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    posted a message on [Trigger] Issuing an order to the last created unit 2 times.

    I have a trigger which basically creates a random burrowed zerg unit from an array of unit types, waits .05 seconds, and then checks for what specific zerg unit it is, and issues the order to unburrow for that unit. But I then want the units to attack move to a certain point. and that's the problem, after they unburrow, they just stand there.

    Here's the map with the Triggers in place. The only triggers that need to be looked at are the Swarm Waves Triggers.

    http://filesmelt.com/dl/Good_templeFixing_Swarm_Waves1.SC2Map

    The Mission Events trigger activates Swarm Wave Attack A, which uses the Initiate Swarm Wave action that sets the parameters for the two variables Swarm Attack Point (where the zerg are going to attack) and Swarm Wave Region (Where the zerg spawn) Now that the two variables are set, the action then activates the Swarm Spawn Trigger which is the trigger in question. That's the one that spawns and sends the units to attack, or at least that's what it should do. Not really sure Why it's not working.

    Posted in: Galaxy Scripting
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    posted a message on Setting created units to their own unit groups

    Thank you VERY much. This was exactly what I was looking for.

    And don't worry, I've been keeping a list of people who reply with suggestions in any thread I make, so your name has been noted.

    Posted in: Miscellaneous Development
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    posted a message on Setting created units to their own unit groups

    Would a condition such as this work?

    (Number of Living units in Regular Infantry Groups[((Number of Reg Infantry Groups + 1) mod 10)]) < 5

    So the condition would be that if the number of units in the array slot are less than 5, then it'd create a new batch of units and add them to the array slot.

    ::edit:: ok so that doesn't work, it creates the units, but the units just keep on being created, I get the feeling I'm not calling the array correctly to check for the numbers.

    Posted in: Miscellaneous Development
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    posted a message on Setting created units to their own unit groups

    But that would mean that those points are preset by me and there's a pattern to their movements. I want a repeating trigger to make the unit groups move to random points every few seconds. That's easy though.

    The part which I'm trying to figure out is storing it so that there are 10 unit groups floating around the map.

    Regular Infantry Groups = (Empty unit group) <Unit Group[10]>

    That's the variable Unit group array which I created to store the units in.

    This is the trigger which I have right now.

    ----

    Spawn Reg Infantry Wave

    Events

    • Timer - Every 20.0 seconds of Game Time

    Local Variables

    Conditions

    Actions

    • Unit - Create 7 AI Marine for player 3 at (Position of City AI Barracks [82.50, 94.50]) using default facing (No Options)
    • Unit - Create 3 AI Marauder for player 3 at (Position of City AI Barracks [85.50, 91.50]) using default facing (No Options)
    • Unit Group - Add (Created Unit()) to Regular Infantry Groups[((Number of Reg Infantry Groups + 1) mod 10)]

    But I also want this trigger to cycle through the array and only add the units to a spot in the array if there are no units in there. So that if there were all 10 units groups running around, and one of them gets wiped out, this trigger would cycle through and create a new batch of units to have them occupy the empty slot.

    Posted in: Miscellaneous Development
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    posted a message on Setting created units to their own unit groups

    I want to make it so that every couple of seconds, a group of units spawn and this group randomly attacks a point within a region and once it reaches the point, I want them to aquire a new point to attack move to.

    The problem is this.

    I want this trigger to go so that every few seconds, another group is spawned with the same orders, but a different random point to go to I feel like I should have the units be catagorized into unit groups upon creation, and set attack orders to the group itself so that the group moves as a whole but is there a way to create variables via triggers?

    cuz for obvious purposes, I can't do this in the editor, Unit group 1, 2,3,4,5,6, etc.....

    I want a trigger that can assign each new batch of units to their own unit group, not to an existing one. Doesn't have to be one trigger that does all this, but a series of them. Any ideas?

    Posted in: Miscellaneous Development
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    posted a message on having units move in formation

    is this built into the game, or do I have to do some funny business with triggers?

    Posted in: Miscellaneous Development
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    posted a message on Creating Hard Points

    oh? How would one go about doing this in 3DS Max?

    Posted in: Miscellaneous Development
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    posted a message on Creating Hard Points

    I'm not sure if this can be done, but is there a way to create hard points on a unit?

    Basically, allowing players to target individual pieces of a unit.

    ex. units could target a colossus' legs OR the body

    Posted in: Miscellaneous Development
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    posted a message on Creating units on a specific side of a building

    You know how when a unit is created by default it spawns on the lower left hand corner, and continues counterclockwise. Can I set it so that units start spawning, from let's say the top left corner of a building?

    Posted in: Miscellaneous Development
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    posted a message on Error: Stack Overflow

    Hmmmm... The problem with this though, is that I already have Triggers just like this one, and they all seem to be working fine. I haven't had problems with (Triggering Units) using my other triggers.

    Here is the Trigger that Activates the patrol trigger.

    Send Hellions on Alt Patrol

    Events

    • Unit - Any Unit Enters Hellion Spawn

    Local Variables
    Conditions

    • (Unit type of (Triggering unit)) == AI Hellion
    • And
      • Conditions
        • Send Hellions on Patrol == 1

    Actions

    • Unit Group - Add (Triggering unit) to Alt Patrol (Hellions)
    • Unit - Order (Triggering unit) to ( Attack targeting Inner Patrol 020) (After Existing Orders)
    • Unit - Order (Triggering unit) to ( Attack targeting Inner Patrol 021) (After Existing Orders)
    • Trigger - Run Send Hellions on Alt Patrol (Check Conditions, Don't Wait until it finishes)

    -----

    To explain, When any unit enters the region "Hellion Spawn," and they are a Hellion, and the Variable "Send Hellions on Patrol" == 1, this trigger will send the hellions on a path to the patrol location where this trigger will activate the Patrol trigger which sends the Hellions on a patrol loop.

    The variable is there because I have it so that the variable alternates between 1 and 0, depending on the value of the variable, another trigger sends the Hellions on a different patrol route.

    Posted in: Miscellaneous Development
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    posted a message on Error: Stack Overflow

    Ah, sorry about that, Copy and Pasted and didn't realize how badly that looked. Fixed it up so it should be easier to read.

    Also, this is a forever repeating recursion, as the units will continuously attack move in the loop I specified in the trigger until they die. Is there a better way to do that?

    Posted in: Miscellaneous Development
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    posted a message on Error: Stack Overflow

    So I have a trigger which basically makes the triggering unit to attack move in a circle pattern to patrol.

    it looks like this:

    Events
    Local Variables
    Conditions
    Actions

    • General - Repeat (Actions) forever
      Actions
      • Unit - Order (Triggering unit) to ( Attack targeting Inner Patrol 001) (After Existing Orders)
      • Unit - Order (Triggering unit) to ( Attack targeting Inner Patrol 002) (After Existing Orders)
      • Unit - Order (Triggering unit) to ( Attack targeting Inner Patrol 003) (After Existing Orders)
      • Unit - Order (Triggering unit) to ( Attack targeting Inner Patrol 004) (After Existing Orders)
      • Unit - Order (Triggering unit) to ( Attack targeting Inner Patrol 005) (After Existing Orders)
      • Unit - Order (Triggering unit) to ( Attack targeting Inner Patrol 006) (After Existing Orders)
      • Unit - Order (Triggering unit) to ( Attack targeting Inner Patrol 007) (After Existing Orders)
      • General - Wait 120.0 Game Time seconds

    Now, to clarify. It doesn't have an Event, because this Trigger is triggered by another Trigger. I have other Triggers that do the same thing as this Trigger does, but they don't give me the Error: Stack Overflow

    When this error occurs, this Trigger doesn't even activate.

    Could anyone explain why I'm getting this error? Also, if there is a more efficient method of having units patrol in a loop, please share.

    Posted in: Miscellaneous Development
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