I've been trying for a while now to get this working. I'm trying to achieve the following:
If a unit from player 1 or 2 or 3 (team 1) enters a region and no units from players 4 or 5 of 6 (team 2) exist in the region (and vice versa), a variable gets incremented. However, if a unit from each team is present in the region, no variable is incremented.
Actually, let me re-phrase myself. What I'm trying to do is making bloodsplats appear faded while underwater like other doodads (like "Colonist Vehicle Wrecked"). Normally, bloodsplats and cracks appear as if they're floating on the water.
So as the subject states, I'm currently working with Doodad Opacity.
My question is if there's a way to make doodads like bloodsplats and cracks properly fade away according to the Opacity's blend time? Currently the doodads simply disappear despite the blend time being set to something above 0.
Sorry, false alarm. I ran into an unexpected issue. When sending an actor a message. Is there any way to tell the game which actor to send the message to?
I spent numerous hours trying to figure out how to add validators. All I had to do was click "Show Advanced Fields". ARGH!
EDIT: And sure enough, it worked!
For those interested in something similar, this is what I did
Behavior
First, I ran a trigger that picked every unit in the entire map that had a height of less than 10. If units were found, I applied the Behavior. The Behavior itself was a "Buff" (Negative) type and nothing special about it really, it was just for the validator to check to see if the unit had the buff.
Validator
As mentioned above, the Validator type was "Unit Compare Behavior Count". Selected the behavior I made and set the value to "0" (Saying that the unit(s) must not have this debuff in order to heal
That definitely solved half the issue. Although, I'm also trying to prevent healing units that are below a height of 10. I've been trying to add a validator to the healing ability, but it doesn't seem to be working. I noticed that the healing ability has "Medic - Minimum Energy Required to Heal" and "Not Warping In" for validators. How can I add more?
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I've been trying for a while now to get this working. I'm trying to achieve the following:
If a unit from player 1 or 2 or 3 (team 1) enters a region and no units from players 4 or 5 of 6 (team 2) exist in the region (and vice versa), a variable gets incremented. However, if a unit from each team is present in the region, no variable is incremented.
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BnetNick: Zurom
Identifier: 998
MapsterNick: Zurom
Comment: I've become very familiar with the editor and am willing to help test.
Region: USA
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Actually, let me re-phrase myself. What I'm trying to do is making bloodsplats appear faded while underwater like other doodads (like "Colonist Vehicle Wrecked"). Normally, bloodsplats and cracks appear as if they're floating on the water.
Any ideas?
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So as the subject states, I'm currently working with Doodad Opacity.
My question is if there's a way to make doodads like bloodsplats and cracks properly fade away according to the Opacity's blend time? Currently the doodads simply disappear despite the blend time being set to something above 0.
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Lol a little bit but not so much, 3 am can play tricks on you :P
@Sntenshi - If I think of anything, I'll let you know
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You're right! lol
My bad, a solution to that is create a copy of your abilities, then run that trigger action :P
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Run the following Trigger Action:
Action: "Pick Each Player In Player Group"
-Player Goup: All Players
Action: "Allow/Disallow Ability For Player"
Allow: Allow or Disallow
Ability: <specified ability>
Player: Picked Player
EDIT: Curious, why do you need to do this?
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I'm curious, is there any way I can set a damage type effect to bypass protoss shields and only do damage to their health?
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Lol sorry again, just figured it out.
For those wondering, I used:
Send Actor Message To Game Region
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Sorry, false alarm. I ran into an unexpected issue. When sending an actor a message. Is there any way to tell the game which actor to send the message to?
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bump
EDIT: Scratch that, I discovered Sending a message to a specified actor can do this
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Oh man, I am so angry lol
I spent numerous hours trying to figure out how to add validators. All I had to do was click "Show Advanced Fields". ARGH!
EDIT: And sure enough, it worked!
For those interested in something similar, this is what I did
Behavior
First, I ran a trigger that picked every unit in the entire map that had a height of less than 10. If units were found, I applied the Behavior. The Behavior itself was a "Buff" (Negative) type and nothing special about it really, it was just for the validator to check to see if the unit had the buff.
Validator
As mentioned above, the Validator type was "Unit Compare Behavior Count". Selected the behavior I made and set the value to "0" (Saying that the unit(s) must not have this debuff in order to heal
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That definitely solved half the issue. Although, I'm also trying to prevent healing units that are below a height of 10. I've been trying to add a validator to the healing ability, but it doesn't seem to be working. I noticed that the healing ability has "Medic - Minimum Energy Required to Heal" and "Not Warping In" for validators. How can I add more?
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Thanks rkmx, but I'm curious to know if you can change those filters in-game. Anyone know how "Set State of Unit Filter" works?
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anyone?