Sry for a noobish question, but is your listing from trigger GUI or from a script?
I haven't found a function which displays point's coordinates in both, anyway...
Finally, i believe that the error is hiding somewhere else, most likely in footprints...
(Looks like this thread is for misc dev subforum...)
Actually, i know how to do it, but there's a problem: if i (Create [building] on (Unit position([another building]))), the newly created one's position doesn't match with the first one's, even despite their footprints are same. Quite weird, isn't it?
So, what i do need:
My map requires A LOT of random buildings placed randomly on init throughout the entire map on pre-defined spots. Doing this manually is gonna be a pure hell and will take weeks, but doing this using cycles also has some problems. My brick wall is that i have no idea on how to tell the game WHERE to place units. If i use preset points (which's already a pure hell), i can't operate with their names in cycles (as i see, we can't convert numbers or strings to points), and if i use coordinates, the trigger is omgishly long and complicated. Any ideas?
Btw, where should i place such long and difficult operations such as randomising: into the main init trigger, or should i make a specified trigger which starts after the map's loaded and suggests players to wait a bit more?
P.S. Pardon my English. Also, i hope that my word "points" was right - idk how they're called in eng locale, but hope u understood.
So, i already said what i'm asking for in the thread name.
I mean that ranged attackers should only be able to attack if there are no buildings between them and their target.
If it's too complicated, i need at least 1 structure that blocks both vision and melee attacks. I know how to do vision, the second part is an asspain.
P.S. Such a thread has been obviously created already, but the dumb search module only suggests articles on how to make an attacking building.
@Spoolofwhool:
@hobbidude:
The only way to change unit's xp via triggers i know is with effects, but u can only create effects giving the unit a definite amount of xp, so for this i'll have to either make 100500 effects or call an effect 100500 times for each unit, which will obviously cause lags... Thank u both men, but i already know everything u've written here and wanna know smth else...
Ok, another noob (or not) question:
How do i restore unit's xp from the bank when game's loaded?
A remark: this should give the same xp to any hero selected by player.
Searched the forum for similar issues but those answers which i found seem to complicated for me...
Thanks in advance.
Something here (only here, don't pay attention to variables and "picked integer") is wrong. I wonder what...
Explanation: I need to kill (Hunger[(Picked integer)])) of randomly chosen units which belong to the selected player.
Any idea?
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@finiteturtles: Go
YEAH!!! IT WORKS!!! Raised ur reputation by 2 man))) Thx, and thx again!!!
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@finiteturtles: Go
Sry for a noobish question, but is your listing from trigger GUI or from a script? I haven't found a function which displays point's coordinates in both, anyway... Finally, i believe that the error is hiding somewhere else, most likely in footprints... (Looks like this thread is for misc dev subforum...)
0
Actually, i know how to do it, but there's a problem: if i (Create [building] on (Unit position([another building]))), the newly created one's position doesn't match with the first one's, even despite their footprints are same. Quite weird, isn't it?
0
@Ahli634: Go
Sounds epic... Thx man.
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So, what i do need: My map requires A LOT of random buildings placed randomly on init throughout the entire map on pre-defined spots. Doing this manually is gonna be a pure hell and will take weeks, but doing this using cycles also has some problems. My brick wall is that i have no idea on how to tell the game WHERE to place units. If i use preset points (which's already a pure hell), i can't operate with their names in cycles (as i see, we can't convert numbers or strings to points), and if i use coordinates, the trigger is omgishly long and complicated. Any ideas? Btw, where should i place such long and difficult operations such as randomising: into the main init trigger, or should i make a specified trigger which starts after the map's loaded and suggests players to wait a bit more? P.S. Pardon my English. Also, i hope that my word "points" was right - idk how they're called in eng locale, but hope u understood.
0
So, i already said what i'm asking for in the thread name. I mean that ranged attackers should only be able to attack if there are no buildings between them and their target. If it's too complicated, i need at least 1 structure that blocks both vision and melee attacks. I know how to do vision, the second part is an asspain. P.S. Such a thread has been obviously created already, but the dumb search module only suggests articles on how to make an attacking building.
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Looks like neither of these options work... At least, in the way i need it...
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@Deadzergling:
Thanks man, that's, at last, what i asked for!
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How do i change SCV's repair ability range?
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@Spoolofwhool:
@hobbidude:
The only way to change unit's xp via triggers i know is with effects, but u can only create effects giving the unit a definite amount of xp, so for this i'll have to either make 100500 effects or call an effect 100500 times for each unit, which will obviously cause lags... Thank u both men, but i already know everything u've written here and wanna know smth else...
0
Ok, another noob (or not) question:
How do i restore unit's xp from the bank when game's loaded?
A remark: this should give the same xp to any hero selected by player.
Searched the forum for similar issues but those answers which i found seem to complicated for me...
Thanks in advance.
0
@Ahli634: Go
[facepalm] Looks like i'm an epic noob yet... Great thanks, Ahli)))
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Oki, here's another issue:
Something here (only here, don't pay attention to variables and "picked integer") is wrong. I wonder what... Explanation: I need to kill (Hunger[(Picked integer)])) of randomly chosen units which belong to the selected player. Any idea?
0
<Great, solved it myself...>