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    posted a message on Need Help with Hard Trigger

    1. will a regular afk/inactivity detection event work? 2. if the above will work for event, ACTION: create (ship unit) for (playerX) add last created unit to unit group (dropped units)

    • EVENT: any player selects unit
    • CONDITIONS: triggering unit is in unit group (dropped unit) AND triggering player is allied to (owner of triggering unit)
    • ACTION: change ownership of (triggering unit) to (triggering player)

    3. use the afk detection trigger w/ simple rig to make it wait for all players on a team to be inactive

    Posted in: Triggers
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    posted a message on wave/attack triggers

    Ive created an example. it waits 5 secs then spawns a set of lings. when they die, wait another secs and spawn more. this also has them attack the closest unit to their spawn point, however this will require all target units to be in a unit group

    Posted in: Triggers
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    posted a message on How to make a global shield

    sentries' guardian shield model?

    Posted in: Data
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    posted a message on Changin lava color

    you could try using a customized texture perhaps?

    I once tried to change lava using the edit water button as well, but it never changed to anything but different variations of red.

    Posted in: Terrain
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    posted a message on How Laggy Will This Be?

    lag is entirely up to the strength of each player's PC. like the previous user said, triggers only activate 16 times a second max.

    it shouldn't lag too too much, but idk

    Posted in: Triggers
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    posted a message on How do I hide the health bar of units using triggers?

    pretty sure you can also use the action of overriding player settings to have hp bars not show for player X.

    Posted in: Triggers
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    posted a message on Unit movement

    (assuming the unit moves when pre-placed) I don't think you can have a probe build a unit like a building, unfortunately. have it train like a barracks?

    Posted in: Data
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    posted a message on Are Arcade maps fully accessible?

    the game physics (marine bodies flying across the screen) are not HotS exclusive.

    Posted in: General Chat
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    posted a message on Requirements

    that's what I assumed. fishy's doesn't work here (or at least I don't think it will) because it is assuming it is one ability with multiple levels of upgrade. all you have to do is create a new requirement with a bunch of nodes on it. ill attach a pic.

    for the example in the pic, the requirement requires burrow, baneling speed, and blink to be completed before activating

    Posted in: Data
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    posted a message on Requirements

    just have one requirement that is all-inclusive.

    Posted in: Data
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    posted a message on Make unit follow/stick to unit

    try using the broodlord's thing with brooding escorts

    Posted in: Data
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    posted a message on why wont this trigger work?

    the last trigger's event is "any unit enters distance of (1.5) from (unit 1/2/3 from (hydra group))

    the hydra must be preplaced in order to use this? then what should I use to reference the hydra?

    Posted in: Triggers
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    posted a message on why wont this trigger work?

    if your telling me to change "add (triggering unit) to unit group...." to add (last created unit) to unit group..." it didn't work. that is what I tried to do the first time. I tried it again, and still not working.

    Posted in: Triggers
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    posted a message on why wont this trigger work?

    from the beginning. I am farily experienced with triggers, so I offered to help this guy out with a problem. he wants 3 hydras to spawn in a region and move randomly. also, when a non-hydra unit comes in contact with a hydra, it should die. I figured it was fairly simple.... but ive tried several configurations and they all have tons of errors when I try to use it. ill attach my test map

    Posted in: Triggers
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    posted a message on Attacking a unit gives you money?

    modify "separation radius" in movement tab. that should fix the problem

    Posted in: Triggers
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