It hide button for every player if someone pick it to prevent double choosing.
But we with my friend clicked together on 1 button and trigger executed for us, and starting units are were owned by last clicked player. How solve this one? Is "disable" option for button enough fast to prevent double choosing?
Building appear in region(builded there or moved in), then: 1. If there no any another building in region, beacon captured 2. If there already any building that controlled by not this player then: 2a. Trigger check with PERIOUD(this important cuz this part dont work in my trigger) is building of owner of beacon in region 2b. If yes then it check it again after w8 some time 2c. if not then beacon automatically change owner to new player who tryed recapturing beacon
In your suggest trigger dont check with time condtions are complete or not
I already have point #5 attachedto unit resource #5, so u sure need region when I use function "convert circle in region"?, when I set region as point #5 with range 5.0?
And I need a bit more. Trigger must check not only enemyes in area but also neutral human players and allyes, so if u already capture point no one,even ally, cant recapture it without killing ur buildings in region.
There is a trigger for capturing points with buidings, its work almost right, only bug its when you trying recapture point when already enemy have buidings in range. Then u need first clear area and ONLY then build your building, else if u build ur building before killing enemy point dont be captured and u will need add 1 more building there
Why trigger fires event only for my units, not for computers, I have trigger which issue order to enemy spore crawlers move to beacons but only my buildings fires event.
Also it work only if conditions are met and my building must move again after they are met, beacon dont wanna change owner with a time, still someone explain why?
looks like triggering player doesnt works with non-human players
@FaithAnoe: Go
yes, I need that actions complete again with new unit with ownership X only if first unit with ownership another player Y leave area or die
And if there no any building nearly beacon who can change owning, beacon turn to computer player
Can someone figure this out what code must be?)
Ok, look:
(Unit type of (Triggering unit)) == +1Income (Terran Small)
this one old, before I edit beacon it was as structure, and trigger runs when beacon enter in his region itself. Now I change his atrribute so its not structure.
And by second. this one is failed, i tryed do next. We have beacon with owner player 9(I have 8 human players map), choosing myself as computer. If in region of it enter any buiding(or creating near it) he change ownership to player thats own building. If building die or went away and there no any another buildings near beacon its turn to computer.
I did this, but
If anyone fires event, and enter nearly to beacon where ALREADY another player its still check conditions, aah all ok, and change ownership to player who enter region last, becauseall conditions complete. How prevent this one, how pick all players exclude triggering player, or give priority for triggers?
Other words I cant figure out how prevent using this trigger if other player already complete conditions, i.e. building of other player in range of unit already appear.
Hi, I need a trigger which determinate which player unit "A" enter in region of certain unit "B" and which matches of this unit "A", and if there no another same units "A" of another players, this unit "B" will changing ownership to triggering player, another way if there some units with acquired matches already appear nothing happens.
I almost do it, but I dont know how make group of "any player from allyes/enemyes of picked integer". Function call wrong and nothing happens
There a code, will be very pleased if u help me with it.
Yes, affected all units, under tos I mean protoss 2d model cursors. But I cant find what exactly wrong because I have a lot of changes, and then I start make ability and tried attach cursor, suddenly look that area of effect cursor higher than cross cursor which means center of launching ability and with different sizes of cursors different offset from center
When I attach new ability to unit suddenly discovered that all 2d cursors and tos and terran moved about on 1 inch higher than center, and all agents for cursors for 2d on default, how fix this offset.
I dont know how this happens, all agents for 2d models on default
Hi guys, I am new, and a bit have problems with english, so sorry if smth will bad. Have several problems
1) Most problem is toggle multilevel aura. I made set of effects with area effects, applying them with behaviours. But
a) How disable them, I know I must use cancel behaviour option, but if there 2 same heroes with same ability, I dont want cancel behaviour if one cancel it and one not.
b) How set toggle buttons one of each other, cant find solution via requirments.
0
Trigger
It hide button for every player if someone pick it to prevent double choosing. But we with my friend clicked together on 1 button and trigger executed for us, and starting units are were owned by last clicked player. How solve this one? Is "disable" option for button enough fast to prevent double choosing?
0
I need trigger which must check:
Building appear in region(builded there or moved in), then: 1. If there no any another building in region, beacon captured 2. If there already any building that controlled by not this player then: 2a. Trigger check with PERIOUD(this important cuz this part dont work in my trigger) is building of owner of beacon in region 2b. If yes then it check it again after w8 some time 2c. if not then beacon automatically change owner to new player who tryed recapturing beacon
In your suggest trigger dont check with time condtions are complete or not
0
I already have point #5 attachedto unit resource #5, so u sure need region when I use function "convert circle in region"?, when I set region as point #5 with range 5.0?
And I need a bit more. Trigger must check not only enemyes in area but also neutral human players and allyes, so if u already capture point no one,even ally, cant recapture it without killing ur buildings in region.
So can I use "Any exclude self" instead "Enemy"?
0
There is a trigger for capturing points with buidings, its work almost right, only bug its when you trying recapture point when already enemy have buidings in range. Then u need first clear area and ONLY then build your building, else if u build ur building before killing enemy point dont be captured and u will need add 1 more building there
0
Why trigger fires event only for my units, not for computers, I have trigger which issue order to enemy spore crawlers move to beacons but only my buildings fires event. Also it work only if conditions are met and my building must move again after they are met, beacon dont wanna change owner with a time, still someone explain why? looks like triggering player doesnt works with non-human players
0
@FaithAnoe: Go yes, I need that actions complete again with new unit with ownership X only if first unit with ownership another player Y leave area or die And if there no any building nearly beacon who can change owning, beacon turn to computer player Can someone figure this out what code must be?)
0
Find similar problem http://www.sc2mapster.com/forums/development/triggers/38508-unit-enters-region-trigger/ look like if i use not == but =! trigger will apply to first unit fires event not last?
0
Ok, look: (Unit type of (Triggering unit)) == +1Income (Terran Small)
this one old, before I edit beacon it was as structure, and trigger runs when beacon enter in his region itself. Now I change his atrribute so its not structure.
And by second. this one is failed, i tryed do next. We have beacon with owner player 9(I have 8 human players map), choosing myself as computer. If in region of it enter any buiding(or creating near it) he change ownership to player thats own building. If building die or went away and there no any another buildings near beacon its turn to computer. I did this, but If anyone fires event, and enter nearly to beacon where ALREADY another player its still check conditions, aah all ok, and change ownership to player who enter region last, becauseall conditions complete. How prevent this one, how pick all players exclude triggering player, or give priority for triggers?
0
Other words I cant figure out how prevent using this trigger if other player already complete conditions, i.e. building of other player in range of unit already appear.
0
Hi, I need a trigger which determinate which player unit "A" enter in region of certain unit "B" and which matches of this unit "A", and if there no another same units "A" of another players, this unit "B" will changing ownership to triggering player, another way if there some units with acquired matches already appear nothing happens.
I almost do it, but I dont know how make group of "any player from allyes/enemyes of picked integer". Function call wrong and nothing happens There a code, will be very pleased if u help me with it.
0
I using default models, and abilities directed at points, but offset different on 2dcursor size, i.e. than bigger area of ability than less offset
0
Yes, affected all units, under tos I mean protoss 2d model cursors. But I cant find what exactly wrong because I have a lot of changes, and then I start make ability and tried attach cursor, suddenly look that area of effect cursor higher than cross cursor which means center of launching ability and with different sizes of cursors different offset from center
I just dont know when this happens.
0
When I attach new ability to unit suddenly discovered that all 2d cursors and tos and terran moved about on 1 inch higher than center, and all agents for cursors for 2d on default, how fix this offset. I dont know how this happens, all agents for 2d models on default
0
I made:
but it works not properly, can you say me I did all right? ssame with level 2 etc, where levels means behaviours in pool after ability
canceling behaviours seems works not properly, also problems with manadrain, but I saw same ability in Warships map on heavy cruiser and Footmen map
Shows me: overflow effect with use %1 "protect turning off" protect this is behaviour applied on units
0
Hi guys, I am new, and a bit have problems with english, so sorry if smth will bad. Have several problems
1) Most problem is toggle multilevel aura. I made set of effects with area effects, applying them with behaviours. But
a) How disable them, I know I must use cancel behaviour option, but if there 2 same heroes with same ability, I dont want cancel behaviour if one cancel it and one not. b) How set toggle buttons one of each other, cant find solution via requirments.
2) When I set requirments for my heroes skills, they looks as: USE: (CountAbil(BonesHeal,CompleteOnlyAtUnit) < {Level 1}1 && !CountBehavior(Herolevel1,CompleteOnlyAtUnit)) || (CountAbil(BonesHeal,CompleteOnlyAtUnit) < 2 && !{Level 3}CountBehavior(Herolevel3,CompleteOnlyAtUnit)) || (CountAbil(BonesHeal,CompleteOnlyAtUnit) < 3 && !{Level 5}CountBehavior(Herolevel5,CompleteOnlyAtUnit)) || (CountAbil(BonesHeal,CompleteOnlyAtUnit) < 4 && !{Level 7}CountBehavior(Herolevel7,CompleteOnlyAtUnit)) || (CountAbil(BonesHeal,CompleteOnlyAtUnit) < 5 && !{Level 9}CountBehavior(Herolevel9,CompleteOnlyAtUnit)) || (CountAbil(BonesHeal,CompleteOnlyAtUnit) < 6 && !{Level 11}CountBehavior(Herolevel11,CompleteOnlyAtUnit)) || (CountAbil(BonesHeal,CompleteOnlyAtUnit) < 7 && !{Level 13}CountBehavior(Herolevel13,CompleteOnlyAtUnit)) || (CountAbil(BonesHeal,CompleteOnlyAtUnit) < 8 && !{Level 15}CountBehavior(Herolevel17,CompleteOnlyAtUnit)) || (CountAbil(BonesHeal,CompleteOnlyAtUnit) < 9 && !{Level 17}CountBehavior(Herolevel19,CompleteOnlyAtUnit)) || (CountAbil(BonesHeal,CompleteOnlyAtUnit) < 10 && !{Level 19}CountBehavior(Herolevel15,CompleteOnlyAtUnit))
but then this level 1,3,5 еtс shows for every level, how fix this