i got a gate that can open and close, i have 2 models(model1,model2) one for the gate closed with opening animationa and one gate openend with closing animation. I want to open the gate with triggers so my idea was just let the trigger play the opening animation, then put in the actor events to swap to model2 after the animation is done. This works so far, then i have a trigger to close the gate which plays the closing animation. but because i cant tell it to swap after "specific" animation it will again apply the same modelswap while i actually want to swap back to model1.

    i tried adding terms to check which animation is playing like: only swap to model2 when the opening animation is done playing and another event to swap back to model model1 whenever the closing animation is done playing. But it seems it doesn;t recognize the animation that is done playing.

    i hope what i wrote is understandable and anyone can help me out, or have a different idea on how to easily do this.

    thx

    Posted in: Data
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    posted a message on [Triggers] Help with spawning/bounty/general triggers

    @St3alth95: Go

    Welcome to the forum.

    I'm not going trough things thoroughly because it seems you haven't been exploring the editor much, and im not very pro with the editor myself but... Here are some short answers to your questions, i hope it helps a little.

    btw, it isn´t all coded, you can do a lot of stuff with the data editor.

    good luck

    Quote from St3alth95: Go

    (For example, if 5 people were playing, only 5 units and 5 dropships would spawn.)

    (Status of player 1) == Playing, the do some Actions.

    or

    Player Group - Pick each player in (Active Players) and do (Actions) Actions

    Quote from St3alth95: Go

    I theorize that they could move the unit they have into a region around the base and then be granted control of the base, or the base itself could be modified so that it could be selectable and had a purchase ability which would require minerals.

    You could either have a player gain control by moving near the unit or you could have an ability or whatever that modify´s the owner.

    Quote from St3alth95: Go

    Once a player has taken a base, I would like the base to automatically spawn units once every 60 seconds. For example, one base could spawn 2 marines and a firebat, every 60 seconds. Ideally, the spawns would be upgradeable through research at the base. After the first research, the spawn could increase to 2 marines, a firebat, and a marauder.

    Make it so that the base has a train ability for the units, make the train ability like 60 secs, make the unit autocast it.

    Quote from St3alth95: Go

    I would like the method of obtaining a base to be coded in such a way that the players could create another unit for a price from the base they currently own and send it to another neutral base to buy it as well.

    Just make the base be able to spawn a specific unit for the same cost as the base, make the unit able to capture base(many ways to do this.)

    Quote from St3alth95: Go

    Also, the method of obtaining minerals would be through bounty. The units would grant varying levels of minerals based on how strong they are, such as 5 for a zergling and 20 for a marauder.

    just alter the field Combat: kill resource on the unit.

    Posted in: Triggers
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