the only thing your shooting is zerg, which wont have shields :P and also i had the if then else for every unit and it just does the same thing 0.o
ps. when i try his tutorial's script it doesnt work like it should
For some reason when i shoot a unit it only affects it when i shoot directly at 0.00 height or their max height, in between doesn't work which it should,
BTW i made each units shield regen rate their max height
Traceline
Options: Action
Return Type: (None)
Parameters
Camera Position = No Point <Point>
Camera Height = 0.0 <Real>
Player = 0 <Integer>
Grammar Text: Traceline(Camera Position, Camera Height, Player)
Hint Text: (None)
Custom Script Code
Local Variables
A = 0 <Integer>
Pitch = (Current camera pitch of player Player) <Real>
Yaw = (Current camera yaw of player Player) <Real>
Trace Height = 0.0 <Real>
Trace Distance = 0.0 <Real>
Trace Point = No Point <Point>
Trace World Height = 0.0 <Real>
Trace Region = No Region <Region>
Unit Region = No Region <Region>
Closest Unit = No Unit <Unit>
Unit World Height = 0.0 <Real>
Actions
General - For each integer A from 1 to 200 with increment 1, do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
Trace Distance < 50.0
Then
General - If (Conditions) then do (Actions) else do (Actions)
If
Pitch < 90.0
Then
Variable - Set Trace Height = (* ((Tan(Pitch)), Trace Distance, -1.0))
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Pitch > 270.0
Then
Variable - Set Trace Height = ((Tan((360.0 - Pitch))) * Trace Distance)
Else
Variable - Set Trace Point = (Camera Position offset by Trace Distance towards Yaw degrees)
Variable - Set Trace World Height = (Ground height at Trace Point)
Variable - Set Trace Region = (Region(Trace Point, 1.5))
Variable - Set Closest Unit = (Closest unit to Trace Point in (Any units in Trace Region owned by player 15 matching Excluded: Missile, Dead, Invulnerable, with at most Any Amount))
Variable - Set Unit Region = (Region((Position of Closest Unit), (Closest Unit Radius (Current))))
Variable - Set Unit World Height = ((Unit type of Closest Unit) Height)
UI - Display (Name of (Unit type of Closest Unit)) for (All players) to Subtitle area
General - If (Conditions) then do (Actions) else do (Actions)
If
Closest Unit != No Unit
Closest Unit != Main Unit[Player]
(Trace Point is in Unit Region) == true
((Camera Height + Trace Height) - Unit World Height) <= ((Unit type of Closest Unit) Shields Regen Rate)
((Camera Height + Trace Height) - Unit World Height) >= Unit World Height
Then
Variable - Set traceline_CurrentTarget[Player] = Closest Unit
Variable - Set traceline_CurrentTargetPoint[Player] = Trace Point
Variable - Set traceline_CurrentTargetHeight[Player] = (Camera Height + Trace Height)
General - Custom Script: return;
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Camera Height + Trace Height) <= 0.0
Then
Variable - Set traceline_CurrentTarget[Player] = Closest Unit
Variable - Set traceline_CurrentTargetPoint[Player] = Trace Point
Variable - Set traceline_CurrentTargetHeight[Player] = (Camera Height + Trace Height)
General - Custom Script: return;
Else
Variable - Modify Trace Distance: + 0.25
Else
Variable - Set traceline_CurrentTarget[Player] = No Unit
Variable - Set traceline_CurrentTargetPoint[Player] = No Point
Variable - Set traceline_CurrentTargetHeight[Player] = 0.0
Variable - Set Forward X = (Cos((Current camera yaw of player Player)))
Variable - Set Forward Y = (Sin((Current camera yaw of player Player)))
Variable - Set Forward Z = (Tan((Current camera pitch of player Player)))
Actor - Send message (SetRotation Forward X Forward Y Forward Z 0 0 0.0) to actor (Actor for Missle 1)
Doing something like that will allow you to do facings but for some reason i cant get it to roll X,Y are same axis it seems
OK, im very fustrated with this bc the Actor Message Forward X,Y rotate on the same axis and i need it to go the way for a Barrel roll, ne1 know how....w/o custom model
well some1 did this for targeting w/o clicking with the mouse
first you spawn invisible units at every possible location on the screen, then you see which is highlighted for the player, then you make a region from point or w/e you want to do and get the unit that is within that region
found my bug i had it so every .0625 it changes facing to Yaw so it canceled the effect of the trigger out... ty anyway but moving disables it until you stop, ne1 know fix or is it problem with SC2, also changing height disables also
0
is there a way to put in a formula for an upgrades effect?
Like to upgrade Damage by:
Damage + (Level*(Square root(Level))
? ty in advance
0
Is there a way to make a behavior end when like 3 stacks are applied then do an effect?
Cant seem to get the 3 stacks then end part
NVM used validator to get it
0
copy paste = fail doesnt work even when all parameters and variables are there...
0
@Twinmold20:
it only hits the target when im right infront of them for some reason it only detects the first loop even when the parameters are right
0
@Twinmold20:
the only thing your shooting is zerg, which wont have shields :P and also i had the if then else for every unit and it just does the same thing 0.o
ps. when i try his tutorial's script it doesnt work like it should
0
read my first post the Shield regen rate of the units that i set is their max height
also i set the loop to 200 for random purposes when i was testing it :P
0
@Twinmold20:
plz type it in plain text i cant read that XD
0
For some reason when i shoot a unit it only affects it when i shoot directly at 0.00 height or their max height, in between doesn't work which it should,
BTW i made each units shield regen rate their max height
Traceline
Options: Action
Return Type: (None)
Parameters
Camera Position = No Point <Point>
Camera Height = 0.0 <Real>
Player = 0 <Integer>
Grammar Text: Traceline(Camera Position, Camera Height, Player)
Hint Text: (None)
Custom Script Code
Local Variables
A = 0 <Integer>
Pitch = (Current camera pitch of player Player) <Real>
Yaw = (Current camera yaw of player Player) <Real>
Trace Height = 0.0 <Real>
Trace Distance = 0.0 <Real>
Trace Point = No Point <Point>
Trace World Height = 0.0 <Real>
Trace Region = No Region <Region>
Unit Region = No Region <Region>
Closest Unit = No Unit <Unit>
Unit World Height = 0.0 <Real>
Actions
General - For each integer A from 1 to 200 with increment 1, do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
Trace Distance < 50.0
Then
General - If (Conditions) then do (Actions) else do (Actions)
If
Pitch < 90.0
Then
Variable - Set Trace Height = (* ((Tan(Pitch)), Trace Distance, -1.0))
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Pitch > 270.0
Then
Variable - Set Trace Height = ((Tan((360.0 - Pitch))) * Trace Distance)
Else
Variable - Set Trace Point = (Camera Position offset by Trace Distance towards Yaw degrees)
Variable - Set Trace World Height = (Ground height at Trace Point)
Variable - Set Trace Region = (Region(Trace Point, 1.5))
Variable - Set Closest Unit = (Closest unit to Trace Point in (Any units in Trace Region owned by player 15 matching Excluded: Missile, Dead, Invulnerable, with at most Any Amount))
Variable - Set Unit Region = (Region((Position of Closest Unit), (Closest Unit Radius (Current))))
Variable - Set Unit World Height = ((Unit type of Closest Unit) Height)
UI - Display (Name of (Unit type of Closest Unit)) for (All players) to Subtitle area
General - If (Conditions) then do (Actions) else do (Actions)
If
Closest Unit != No Unit
Closest Unit != Main Unit[Player]
(Trace Point is in Unit Region) == true
((Camera Height + Trace Height) - Unit World Height) <= ((Unit type of Closest Unit) Shields Regen Rate)
((Camera Height + Trace Height) - Unit World Height) >= Unit World Height
Then
Variable - Set traceline_CurrentTarget[Player] = Closest Unit
Variable - Set traceline_CurrentTargetPoint[Player] = Trace Point
Variable - Set traceline_CurrentTargetHeight[Player] = (Camera Height + Trace Height)
General - Custom Script: return;
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Camera Height + Trace Height) <= 0.0
Then
Variable - Set traceline_CurrentTarget[Player] = Closest Unit
Variable - Set traceline_CurrentTargetPoint[Player] = Trace Point
Variable - Set traceline_CurrentTargetHeight[Player] = (Camera Height + Trace Height)
General - Custom Script: return;
Else
Variable - Modify Trace Distance: + 0.25
Else
Variable - Set traceline_CurrentTarget[Player] = No Unit
Variable - Set traceline_CurrentTargetPoint[Player] = No Point
Variable - Set traceline_CurrentTargetHeight[Player] = 0.0
I hope for swift responses XD
0
Well i saw someone's game that they were doing barrel rolls in so i think it is possible XD
0
Variable - Set Forward X = (Cos((Current camera yaw of player Player)))
Variable - Set Forward Y = (Sin((Current camera yaw of player Player)))
Variable - Set Forward Z = (Tan((Current camera pitch of player Player)))
Actor - Send message (SetRotation Forward X Forward Y Forward Z 0 0 0.0) to actor (Actor for Missle 1)
Doing something like that will allow you to do facings but for some reason i cant get it to roll X,Y are same axis it seems
0
you could click on the actor message Variable Type and click on the initial value
0
OK, im very fustrated with this bc the Actor Message Forward X,Y rotate on the same axis and i need it to go the way for a Barrel roll, ne1 know how....w/o custom model
im using phoenix model
0
well some1 did this for targeting w/o clicking with the mouse
first you spawn invisible units at every possible location on the screen, then you see which is highlighted for the player, then you make a region from point or w/e you want to do and get the unit that is within that region
0
make it so it excludes burrowed units? and make sure that the burrowed zerglings have Burrowed checked in their attributes
0
found my bug i had it so every .0625 it changes facing to Yaw so it canceled the effect of the trigger out... ty anyway but moving disables it until you stop, ne1 know fix or is it problem with SC2, also changing height disables also