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0
You would have to make a 2nd zone on your map, which is the "underground".
Just limit the area a player can view based on in which area the unit is (underground or not)
Also,the trigger you are looking for to move the unit is "unit enters region -> move instantly" (afair)
It's a validator.
Check out the original/melee upgrades and their validators. Then you will see how it's done ;)
@ItsPawl: Go It's really annoying :/
What did blizzard screw up? And the community T_T
Yeah, that's the situation with Income Wars on EU.
Pushing doesn't even work.
Seriously, what the fuck o.0
Hmm, other stuff is breaking apart randomly as it seems... wtfh is going on o.0
@SouLCarveRR: Go np, any bump welcome :>
I suspect that the item cooldowns are broken somehow.
I think I had it working, but now when I test, items don't have cooldowns anymore.
In case you ask: I set it under
Item: Cost - Cost+ : Cooldown : Time use:
(tried with unit, global, ability...)
@Jooon: Go
Also, if you apply that validator, make sure it's target unit and I think you may want that validator on the energy remove effect too (steal AND burn only working when energy is over 25, else you burn without stealing when energy is under 25)
I don't know how to do that, but there may be a workaround.
You could simply make the ability restore 25 energy every time.
Or you make lots of those effects in the set each with validators that check for energy (how much).
edit:
Quote from Jooon: Go@Pshyched: Go Thanks, but dawg, this is in the data forum.
@Pshyched: Go
Thanks, but dawg, this is in the data forum.
damn you were faster :>
Use the "Create Unit" effect :>
There are numerous threads on it, tutorials and it's even in the sticky in this forum. Read that ;)
What are your defeat conditions? How do you end the game for a player if he loses?
As it is probably the "unit dies" event, refer to the (owner of) "killing unit" player instead (owner of)"triggering unit".
(read the friggin trigger descriptions :>)
Quote from Garrash: GoHeres a link to the original post in the data forum I thought it was a data problem at first. http://forums.sc2mapster.com/development/data/12961-units-buildings-spawn-when-player-isnt-there/#p4
Heres a link to the original post in the data forum I thought it was a data problem at first.
http://forums.sc2mapster.com/development/data/12961-units-buildings-spawn-when-player-isnt-there/#p4
In 1.0 the player leaves event didn't fire. Afaik it should now.
Your "Remove triggering unit" doesn't refer to any unit, as there is no triggering unit. There is only a triggering player in that event.
Edit: Oh my god. Now, lets just see, step for step, what your trigger does:
Player 2 leaves -> event fires Add player 2 to player group pick each player in player group (player 2 is picked) Remove triggering unit (which?)
Conclusion: The ONLY thing that trigger does, is putting player 2 into your player group. (If player 2 leaves)
Read the descriptions of the triggers. Those will tell you how you can refer to an event in an action etc.
As you are maybe/probably too lazy to do that, I included my trigger for this :>
Events Player - Player Any Player leaves the game with Any Local Variables Conditions Actions Unit Group - Pick each unit in (Any units in (Entire map) owned by player (Triggering player) matching Excluded: Dead, with at most Any Amount) and do (Actions) Actions Unit - Kill (Picked unit)
Change item type to "Target" and then treat it like an ability (concerning the "effect effect" field).
0
You would have to make a 2nd zone on your map, which is the "underground".
Just limit the area a player can view based on in which area the unit is (underground or not)
Also,the trigger you are looking for to move the unit is "unit enters region -> move instantly" (afair)
0
It's a validator.
Check out the original/melee upgrades and their validators. Then you will see how it's done ;)
0
@ItsPawl: Go It's really annoying :/
What did blizzard screw up? And the community T_T
0
Yeah, that's the situation with Income Wars on EU.
Pushing doesn't even work.
Seriously, what the fuck o.0
0
Hmm, other stuff is breaking apart randomly as it seems... wtfh is going on o.0
0
@SouLCarveRR: Go np, any bump welcome :>
0
I suspect that the item cooldowns are broken somehow.
I think I had it working, but now when I test, items don't have cooldowns anymore.
In case you ask: I set it under
Item: Cost - Cost+ : Cooldown : Time use:
(tried with unit, global, ability...)
0
@Jooon: Go
Also, if you apply that validator, make sure it's target unit and I think you may want that validator on the energy remove effect too (steal AND burn only working when energy is over 25, else you burn without stealing when energy is under 25)
0
I don't know how to do that, but there may be a workaround.
You could simply make the ability restore 25 energy every time.
Or you make lots of those effects in the set each with validators that check for energy (how much).
edit:
damn you were faster :>
0
Use the "Create Unit" effect :>
0
There are numerous threads on it, tutorials and it's even in the sticky in this forum. Read that ;)
0
What are your defeat conditions? How do you end the game for a player if he loses?
As it is probably the "unit dies" event, refer to the (owner of) "killing unit" player instead (owner of)"triggering unit".
(read the friggin trigger descriptions :>)
0
In 1.0 the player leaves event didn't fire. Afaik it should now.
0
Your "Remove triggering unit" doesn't refer to any unit, as there is no triggering unit. There is only a triggering player in that event.
Edit: Oh my god. Now, lets just see, step for step, what your trigger does:
Player 2 leaves -> event fires Add player 2 to player group pick each player in player group (player 2 is picked) Remove triggering unit (which?)
Conclusion: The ONLY thing that trigger does, is putting player 2 into your player group. (If player 2 leaves)
Read the descriptions of the triggers. Those will tell you how you can refer to an event in an action etc.
As you are maybe/probably too lazy to do that, I included my trigger for this :>
0
Change item type to "Target" and then treat it like an ability (concerning the "effect effect" field).