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?
WaveDoneEventsLocalVariablesConditionsWaveisDone==TrueActionsVariable-SetWaveisDone=FalseUI-Display("Congratulations, you have beat Wave..."+((Text(CurrentWave))+""))for(Allplayers)toDirectiveareaTrigger-TurnWavePauseOnVariable-ModifyCurrentWave:+1
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?
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.
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:
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!
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.
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.
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.
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.
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.
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.
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.)
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.
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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
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@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!
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@Exaken: Go
ik begrijp er geen zak meer van...
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@Exaken: Go
I have now set it up like this but it isnt working:
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@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?
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@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.
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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.
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@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:
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@DrSuperEvil: Go
Thnx for the idea, eventually i swapped models by using a triggers, its not very pretty, but it works i guess.
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@Photoloss: Go
Wow you make it sound so easy, wonder why no one posted that solution in my previous post about it -.-
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@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
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@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.
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@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
0
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
0
@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
(Status of player 1) == Playing, the do some Actions.
or
Player Group - Pick each player in (Active Players) and do (Actions) Actions
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.
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.
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.)
just alter the field Combat: kill resource on the unit.