@Drunkenseagull:
I've already made a unit from scratch that can attack and move at the same time, it's just when I change the default attack abil to the custom attack that only targets the players units that I get this stupid problem where the unit will not retarget if it is moving. If he locks on while at a dead stop then starts moving, he will attack and move no problem till you move your target out of range, then he will not attack till you come to a stop again.
you need to change the scan for targets range. such as if your weapon range is at 6 and your still within the range of the scan thats 14 then you will still have weapon lock on target. change the 14 to 6 and it should release the target for another one thats within 6. but if you target 1 unit and stay within 6 of that target then you will not reaquire a new target till you manualy change targets or move out of range of 6.
its like how a siege tank in siege mode can move turret for targets while its not moving it self. still picking up the enemy signature.
Assimilator
Events
Unit - Any Unit Enters (Entire map)
Local Variables
Conditions
Actions
General - Pick each integer from 1 to 8, and do (Actions)
Actions
General - While (Conditions) are true, do (Actions)
Conditions
(Owner of (Triggering unit)) == (Picked integer)
(Unit type of (Triggering unit)) == Assimilator
Actions
Player - Modify player (Triggering player) Minerals: Add 10
General - Wait 1.0 Game Time seconds
Cleans up alot of space.. got 3 triggers instead of 3x8=24 triggers. one for assimilator,refinery, extractor and it covers all players :D thanks.
actions/unit/issue order = Order (triggering unit) to (Ability Command) (Replace existing order)
Changed: (Ability Command) to (Ability Command targeting (triggering unit))
Order (triggering unit) to (Ability Command targeting (triggering unit))
when i click on triggering unit it goes to unit form. no list of units to select and all thats left is the Function button and fields how do i make it a unit type (marine/medivac)? not trying to sound dumb just confused thats all, the only other issue order i have is to unit group and that dont seem right. as far as attach region to unit, im back at the unit menu wondering how to make it to marine, lol same thing.
Attach Region to (last created unit) want to change last created unit to marine. but hit the same wall as above. :/ 1 solution 2 problems, dam! haha
attacking on the move~ while walking? if thats what your looking for see the diamond backs ability to do this. copy that for your unit. the issue you might run into is if you have your units fire on friends/ally and the like you might be making an army that kills itself, lol. marine shot marine in the head for standing to close, hahaha. if your vs 8 other people wouldnt they be enemy? or you making them ally's and then want your units to shoot them? Edit: or do you want to make the unit you attack apart of your army, such as you aquire that unit that you attacked? just trying to understand where your comming from...
@iMisu:
Whats the point of all this when you can just change the maximum distance of the camera under map game settings.. ?
The reason for it is that sometimes when you change it under the map settings it crashes on ya. so this way your already in game and the game adjusts to the trigger. i tired to change the settings one time to zoom out and the map wouldnt even load. this is why people make buttons to zoom out with. lol.
here is a better question... how do you create it so it only moves back alittle bit each time its pressed? not just one huge leap to fully zoomed out? :D reapeat process of multiple cameras? idk
wow dont know of any tutorials for sc2 triggers. but anyways. im good at modifing triggers once i have the base concept, such as i was asking how to get a unit to follow a unit. i can take that and make any unit follow any unit then and not just medivac/marine. sence this is a public forum and i can ask anything and everything that i need help with why not use it from people who are veterans in this stuff? i might be able to figure it out but its easier to have help than to wing-it...
as for the following issue, i can get medivac to patrol to location, i just need the location to stay with the marine. :D
i am currently trying to make a trigger that makes a medivac follow a marine. but i am having a problem keeping them together. i tried attach location to the marine and then order medivac to that location but its not sticking, must be doing something wrong! lol. anyways tell me what you think of this and how i can get this to work...2Triggers:
AttachRegion
Events
Timer - Every 1.0 seconds of Game Time
Local Variables
Conditions
(Unit type of (Triggering unit)) == Marine
(Owner of (Triggering unit)) == 9
Actions
Region - Attach P9EnergyPatrol to (Agent of player 9 for (Triggering unit)) with offset (Point(0.0, 0.0))
The second one is:
EnergyPatrol
Events
Timer - Every 2.0 seconds of Game Time
Local Variables
Conditions
Actions
Unit - Order all units in (Any units in WarGround owned by player 9 matching Required: Has Energy, with at most Any Amount) to ( Patrol targeting (Center of P9EnergyPatrol)) (Replace Existing Orders)
Mostly haveing the problem of attaching the location. the medivac patrols to location that dont stay with the marine, lol. Maybe shorten it up to 1 trigger? idk. any advice is graetly appreciated. :D
i will surly change it if the script limit or game lags because of the extreme amount of computer data.
@Trieva:
guess its like doubling down on the triggering unit to have it in 2 spots then. also sorta was thinking if i had it as ANY UNIT then it would fire as long as even a zealot was present, lol. but i think thats where the conditions comes in.
IncomeTest
Events
Unit - (Triggering unit) Enters P1BuildArea
Local Variables
Conditions
(Owner of (Triggering unit)) == 1
(Unit type of (Triggering unit)) == Nexus
Actions
General - Pick each integer from 1 to 1,000,000,000, and do (Actions)
Actions
General - Repeat (Actions) (Picked integer) times
Actions
Player - Modify player (Triggering player) Minerals: Add 1
General - Wait 1.0 Game Time seconds
LMFAO is there a better way than this? haha seems ugly but it works.
IncomeTest
Events
Unit - (Triggering unit) Enters P1BuildArea
Local Variables
Conditions
(Unit type of (Triggering unit)) == Nexus
Actions
Player - Modify player (Triggering player) Minerals: Add 1
for some reason this fires 1 time and thats it. how can i get this to constantly run?
im currently in the works of making a builder/fighter game, simular to what is know as "desert strike" on b.net now. the problem with the current version on b.net is that it has WAY to many bugs in it and it dont even use abilities correctly or even at all. EG: ravens never use seeker missle. and vikings never land. so any suggestions from anyone on what you would like to see in this game that i am making? currently trying to figure out how to get ghosts to nuke. :D... thinking of spawning scv's to build ghost acadamy's then autocasting build nukes once they are built. haha.
what i am trying to do is to create 2 zerglings when another player makes a spawning pool. it seems it would go something like this, player 1 makes 1 spawning pool then player 9 creates 2 zerglings at location A. just dont know how to put that in trigger form lol. thanks :D
0
@Drunkenseagull:
I've already made a unit from scratch that can attack and move at the same time, it's just when I change the default attack abil to the custom attack that only targets the players units that I get this stupid problem where the unit will not retarget if it is moving. If he locks on while at a dead stop then starts moving, he will attack and move no problem till you move your target out of range, then he will not attack till you come to a stop again.
you need to change the scan for targets range. such as if your weapon range is at 6 and your still within the range of the scan thats 14 then you will still have weapon lock on target. change the 14 to 6 and it should release the target for another one thats within 6. but if you target 1 unit and stay within 6 of that target then you will not reaquire a new target till you manualy change targets or move out of range of 6.
its like how a siege tank in siege mode can move turret for targets while its not moving it self. still picking up the enemy signature.
0
@hobbidude:
Assimilator
Events
Unit - Any Unit Enters (Entire map)
Local Variables
Conditions
Actions
General - Pick each integer from 1 to 8, and do (Actions)
Actions
General - While (Conditions) are true, do (Actions)
Conditions
(Owner of (Triggering unit)) == (Picked integer)
(Unit type of (Triggering unit)) == Assimilator
Actions
Player - Modify player (Triggering player) Minerals: Add 10
General - Wait 1.0 Game Time seconds
Cleans up alot of space.. got 3 triggers instead of 3x8=24 triggers. one for assimilator,refinery, extractor and it covers all players :D thanks.
0
@zeldarules28:
actions/unit/issue order = Order (triggering unit) to (Ability Command) (Replace existing order)
Changed: (Ability Command) to (Ability Command targeting (triggering unit))
Order (triggering unit) to (Ability Command targeting (triggering unit))
when i click on triggering unit it goes to unit form. no list of units to select and all thats left is the Function button and fields how do i make it a unit type (marine/medivac)? not trying to sound dumb just confused thats all, the only other issue order i have is to unit group and that dont seem right. as far as attach region to unit, im back at the unit menu wondering how to make it to marine, lol same thing.
Attach Region to (last created unit) want to change last created unit to marine. but hit the same wall as above. :/ 1 solution 2 problems, dam! haha
0
@Drunkenseagull:
attacking on the move~ while walking? if thats what your looking for see the diamond backs ability to do this. copy that for your unit. the issue you might run into is if you have your units fire on friends/ally and the like you might be making an army that kills itself, lol. marine shot marine in the head for standing to close, hahaha. if your vs 8 other people wouldnt they be enemy? or you making them ally's and then want your units to shoot them? Edit: or do you want to make the unit you attack apart of your army, such as you aquire that unit that you attacked? just trying to understand where your comming from...
0
@BasharTeg:
Events
Local Variables
Conditions
Actions
How exactly to do the loop instead? :D
0
@iMisu:
Whats the point of all this when you can just change the maximum distance of the camera under map game settings.. ?
The reason for it is that sometimes when you change it under the map settings it crashes on ya. so this way your already in game and the game adjusts to the trigger. i tired to change the settings one time to zoom out and the map wouldnt even load. this is why people make buttons to zoom out with. lol.
0
@Sooper1337:
here is a better question... how do you create it so it only moves back alittle bit each time its pressed? not just one huge leap to fully zoomed out? :D reapeat process of multiple cameras? idk
0
@strhsxx:
if you got a different version of the editor its under "SHOW/HIDE Dialog ITEM" my editor dont have dialog button either. must be a different version.
0
@hobbidude:
wow dont know of any tutorials for sc2 triggers. but anyways. im good at modifing triggers once i have the base concept, such as i was asking how to get a unit to follow a unit. i can take that and make any unit follow any unit then and not just medivac/marine. sence this is a public forum and i can ask anything and everything that i need help with why not use it from people who are veterans in this stuff? i might be able to figure it out but its easier to have help than to wing-it...
as for the following issue, i can get medivac to patrol to location, i just need the location to stay with the marine. :D
0
i am currently trying to make a trigger that makes a medivac follow a marine. but i am having a problem keeping them together. i tried attach location to the marine and then order medivac to that location but its not sticking, must be doing something wrong! lol. anyways tell me what you think of this and how i can get this to work...2Triggers:
AttachRegion
Events
Timer - Every 1.0 seconds of Game Time
Local Variables
Conditions
(Unit type of (Triggering unit)) == Marine
(Owner of (Triggering unit)) == 9
Actions
Region - Attach P9EnergyPatrol to (Agent of player 9 for (Triggering unit)) with offset (Point(0.0, 0.0))
The second one is:
EnergyPatrol
Events
Timer - Every 2.0 seconds of Game Time
Local Variables
Conditions
Actions
Unit - Order all units in (Any units in WarGround owned by player 9 matching Required: Has Energy, with at most Any Amount) to ( Patrol targeting (Center of P9EnergyPatrol)) (Replace Existing Orders)
Mostly haveing the problem of attaching the location. the medivac patrols to location that dont stay with the marine, lol. Maybe shorten it up to 1 trigger? idk. any advice is graetly appreciated. :D
0
@maverck:
i will surly change it if the script limit or game lags because of the extreme amount of computer data.
@Trieva:
guess its like doubling down on the triggering unit to have it in 2 spots then. also sorta was thinking if i had it as ANY UNIT then it would fire as long as even a zealot was present, lol. but i think thats where the conditions comes in.
thanks for the feed back :D
0
IncomeTest
Events
Unit - (Triggering unit) Enters P1BuildArea
Local Variables
Conditions
(Owner of (Triggering unit)) == 1
(Unit type of (Triggering unit)) == Nexus
Actions
General - Pick each integer from 1 to 1,000,000,000, and do (Actions)
Actions
General - Repeat (Actions) (Picked integer) times
Actions
Player - Modify player (Triggering player) Minerals: Add 1
General - Wait 1.0 Game Time seconds
LMFAO is there a better way than this? haha seems ugly but it works.
0
IncomeTest
Events
Unit - (Triggering unit) Enters P1BuildArea
Local Variables
Conditions
(Unit type of (Triggering unit)) == Nexus
Actions
Player - Modify player (Triggering player) Minerals: Add 1
for some reason this fires 1 time and thats it. how can i get this to constantly run?
0
im currently in the works of making a builder/fighter game, simular to what is know as "desert strike" on b.net now. the problem with the current version on b.net is that it has WAY to many bugs in it and it dont even use abilities correctly or even at all. EG: ravens never use seeker missle. and vikings never land. so any suggestions from anyone on what you would like to see in this game that i am making? currently trying to figure out how to get ghosts to nuke. :D... thinking of spawning scv's to build ghost acadamy's then autocasting build nukes once they are built. haha.
0
what i am trying to do is to create 2 zerglings when another player makes a spawning pool. it seems it would go something like this, player 1 makes 1 spawning pool then player 9 creates 2 zerglings at location A. just dont know how to put that in trigger form lol. thanks :D