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    posted a message on Help with the complication of Zerg unit creation.

    Oooo okie thanks guys! I will check the data tutorials out. Oops I didn't mean to post in the wrong place : o

    Posted in: Triggers
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    posted a message on Help with the complication of Zerg unit creation.

    (Yes I'm back :D lol)

    Okie so after trying to duplicate the zergling unit and make a simple unit with slightly stronger stats, larger scale, and different name I realized I had to duplicate the burrowed unit for the zergling. I did that and after that attempted to mess with it. But it's a headache. Is there a simple way(any way possible is nice too) to go about this that someone could write up? Because I plan to make at least 1-2 more custom Zerg units but I also want them to be able to burrow/unburrow. If this were terran or protoss all I would do is just duplicate and do my work. But it's not that simple with the burrowing mechanism :( . Tips or help please.

    Posted in: Triggers
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    posted a message on Need help with simple triggers

    @MaskedImposter: Go

    Problem solved XD it was simply due to a duplicate actor in the Zergling (burrowed) unit. Thanks.

    Posted in: Triggers
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    posted a message on Need help with simple triggers

    @MaskedImposter: Go

    Oh wow I just learned something! I wasn't aware you could have more than one event and have them all work. Thanks!! :D

    Since I'm taking about issues. There's this other strange and slightly disturbing one but it is not trigger-related. There are zerglings that are running in place that can be walked through in apart of the base (which is not in a region). Like a ghost (spirit not the unit), They can't even be selected. Should I record this to show what I mean?

    Posted in: Triggers
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    posted a message on Need help with simple triggers

    Okie so I thought I had this simple task covered but I am running into issues. I want to make it so that

    1. The Hive is invulnerable or can't be targeted as long as Hatchery #1 and #2 are alive.

    2. Hatchery #1 is invulnerable or can't be targeted as long as its 4 surrounding evolution chambers are alive.

    3. Hatchery #2 is invulnerable or can't be targeted as long as its 4 surrounding evolution chambers are alive.

    So in my first picture you can see that at the beginning I made an action to make the Hive, Hatchery #1 and Hatchery #2 invulnerable.

    So I had to make 2 units groups for the evolution chambers so that I could make an Event like: **

    Event - Units in Evolution Chambers #1 (Unit group) dies

    Action - Make Hatchery (Hatchery #1) vulnerable

    And same thing for Hatchery #2

    But for the Hive I had to make a unit group for both Hatchery #1 and #2.

    So it is like this **

    Event - Units in Hatcherys (Unit group) dies

    Action - Make Hive invulnerable.

    But with no luck. I test the document and I am able to destroy the Hive without having to kill Hatchery #1 or #2.

    First Picture:

    1.

    Second Picture:

    2.

    Something to do with Event - Units in Unit Group or something like that? I know this is possible as I have witnessed something like it in a map before. Oops by "targeted" I meant attack.

    Posted in: Triggers
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    posted a message on Need help with simple triggers

    I would but I need the black fog so what I will do is just change the terrain texture for the zerg base from grass to something darker and use one of my replaced map textures to give it a purple tint. It shouldn't be hard to do. Thanks!

    Posted in: Triggers
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    posted a message on Need help with simple triggers

    Ohh I should have known! Thanks even though imposter beat you lol. Okie I fixed it and I am satisfied but I am wondering if I could fix this minor thing. I notice that the ring around the sight radius has grass visible even though creep is all over. Is this because of the way Starcraft II is? You can see what I am talking about by looking at the picture I posted before. There is grass present until you walk over and it is replaced with creep. ?

    Posted in: Triggers
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    posted a message on Need help with simple triggers

    @MaskedImposter: Go

    Thank you! I didn't realize I could do that. I lied! I might just continue asking questions regarding the zerg base in here since I think I am already halfway or almost done with this part of my map. Now I got this idea from a thread I saw before but I made a behavior that reduces maximum sight at night and then later another that reduces it even further when entering the zerg base. I made an action that adds the Vision Dark Night behavior (reduced sight for zerg base) I made to the triggering unit that enters the zerg base. But this behavior shows up on the unit card/dialog/ui? (forgot what it is called) and I don't want it to be visible. Do I have to change the behavior type? I have only used behaviors for combat and movement before this.

    Removing the behavior from ui (invisible but there)

    Posted in: Triggers
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    posted a message on Need help with simple triggers

    @MaskedImposter: Go

    Yes I am using action issue order to unit group. But how do I make the unit group choose the units that the previous action creates. That part I am unsure of.

    Posted in: Triggers
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    posted a message on Need help with simple triggers
    Quote from MaskedImposter: Go

    @DerpsMcSkate: Go

    Well if you wanted it to be a constant threat you could do something like this (Note: Haven't tested)

    Zerg Ambushes
        Events
            Timer - Every 120.0 seconds of Game Time
        Local Variables
        Conditions
        Actions
            Unit - Create 4 Hydralisk (Burrowed) for player 15 at ((Position of Hero) offset by 4.0 towards (Random angle) degrees) using point facing (No Options)
            Unit - Order all units in (Last created units) to (Hydralisk - Unburrow) (Replace Existing Orders)
    

    Not entirely sure how your map plays, I'm assuming there's some hero unit in this trigger. This would spawn 4 hydras at a distance of 4 away from a hero at a random angle. The point is made from the functions "point with polar offset", "position of unit" and "random angle". Note the last action is issuing a command to an entire unit group (the 4 hydralisks that were created). You'd probably also want to throw some conditions in this so they don't spawn in weird places, such as checking they are on the same cliff level "cliff level of point" condition.

    One more thing. I tried this method but I am having trouble configuring the unit group. How do you make it include last created units?

    Posted in: Triggers
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    posted a message on Need help with simple triggers

    Thank you both! but I got it to the way I want it so for now I'll keep the current settings unless I face trouble :D so I'll keep that in mind Hockleberry but I might use the between bounds condition in the near future to save space

    Is it ok for me to post threads every time I run into a problem? XD I ask this because I don't want to look like a spammer in this section of the forums :( and I am very grateful to have helpful people here. I feel like I am going to get told "that's what the forums are for. You won't look like a spammer unless you spout silly things that you should know." lol. True?

    @MaskedImposter: Go

    Spot on!! :D Thank you!

    Posted in: Triggers
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    posted a message on Need help with simple triggers

    @MaskedImposter: Go

    No I meant instead of making a separate trigger for each player (1-6) that enters the regions, instead allow all user players (1-6) activate the trigger.

    (Trigger 1

    Event - Any Unit Enters region

    condition: owner of unit = 1

    Trigger 2

    Event - Any Unit Enters region

    condition: owner of unit = 2)

    Like that ↑ but making it work in one trigger. Is this even possible I was looking at the " Or " condition setting.

    Posted in: Triggers
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    posted a message on Need help with simple triggers

    On a side note. Is there a way I could have the unborrow triggers activate for all players without having to copy, paste and edit the the 20 unburrow triggers 5 more times (6 total user players x 20 = 120 triggers for one part of the zerg base). It makes me want to lower the amount of players to 4 to reduce messy work in the long run. I might just add 2 more players after the map is fully functional and the way I like it. Any suggestions?

    Posted in: Triggers
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    posted a message on Need help with simple triggers

    @ArcaneDurandel: Go

    Wow. Thank you!! This is exactly what I needed to hear. They don't unburrow themselves anymore. They only unburrow when the regions are entered :D All problems solved :)

    @MaskedImposter: Go

    Wow that looks like it could be something really good :D I could maybe keep the ambushes coming till the Hive is destroyed. Thank you for the suggestion I will try this out! Since there are a lot of things I haven't done with the Editor before and have forgotten things, you might see more of me around lol.

    Posted in: Triggers
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    posted a message on Need help with simple triggers

    @MaskedImposter: Go

    Exactly! lol. Well said. I didn't understand that at all. This should be much simpler. Maybe the problem is that the features in the editor are too simple hah.

    Well I said I would figure something out but I guess I was lying because I can't XD I tried everything I could think of. I think I have to just let the zerg units unburrow on their own terms -_- . This was supposed to be a dangerous region where zerg units unburrow when you are really close or in a certain position so that you could get surrounded. Also supposed to be more like surprise attacks (turning the corner or stepping into an ambush trying to avoid another) but it's not at all if you see every roach and even ultralisk unburrowing before getting close to the area. Can't be too ambitious I guess??

    Posted in: Triggers
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