ok. I see. are you against using a trigger set up to make it work. It will work, but you say you r new to the editor. I can post an example, but still may take a bit. also, there -may- be another option. I can give you an example now, but u cant wait to see if someone has an easier answer. whichever you prefer
if the pathing isn't near the start, it should be fine. what do you mean by "meleeintunit"?
are you referring to the default melee initialization trigger?
if its a trigger you made, I need more than the name to understand
of course if all else fails, you could get a trigger rig to do it, although it can be time consuming.
I can post an example, but I think I'll wait to see if someone knows a simple solution
I'm no pro in the data editor, but I could do it with triggers and points
of course there is probably an easier way than that, so ill wait to see if someone has an efficient solution
also, if hobbidude is recommending you paint a pathing blocker around the main building so the workers may spawn on one side, I do not recommend doing so, as that can impact gameplay later on.
just give a txt msg warning for the player who is detected afk, when he sees the warning, he will click or something if he isn't afk. if he is, then it wil kick em
I have it set to afk= 10secs of no clicking or key presses
after the 10 secs, an alert appears and they have another 10 seconds to click or button press before they are removed
-works for only player 1 and 2, but easily expands for more-
luckly for you, your problem has interested me enough to continue trying, and I have now produced a working version of the map.
(change log in comment section of trigger library)
ive had perfect results so-far on my end. try testing it yourself. right now the only problem is that it occationally takes up to 2 seconds for the infestor to finally spawn. however I think it is solvable by quickening the pacing a little (you will see what I mean inside)
I guess ill give it to ya now, i guess since imam bout to get off.
here ill upload a map i put it on. i only put it up to 3 players, but its easy to add more. im not sure if how it works will fit into your map, but i might as well offer.
I have a solution, but there may be an easier way. its fairly tedious. ill wait a bit to see if someone has a better solution. if none appears, ill give you mine.
hi. im making a deception-style map where one of the players has zerg powers and uses them covertly to kill the others... on problem. im using a submenu to get to the zerg abilities and for some reason when u click on the zerg player (even if it is owned by another player) you can see the open submenu button. its really annoying and I don't know how to fix it. you can even click on it. this is the only button that this is happening with. if you click on it while its not under your control, you open a blank submenu. does anyone know what I did wrong?
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ok. I see. are you against using a trigger set up to make it work. It will work, but you say you r new to the editor. I can post an example, but still may take a bit. also, there -may- be another option. I can give you an example now, but u cant wait to see if someone has an easier answer. whichever you prefer
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let me clear something up. is it a melee map? if not, does everyone use the same type of worker? do you intend for them to have only 2 workers?
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if the pathing isn't near the start, it should be fine. what do you mean by "meleeintunit"? are you referring to the default melee initialization trigger?
if its a trigger you made, I need more than the name to understand
of course if all else fails, you could get a trigger rig to do it, although it can be time consuming. I can post an example, but I think I'll wait to see if someone knows a simple solution
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what are you using to spawn them?
I'm no pro in the data editor, but I could do it with triggers and points
of course there is probably an easier way than that, so ill wait to see if someone has an efficient solution
also, if hobbidude is recommending you paint a pathing blocker around the main building so the workers may spawn on one side, I do not recommend doing so, as that can impact gameplay later on.
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test? as in see if it fires?
event: trigger X fires
action : display txt message: "trigger has fired" for all players
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this is a lot simpler than making a dialog imo.
just give a txt msg warning for the player who is detected afk, when he sees the warning, he will click or something if he isn't afk. if he is, then it wil kick em
I have it set to afk= 10secs of no clicking or key presses after the 10 secs, an alert appears and they have another 10 seconds to click or button press before they are removed
-works for only player 1 and 2, but easily expands for more-
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i was using some of your beasts in a map and made some icons for em. thought id put em on here in case someone wants to use them
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this Is why I think that works. it indexes the players not based on the player number but rather order in the group.
I knew there was an easier way lol
for some reason I knew it could work like that, but I doubted myself when u said it would fail cuz it would be integer 1-5, not player 3 6 etc.
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luckly for you, your problem has interested me enough to continue trying, and I have now produced a working version of the map. (change log in comment section of trigger library)
ive had perfect results so-far on my end. try testing it yourself. right now the only problem is that it occationally takes up to 2 seconds for the infestor to finally spawn. however I think it is solvable by quickening the pacing a little (you will see what I mean inside)
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sorry. I had a feeling it wouldn't work. :( hope you find a solution.
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I guess ill give it to ya now, i guess since imam bout to get off.
here ill upload a map i put it on. i only put it up to 3 players, but its easy to add more. im not sure if how it works will fit into your map, but i might as well offer.
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@Scythe1250: Go
now I haven't tried this, but I would do something like this:
event: player clicks [neutral training unit] action: change ownership of [neutral training unit] to triggering player
(in the data, make some dummy abilities from barracks train or something.) name the dummy abilities like hero1S, hero2S, hero3S
event: unit uses ability [hero1S] action: spawn [hero1] for [owner of triggering unit] at point [whatever you want]
and u can repeat that formula for the other heros
-that's how I'd try to do it at least
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I have a solution, but there may be an easier way. its fairly tedious. ill wait a bit to see if someone has a better solution. if none appears, ill give you mine.
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hi. im making a deception-style map where one of the players has zerg powers and uses them covertly to kill the others... on problem. im using a submenu to get to the zerg abilities and for some reason when u click on the zerg player (even if it is owned by another player) you can see the open submenu button. its really annoying and I don't know how to fix it. you can even click on it. this is the only button that this is happening with. if you click on it while its not under your control, you open a blank submenu. does anyone know what I did wrong?
-resolved-
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@Spoolofwhool: Go
haha! I didn't even think of that! thanks!