Hey, I just needed a button for the Hunter Killer I know its the same model as the hydralisk but this should work fine. Transparent background should be good. Thanks in advance!
When the beam doesn't fire, does the target take damage?
Nope the target doesn't take damage when no beam is fired, but the archon is acquiring the target. could it be because the beam/actors im using are supposed to be attached to a building? The beam i copied was for the lightning tower in prozaicmuze's beginner beams tutorial. I possibly need different actor events if im using it on a unit? im not sure...
So i used the lightning tower beam explained in the beginner beams tutorial on my archon, Its just a beam that bounces twice after impact. It all works besides sometimes the attack wont fire, Its supposed to attack every 2.25 seconds but its more like random. When the attack doesn't fire, the archon will turn and face the unit it picks but no beam will shoot. But sometimes it will fire... Hope you understand my problem. So basically My archon is acquiring the target every attack but not shooting the beam every time.
I'm not sure if this is exactly what you want or not, but under the map tab click on game variants. And add a new variant and click on Team [Premade: 5v5] all your players should show up and set the value to the team you want them on. I'm really not sure if this will work because i still haven't tested it on my map, good luck though.
So i just finished duplicating a Hybrid Destroyer and i got everything working except, the impact animation plays on the target when the missile is launched. I have the same problem with my missile turret to. Seems like an easy fix but i looked everywhere i could think of.
Wow i don't know why i didn't think of this before... why not just change the cost of it in the data editor to 0 then just subtract the resources in the triggers after the unit is created >.< Thanks for the input soulcarverr
Sorry if the title is confusing but i will try my hardest to explain what my problem is. I have a building that spawns units that cost 1 custom resource, I am trying to link those buttons to triggers because i need to spawn a random amount of units. So i have my buttons set up to train (None) and i use (Player (Triggering player) Custom Resource) > 0 under conditions so it wont run if my custom resources are gone. But my problem is when i click the train button with my resources at 1, the resource switches to 0 before the trigger can run. here is how my trigger is set up.
Events -
UI - Player Any Player presses Train Roach (Short Range)
It should be in the upgrade the unit is using, go there and check to see if there is for example: Weapon - Firebat - Perdition Flamethrower: Level Add: 1
If your units weapon is not there, add an effect and in the Type: drop down box select Weapon. And in the Object: drop down box find your units weapon, then Operation: Add 1
Thank you disas7ro and xShaelis for the feedback I've been waiting to get input before i add more, Ill try to find something different for the lake on the other side. good idea disas.
Ah, i see, i think i want to keep the shape of my border mostly because there are parts of my map that don't allow enough space to do that. But i will mess around with it to see if i can get it to look good. I never really thought about that thx for the feedback.
I'm in the process of making a Single Random Defense map, its my first map so I'm sticking to the beacon/Credit style of shop for now. I will definitely update it when i acquire the knowledge to make a building/dialog menu that acts as a shop. But for now I'm adding a few subtle twists like possibly 1 or 2 universal units, and short ranged units that can only attack from the front line. This should change up the gameplay a bit.
>.< the reasoning for the straight unnatural organic cliffs is because its a random defense map I'm just adding some environment for eye candy. thx for the input though :D
0
Hey, I just needed a button for the Hunter Killer I know its the same model as the hydralisk but this should work fine. Transparent background should be good. Thanks in advance!
0
Nope the target doesn't take damage when no beam is fired, but the archon is acquiring the target. could it be because the beam/actors im using are supposed to be attached to a building? The beam i copied was for the lightning tower in prozaicmuze's beginner beams tutorial. I possibly need different actor events if im using it on a unit? im not sure...
0
So i used the lightning tower beam explained in the beginner beams tutorial on my archon, Its just a beam that bounces twice after impact. It all works besides sometimes the attack wont fire, Its supposed to attack every 2.25 seconds but its more like random. When the attack doesn't fire, the archon will turn and face the unit it picks but no beam will shoot. But sometimes it will fire... Hope you understand my problem. So basically My archon is acquiring the target every attack but not shooting the beam every time.
0
@Cbasz95: Go
I'm not sure if this is exactly what you want or not, but under the map tab click on game variants. And add a new variant and click on Team [Premade: 5v5] all your players should show up and set the value to the team you want them on. I'm really not sure if this will work because i still haven't tested it on my map, good luck though.
0
Got it, In my attack actor events field the second effect was set to my launch missile i thought that was right >.< anyways thanks a ton :D
0
So i just finished duplicating a Hybrid Destroyer and i got everything working except, the impact animation plays on the target when the missile is launched. I have the same problem with my missile turret to. Seems like an easy fix but i looked everywhere i could think of.
Thanks in advance
0
Wow i don't know why i didn't think of this before... why not just change the cost of it in the data editor to 0 then just subtract the resources in the triggers after the unit is created >.< Thanks for the input soulcarverr
0
@SouLCarveRR: Go
I gave it a try and none of the stages seemed to work, so here is a pic of my trigger if you can help me out.
0
Sorry if the title is confusing but i will try my hardest to explain what my problem is. I have a building that spawns units that cost 1 custom resource, I am trying to link those buttons to triggers because i need to spawn a random amount of units. So i have my buttons set up to train (None) and i use (Player (Triggering player) Custom Resource) > 0 under conditions so it wont run if my custom resources are gone. But my problem is when i click the train button with my resources at 1, the resource switches to 0 before the trigger can run. here is how my trigger is set up.
Events - UI - Player Any Player presses Train Roach (Short Range)
Conditions - (Player (Triggering player) Custom Resource) > 0
Actions - Variable - Set Randomization = (Random real between 0.0 and 200.0)
General - If (Conditions) then do (Actions) else do (Actions)
If - (Triggering player) == 1
Then - General - If (Conditions) then do (Actions) else do (Actions)
If - Randomization <= 12.5
Then - Unit - Create 1 Roach Hero (Short Range) for player 1 at (Center of Unit Spawn Region P1) facing 270.0 degrees (No Options)
UI - Display "Hero!" for (Player group((Triggering player))) to Error area
Else - General - If (Conditions) then do (Actions) else do (Actions)
If - Randomization > 12.5
And Conditions - Randomization <= 75.0
Then - Unit - Create 2 Roach (Short Range) for player 1 at (Center of Unit Spawn Region P1) facing 270.0 degrees (No Options)
UI - Display "x2" for (Player group((Triggering player))) to Error area
Else - General - If (Conditions) then do (Actions) else do (Actions)
If - Randomization > 75.0
And Conditions - Randomization <= 200.0
Then - Unit - Create 1 Roach (Short Range) for player 1 at (Center of Unit Spawn Region P1) facing 270.0 degrees (No Options)
Else
Big thanks in advance!
0
It should be in the upgrade the unit is using, go there and check to see if there is for example: Weapon - Firebat - Perdition Flamethrower: Level Add: 1
If your units weapon is not there, add an effect and in the Type: drop down box select Weapon. And in the Object: drop down box find your units weapon, then Operation: Add 1
That should do it.
0
Thank you disas7ro and xShaelis for the feedback I've been waiting to get input before i add more, Ill try to find something different for the lake on the other side. good idea disas.
0
Ah, i see, i think i want to keep the shape of my border mostly because there are parts of my map that don't allow enough space to do that. But i will mess around with it to see if i can get it to look good. I never really thought about that thx for the feedback.
0
@unit187: Go
You mean kind of like this? Its time consuming but it looks good, so its probably worth it.
0
I'm in the process of making a Single Random Defense map, its my first map so I'm sticking to the beacon/Credit style of shop for now. I will definitely update it when i acquire the knowledge to make a building/dialog menu that acts as a shop. But for now I'm adding a few subtle twists like possibly 1 or 2 universal units, and short ranged units that can only attack from the front line. This should change up the gameplay a bit.
0
@unit187: Go
>.< the reasoning for the straight unnatural organic cliffs is because its a random defense map I'm just adding some environment for eye candy. thx for the input though :D