I just went through all the pages with my mouth dropped like this:
Amazing work man, I wish I knew how to import some of my models from Blender into SC2.
Quote from JacktheArcher: Go
I'd use a compare trigger to check if the unit does not have the behavior so instead of == use !=.
Make up your mind! :P
Quote from JacktheArcher: Go
Have suppressed guns give the unit a universal silenced behavior. Then youd just condition whether or not unit had a silenced behavior.
Right, I just realized this; I have two maps that need/can use the same system... but in different ways.
Ghost Infiltration: That's perfect.
City of Horrors: I just need to check if any Infected are within a radius of 36, and have them attack the last position of the player (If the player doesn't have a Behavior on them.) Plus set a Ping on that position to all other players within a radius of 36, lasting for three seconds.
How can I change up that trigger Bibendus made, and turn it into the City of Horrors version.
Will this code work?
I have no idea because I've barely scratched the surface of banks.
SaveBankfile Events Game - Player Any Player types a chat message containing "-saveBank", matching Exactly Local Variables Conditions Actions Player Group - Pick each player in (Active Players) and do (Actions) Actions Bank - Preload and synchronize bank "CityofHorrorsSC2BankFile" for player (Picked player) UI - Display "Initializing Bank Files..." for (All players) to Subtitle area Bank - Open bank "CityofHorrorsSC2BankFile" for player (Triggering player) Unit Group - Pick each unit in (Any units in Heroes owned by player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most 1) and do (Actions) Actions Bank - Store unit (Picked unit) as "SurvivorHero" of section "SurvivorLoad" in bank (Last opened bank)
On a side note, I need an opinion on this audio file: http://thorcraftgames.com/MitchelCorruptedFinal.mp3
Yes it's supposed to sound kind of like Radio Static.
Could always do it this way: 6V6 Hero/Base Arena.
Just some suggestions if anyone were to make a map like this.
Quote from Bibendus: Go
Consumables are units of type item, check for other ingame consumables you find in campaign like pickable resources. They just trigger an effect on pickup.
I meant such as a Potion from Diablo, I need to have it in the Hero Inventory "Bag" and trigger an effect upon use. Anyone have a tutorial for making items in general? I wish to better myself in this field anyways.
Thank you very much Bibendus, this really helps. I've been trying to wrap my head around it for days, haha. I didn't come here until yesterday figuring I could sort it out. >_>
One more question, I know simple Item setup (Create the unit, actor, etc). I made weapon items, armor items, etc. But I don't know how to create consumables. I have an entirely trigger based Hunger System, and I've already got the code to restore it:
HungerSearch Events Environment - Player Any Player uses Effect ApplyEating Local Variables Conditions Actions Unit Group - Pick each unit in (Any units in (Entire map) owned by player (Triggering player) matching Required: Heroic; Excluded: Missile, Dead, Hidden, with at most 1) and do (Actions) Actions UI - Display ((Name of player (Triggering player)) + ": Your Survivor is eating.") for (Player group((Triggering player))) to Chat area Sound - Play CrunchyChips for (All players) on (Picked unit) with Z offset 0.0 (at 100.0% volume, skip the first 0.0 seconds) Unit - Pause (Picked unit) General - Wait 2.0 Game Time seconds Unit - Unpause (Picked unit) UI - Display ((Name of player (Triggering player)) + ": Your Survivor has finished eating...") for (Player group((Triggering player))) to Chat area Variable - Modify Hunger[(Triggering player)]: + 20 UI - Set boss bar (Triggering player) current value to Hunger[(Triggering player)] (Do refresh the boss bar)
I just need to create an item which will be consumed on use, and will create an effect which I can recall here.
(Distance between (Position of (Unit 1 from Enemy Units)) and (Position of Ghost [18.10, 14.10])) == 12.0
That's what I've gotten so far, now I just need to make it:
Change Unit 1 to the first unit within a distance of 12, while making sure that unit is in Enemy units.
And then be able to store the unit in a Variable...
I have no clue how to find the unit.
The Entire Map part is the Sound the Alarm part, every unit goes and attacks the ghost.
I need to something like this:
Check if there is ANY unit in Enemy unit within 12 distance of Ghost upon the damaging effect.
I have this code here to check if my Ghost fires his regular gun, but I need to make it realistic. I don't know how to make a condition to check if any unit in the unit group Enemy Units, is within the distance of 18 when the gun is shot. Also, how do you do the
<<Code>> or whatever it is?
Unit - Any Unit takes Fatal or Non-Fatal Any damage (from Any effects)
(Damaging effect) == Ghost - C-10 Canister Rifle (Damage)
Unit Group - Pick each unit in (Any units in (Entire map) owned by player 2 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Unit - Order (Picked unit) to ( Attack targeting (Position of (Killing unit))) (Replace Existing Orders)
The model and texture/animations all work properly, they show up in the cutscene editor just fine.
I found out this when making doodads: Duplicate a KorhalSkyscraper model (in the Data/Models Tab) and instead of using the default model, switch to Nova or a Siege Tank. It'll result in the error of the message log spamming you and a sphere showing up.
I'm asking if anyone knows how to setup a Model (in the Data/Models Tab) to accommodate this Diablo 3 Zombie model from composure. http://www.sc2mapster.com/assets/parity/
Just noticed you had put the link in the Vehicle Systems thread in the Trigger forums. It's awesome SC2Mapster has a Vehicle tutorial now. Thanks again for all your help Photoloss.