Finnaly understood what you meant in your 1st question (I think), So do your issue order to unit group command, the unit group being your attack wave, click on the left parenthesis bracked that it blue and choose order targeting point, set your point, and make the ability command attack. You should set your point where the king is.
I seriously have no idea, but I think that modifying or looking at the mass recal ability might help... You could also make an behavior around the unit that gives the other units the same ability and make sure that you have that thing checked that makes it a group ability (all the units use it at once instead of one at a time, example: blink). I'd probably stick with the former though.
Not sure if this works, because I use the wait function. At map initialization, save your heroes as variables. Create 3 variables, and name them Timer 1, Timer 2, and Timer 3. Then, create a trigger call it Set to 0 and do this:
Then, create three variables called Damage Taken 1, Damage Taken 2, and Damage Taken 3, change them all to the real type and make them constants. Then create a trigger, name it Hero takes damage and do the following, note that I'm writing this away from my computer, so on the variable part in here search for the taken damage thing in functions instead of using a value, because I forgot what it was exactly, and I don't have my computer with me now because I'm using my iPad:
Create a trigger and call it Ability Activate and put Hero uses (your dummy ability here) under events. Under actions, put If (Conditions) then do (Actions) Else do (Actions).
Put the condition as Timer 1 = 3, action as (search up deal damage, and you'll have the right one) and fill in the stuff and make the added damage as Taken Damage 1, and leave the other action as blank. Copy it two times, and change the values to Timer 2, Taken Damage 2; and Timer 3, Taken Damage 3. And hopefully it will work now.
First Question: How do you create a wave of units that attacks in the general vicinity of a unit for each player?
Example: Each player's "King" is the target of the attack waves, but intervening units and buildings are attacked as well.
-Your question is kind of confusing compared to the example, but here we go. Use the issue order to unit group command, make the unit group your attack wave, click on the blue "(" and choose order targeting unit. Make the targeted unit the king. If you want them to stop after entering a certain distance around the king and attack, create a new trigger and use the unit enters a certain distance around a point (search up "unit enters/leaves" then look at the three that pop up and choose the one that has "point" in its name) event, make a new condition, hit ok (the condition we want is automatically selected when you create a new condition), change the player to the player that conntrols the attack wave and the issue order command to triggering unit to stop.-
2nd Question: SOLVED.
Third Question: I have a Warp Prism with Attack (Redirect) replacing the normal attack, so it acts like a bunker. Why the hell is it a "missing model" dome?
-This is a glitch that happens a lot when you duplicate a unit, I have a feeling you did so, to fix this, go under the warp prism actor and change its art, which has been changed to no model because you duplicated the actor when you duplicated the unit, so refill those in to the correct values, and you should be good. Also, you can modify a unit's height under the UI field within the data editor-
This is an simple and easy tutorial to make units come down from drop pods via triggers.
So create a new map or use a existing one and do this:
EventsMapInitialization
You can use any other event (i.e. unit enters region, time elapsed, etc.) for that if you want to.
Go to the terrain editor, and click on points, then set the point where you want your units to drop at. In this case mine will be called "Drop Pod Reinforcements."
Go back to the trigger editor and put under actions: "Unit - Create 1 Unit at Point for player 1 Facing 270 degrees (No options)" Fill that in to your specifications. Create a global value called "Drop Group" Then, use the add units to unit group trigger. Your trigger should now look like this, mine will be changed because I edited it to drop in 3 medics:
So I am creating an campaign that gives you rewards of new units every time you purge an area. I want to make it so that no matter what area you conquer first, you will always be given medics first...
Well, you are unclear about being unable to select the coin, do you mean in the galaxy editor, or the game? If in the game, simply open the data editor, select your coin unit, make sure under view, view advanced stuff is turned on, click on the units tab, and uncheck the unselectable checkbox. If you mean you cannot select and move around the unit in the galaxy editor, I have had this problem myself when I made a custom skybox, create another unit right near the center of your model, drag select and now you can move it around. Hope this helps...
I might, but maybe in 2 weeks, because I'm on vacation right now, anyways, it's easy enough...
Edit: Just don't expect anything to look good, i.e., too lazy to do details like the tempest creating that random orb during its recharge, it'll just fire an orb out of thin air instead...
TY, zelda, it works really well! There is a problem though: if I have more than one type of that unit, it will not factor it in, so if I have two barracks that give off 3 income serperately and 6 income together, it will only give me 3 income, but if I have 1 barrack and one supply depot (1 income), 4 income together, it will give me 4 income... Please help!
The only current way would be to use triggers to do so, or if you want, an easier way that I think may work although I'm not certain it works is to make it commandable, but remove all buttons and give the unit the move ability, and it would be uncommandable by the player because they need a button for it to work, but again, I'm uncertain wether it will work or not...
So yes, I looked up the tutorial, not very good, but there was a good post in there on how to make a scaleable income, but the problem is, it only works for one type of structure, so I was wondering how to possibly make an income like the one in nexus wars...
As the title says... If you cannot read what the title says because it is cut-off, refer to this: "How would someone create x units based off of the amount of x buildings (like what they do in Desert Strike)"
K, I tried it out now, and I guess you misunderstood me... I meant how to make a unit that doesn't transport other units be able to transport other units...
TY in advance, and sorry for wasting your time on stupid questions...
0
Finnaly understood what you meant in your 1st question (I think), So do your issue order to unit group command, the unit group being your attack wave, click on the left parenthesis bracked that it blue and choose order targeting point, set your point, and make the ability command attack. You should set your point where the king is.
0
I seriously have no idea, but I think that modifying or looking at the mass recal ability might help... You could also make an behavior around the unit that gives the other units the same ability and make sure that you have that thing checked that makes it a group ability (all the units use it at once instead of one at a time, example: blink). I'd probably stick with the former though.
0
Not sure if this works, because I use the wait function. At map initialization, save your heroes as variables. Create 3 variables, and name them Timer 1, Timer 2, and Timer 3. Then, create a trigger call it Set to 0 and do this:
Create a new trigger, call it Timer and do the following:
Then, create three variables called Damage Taken 1, Damage Taken 2, and Damage Taken 3, change them all to the real type and make them constants. Then create a trigger, name it Hero takes damage and do the following, note that I'm writing this away from my computer, so on the variable part in here search for the taken damage thing in functions instead of using a value, because I forgot what it was exactly, and I don't have my computer with me now because I'm using my iPad:
Modify your Set to 0 trigger to this:
Create a trigger and call it Ability Activate and put Hero uses (your dummy ability here) under events. Under actions, put If (Conditions) then do (Actions) Else do (Actions).
Put the condition as Timer 1 = 3, action as (search up deal damage, and you'll have the right one) and fill in the stuff and make the added damage as Taken Damage 1, and leave the other action as blank. Copy it two times, and change the values to Timer 2, Taken Damage 2; and Timer 3, Taken Damage 3. And hopefully it will work now.
0
I have in-quote replies, marked by "-" on either end:
1.30623373660085
This is an simple and easy tutorial to make units come down from drop pods via triggers.
So create a new map or use a existing one and do this:
You can use any other event (i.e. unit enters region, time elapsed, etc.) for that if you want to. Go to the terrain editor, and click on points, then set the point where you want your units to drop at. In this case mine will be called "Drop Pod Reinforcements."
Go back to the trigger editor and put under actions: "Unit - Create 1 Unit at Point for player 1 Facing 270 degrees (No options)" Fill that in to your specifications. Create a global value called "Drop Group" Then, use the add units to unit group trigger. Your trigger should now look like this, mine will be changed because I edited it to drop in 3 medics:
Then use the campaign create zerg drop pod at point with unit group, change zerg to terran and fill in the fields. The final result will look like so:
Hope my grammer wasn't too bad that nobody could understand me and, hope this helps!
0
So I am creating an campaign that gives you rewards of new units every time you purge an area. I want to make it so that no matter what area you conquer first, you will always be given medics first...
TY in advance!
0
Well, you are unclear about being unable to select the coin, do you mean in the galaxy editor, or the game? If in the game, simply open the data editor, select your coin unit, make sure under view, view advanced stuff is turned on, click on the units tab, and uncheck the unselectable checkbox. If you mean you cannot select and move around the unit in the galaxy editor, I have had this problem myself when I made a custom skybox, create another unit right near the center of your model, drag select and now you can move it around. Hope this helps...
Tassadar
0
I might, but maybe in 2 weeks, because I'm on vacation right now, anyways, it's easy enough...
Edit: Just don't expect anything to look good, i.e., too lazy to do details like the tempest creating that random orb during its recharge, it'll just fire an orb out of thin air instead...
0
TY, zelda, it works really well! There is a problem though: if I have more than one type of that unit, it will not factor it in, so if I have two barracks that give off 3 income serperately and 6 income together, it will only give me 3 income, but if I have 1 barrack and one supply depot (1 income), 4 income together, it will give me 4 income... Please help!
TY in advance...
0
The only current way would be to use triggers to do so, or if you want, an easier way that I think may work although I'm not certain it works is to make it commandable, but remove all buttons and give the unit the move ability, and it would be uncommandable by the player because they need a button for it to work, but again, I'm uncertain wether it will work or not...
0
Bumpity bump bump...
0
So yes, I looked up the tutorial, not very good, but there was a good post in there on how to make a scaleable income, but the problem is, it only works for one type of structure, so I was wondering how to possibly make an income like the one in nexus wars...
TY in advance!
0
Thanks!
0
As the title says... If you cannot read what the title says because it is cut-off, refer to this: "How would someone create x units based off of the amount of x buildings (like what they do in Desert Strike)"
TY in advance!
0
K, I tried it out now, and I guess you misunderstood me... I meant how to make a unit that doesn't transport other units be able to transport other units...
TY in advance, and sorry for wasting your time on stupid questions...
Edit: Found it out...