• 0

    posted a message on Need help to create this trigger

    @santapaprika: Go

    You can issue different subsequent orders to attackmove towards the rally points and finally towards the nexus. Or do you want the rally points to be different for every unit?

    The spawning itself is fairly simple. You can use various approaches, like i.e. a global timer or an auto-casted ability with a certain cooldown (if you want the spawn times to be individual to the supply depot).

    When the trigger expires or the ability is used:
    Unit - Create 1 unit for player Player at (Position of SupplyDepot) facing (Position of RallyPoint1) (No Options)
    Unit - Order (Last created unit) to ( Attack targeting (Position of RallyPoint1)) (Replace Existing Orders)
    Unit - Order (Last created unit) to ( Attack targeting (Position of TargetNexus)) (After Existing Orders)

    You could also use a generic train ability to spawn the unit if you prefer a data-based solution.

    Posted in: Triggers
  • 0

    posted a message on If ability of unit has auto cast enabled then... ?

    @temhawk: Go

    Is "Is Auto Cast" flag = activated auto cast?

    Because the auto cast flag is set for all of the units in general. All of them should be able to auto cast, but for some it is deactivated (as when you right-click on an auto cast ability in the unit's command card).

    EDIT: Maybe I was overthinking things. Basically it doesn't matter if the flag is set at the beginning. With Unit Ability Command State I can toggle it on/off if the conditions are met.

    Thanks!

    Posted in: Triggers
  • 0

    posted a message on If ability of unit has auto cast enabled then... ?

    That's what I need and I can't find it.

    Basically I want to check if a certain unit has a certain ability on auto-cast (not just flagged, but actually activated) in an if-then-else condition.

    Goal: I have 20 units, and each spawns additional units. The 20 units have various abilities with auto cast option. Depending on which one of them is activated with auto cast, the spawned units (by this unit) should have enabled auto cast for this ability as well.

    Example: A barracks has a Stimpack ability with auto cast (dummy ability of course). If it's enabled, the marines that spawn from this structure have Stimpacks on auto cast as well.

    Thanks!

    Posted in: Triggers
  • 0

    posted a message on Make AI place structures in a grid

    @InsaneMst: Go

    Thank you, I'll give it a try.

    Posted in: Triggers
  • 0

    posted a message on Make AI place structures in a grid

    Hello again,

    Premise: All structures have a 2x2 footprint.

    The AI player is supposed to scan a region for placed structures and place its own structures according to a 2x2 grid (means no empty spaces in between the structures should remain where placing structures is impossible).

    I can imagine some kind of algorithm that determines the distance to the nearest structure and checks if the X and Y distances are zero or a multiplier of 2. Do you think this can work?

    Thanks!

    Posted in: Triggers
  • 0

    posted a message on Hide map area for players

    @aZergBaneling: Go

    No, I want the opposite. I want to make everything visible except for a small region.

    Posted in: Triggers
  • 0

    posted a message on Hide map area for players

    @MaskedImposter: Go

    This was my first attempt. But I only want to (permanently) hide a small portion of the map. Creating and destroying a revealer would mean I reveal a certain area and then hide the exact same area when I want to.

    Posted in: Triggers
  • 0

    posted a message on Hide map area for players

    Hello everyone,

    is there a surefire way to hide a region for a player for whom the entire map has been made visible before? Basically I want the player to see everything except for a certain region.

    My approach:

    Visibility - Reveal (Entire map) for player Player for 0.0 seconds and Do Not check cliff level
    Visibility - Change visibility for player Player to Hidden within Region 004 and Do Not check cliff level

    Result: Doesn't work. Entire map remains visible.

    Thanks!

    Posted in: Triggers
  • 0

    posted a message on Questions regarding countdown labels

    I have another question.

    Is it possible to set up the countdown label so that it starts at a predefined value (for example 3) and counts up to the "current value"?

    I tried to set a minimum value but it didn't work.

    EDIT: Also, is there a way to set up the countdown speed?

    Posted in: Triggers
  • 0

    posted a message on Custom Splat?

    @DrSuperEvil: Go

    Yes, works for every model now.

    Posted in: Data
  • 0

    posted a message on Custom Splat?

    @DrSuperEvil: Go

    I see. This is definitely easier.

    Right now, I'm observing something very odd with the model. It varies in size depending on the unit (host actor), although the host actors are exactly the same (only the model differs).

    The settings shown are from the model actor (the plate, not the units).

    Any idea why the size is messed up?

    EDIT: Fixed. I had the Marine change itself via trigger to the SCV by clicking a button in the command card. By either replacing the unit or removing the marine from the game and placing the SCV at the exact same point, the plate "moved" slightly upwards on the z axis appearing bigger (idk why it moved though). By adding a 0.1 wait timer in the trigger, I was able to solve this.

    Posted in: Data
  • 0

    posted a message on Custom Splat?

    I got it to work, FINALLY (see image) :)

    The solution looks as follows:

    1. I created a model for XelNaga_GroundPlates_TheVoid_07.m3

    2. Scaled it down to 55% x/y/z

    3. Added the parameters in Texture Declarations for a texture swap for the specular layer (because it would glow otherwise)

    4. Used the dirtylenswhiteflare.dds as the texture to be used for the specular layer

    5. Set up an Model - ModelAddition actor that is created upon unit birth

    Thanks for your help DrSuperEvil! Your texture swap tutorial made this possible :)

    Posted in: Data
  • 0

    posted a message on Custom Splat?

    @DrSuperEvil: Go

    Both don't work for me. ZergAOECursorModel only has an emissive layer, so I can't put something solid on top. Same in the case of Xelnaga_Construct_AOESplat.

    I need the foundation to have a quadratic shape. Seems like I'm out of options.

    Posted in: Data
  • 0

    posted a message on Custom Splat?

    @DrSuperEvil: Go

    ZergAOECursorModel looks good. However, a retexturing needs to fill the entire plane, idk if this is possible.

    Retexturing (Texture by ID) didn't work for me when I tried it with a splat model, because there was no diffuse or normal layer, only an alpha mask, which apparently can't be retextured. I have to look into that.

    Posted in: Data
  • 0

    posted a message on Custom Splat?

    @DrSuperEvil: Go

    But it hasn't got the right model yet. When I change the m3, the actor won't show (error msg attached). From one of your answers in a different thread, I know this has something to do with events, but I didn't change anything with the events. I simply switched the m3 for the model.

    Posted in: Data
  • To post a comment, please or register a new account.