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    posted a message on Help with starting units for players

    @takral: Go

    you can choose to spawn them at a starting position that you've created, or probably a region too, I prefer starting position and use it in my map tho

    -edit- here's my code for creating a Marauder at the players starting pos. facing player 11's starting pos.(comp) Marauder Players is a player group with all active players in it.

    Player Group - Pick each player in Marauder Players and do (Actions)

    Unit - Create 1 Marauder for player (Picked player) at (Start location of player (Picked player)) facing Start Location 011 (Ignore Placement)

    Posted in: Triggers
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    posted a message on Help with starting units for players

    @takral: Go Yes.

    Action: pick each player in player group (active players) and do actions create 1 <unit> for picked player

    can't open up the editor to check the exact words for it atm, but I think it's something like that

    Posted in: Triggers
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    posted a message on cant publish as 'Public'

    @mouzMorroW: Go

    It sais that for me as well even though it's public. I checked on bnet, your map is open for public. I can create it.

    -edit- I can create the map but not open to public, this is because you probably published it as locked? It has to be unlocked. If it's already unlocked then I don't know that's wrong.

    Posted in: Miscellaneous Development
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    posted a message on checker when the missile effect arrives at the target

    @xenrathe: Go

    ehm, not exactly sure where you mean, data editor -> weapons -> Marauder - Punisher Granades ? can't find any movement variables there

    nvm, found it, and ye, awesome! haha

    Posted in: Miscellaneous Development
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    posted a message on checker when the missile effect arrives at the target

    This is basicly just the test map where I tried to make the missile do what I want. I hope you can understand what I've done ^^

    Posted in: Miscellaneous Development
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    posted a message on checker when the missile effect arrives at the target

    @xenrathe: Go

    think I found a problem with my unit - Weapon Marauder

    I don't think it's actually used by the marauder, even if it's in the unit list in the object explorer for the Marauder. I changed the movement speed for unit - Weapon Marauder and nothing happend so I checked around a bit and noticed that the mover for the MarauderLM effect controls the speed of the missile.

    I might just be too tired or something now after too many hours trying to fix it but.. what am I supposed to do to make the unit - weapon Marauder to be the actuall missile flying towards the target? so I then can tell it to move via triggers.

    • edit* OPS NVM, just saw that the MarauderLM effect uses the unit - Weapon Marauder as ammo unit, guess I got proof of my "too tired" theory. but still, I'm unable to tell the missile to move via triggers and set the movement speed

    -edit- hmm, think it's kinda working after all, by changing (Actions Unit - Order (Picked unit) to ( Move currenttraget) (Replace Existing Orders)) to instantly move to target instead made the missile to actually instanly move to the target. I can't understand why the normal move command isn't working though =(

    Posted in: Miscellaneous Development
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    posted a message on checker when the missile effect arrives at the target

    @xenrathe: Go

    I've tried what you said but I can't make it work. I made 2 variables. currenttraget is a unit and set to a stalker I just placed on a test map. MissileAttack is a unit type and set to Weapon - Marauder <game link - unit> I gave Weapon - Marauder a move ability and made it commandable and then made this trigger:

    Events Timer - Every 0.01 seconds of Game Time

    Actions Unit Group - Pick each unit in (MissileAttack units in (Entire map) owned by player Any Player matching Required: Missile, with at most Any Amount) and do (Actions)

    Actions Unit - Order (Picked unit) to ( Move currenttraget) (Replace Existing Orders)

    not really sure what I'm missing tbh, hope you can see what I made wrong =)

    Posted in: Miscellaneous Development
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    posted a message on making a missile keep chasing after blink

    @xenrathe: Go

    1) I've tested this and it doesn't work

    2) Ok, do you have an example I can look at?

    3) I don't want it like that if you mean that it will be almost impossible to blink while it's in the air.

    4) I'm doing the wc3 map Hungry hungry felhound (where there's a felhound chasing the player with the ball) and made it so when the missile effect hits the target, the target gains 1 energy (1 energy is required to shoot), so the missile HAS to hit.

    I thought about just calculating how long it would take for the missile to hit and then just add 1 energy to the target but that's more of a last resort since I rather have the actually effect hitting for game play purpose.

    Posted in: Miscellaneous Development
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    posted a message on making a missile keep chasing after blink

    Hi, I want the attack effect (the missile flying towards the target) from a marauder to keep following the target after it blinks. As it is now the missile just vanish when it arrives at the location where the stalker were when it blinked.

    Any ideas?

    Posted in: Miscellaneous Development
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    posted a message on checker when the missile effect arrives at the target

    A new problem came up. I made it so when the ball hit it's target, the target gain 1 energy. the problem is:

    If player1 passes the ball to player2 and player2 use blink (stalkers blink) before the ball arrives, then player2 won't get the energy. I'd like it so that the ball keeps following player2 until it hits him if that's possible.

    It works if player2 just moves around, but the blink seem to ruin everything and I can't find any solution. Any ideas?

    Posted in: Miscellaneous Development
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    posted a message on checker when the missile effect arrives at the target

    Thanks, think I got it to work properly now

    Posted in: Miscellaneous Development
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    posted a message on checker when the missile effect arrives at the target

    I'm making the WC3 map Hungry Hungry Felhound (where there's a felhound trying to kill the player with the ball and the last survivor is the winner).

    It's almost complete atm execpt that I need something that checks when the ball arrives at the target instead of when the ball is cast.

    For example: Player1 passes the ball to player2, player2 can now pass the ball back directly after player1 started the cast, I want player2 to have to wait until the ball (the actuall missile effect) hits him.

    Does anyone have a clue how to do that?

    Posted in: Miscellaneous Development
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    posted a message on Need help with unit movement

    Hi, I'm trying to make it slippery for a zergling. For example, if it's chasing a marine and the marine is doing a fast turn, the zergling should slide a bit as if it was on ice. Unfortunaly I'm unable to find (if it's possible) how to do it and was hoping anyone here had an idea how to do it. Thanks in advance.

    Posted in: Miscellaneous Development
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