Keep in mind this scenery is only for a defense map so I'm trying not to go into major detail but i was kind of neutral on these giant rocks in the 3d and 4th pic i kind of like them, but is it realistic enough? maybe more of them? I'm not sure. I'm trying to go for a rain forest look, the first picture is the only area that is complete by the way. Any input is appreciated.
Not sure if this is exactly what you need but this guy helped me out with spawning a random number of units. I used the first method he explains, so yours would end up looking something like: (I named my random real to randomization)
Event: (Your event)
Condition:
Action: General - If (Conditions) then do (Actions) else do (Actions)
If
Randomization < 25.0
Then
Unit - Create Your Hero 1 blah blah
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Randomization >= 25.0
And
Conditions
Randomization < 100.0
Then
Unit - Create Your hero 2 blah blah
Else
And just adjust the random (real) to your needs if you have 10 heros set it to 1000 and your first IF would be Random < 100 and so on like stated above. Well i hope you get my drift, and i hope it works out for you.
Any one know of a way to make units hold still while they attack? Normally when a unit attacks they will chase their target a little bit, this is what i want to remove. Ive checked everything i could think of : /
Edit: I found it! who would have though it would be under Weapon - Chase Filters >.<
In the data editor click on the unit you want to remove collision from and look for Movement - Radius just below Push Priority. set that to 0 and and that unit will be able to walk through any other unit regardless of collision tags. If you need them to move through buildings as well modify Movement - Inner Radius to 0.
Bump, all i really need are my upgrades to go passed lvl 125 anyone know of a way to do this besides just having all the upgrades on the command card at once? that seems a bit cheesy to me.
So i need my upgrades to go passed lvl 125, therefore i need to link more than one. I basically need say 5 upgrades each with a max lvl of 100 (max lvl of 100 instead of the max 125 because constants only go up to 100 in requirements) all on my command card but only upgrade # 1 showing until it hits lvl 100, then upgrade #2 show up and upgrade # 1 will disappear, and so on. I don't necessarily need 5 upgrades i just need to know how to set up the requirements to do what i explained above. Any help is greatly appreciated
Yeah i actually ran into the same problem and messed around a bit after jinxxx mentioned that trigger until i found Set Alliance Aspect which does what maverck is saying which works! thank you jinxxx :D
I definitely wouldn't mind giving you access keep in mind this is my first map and I'm still a complete noob :D I'm using a lot of simple stuff and there's probably a couple of areas that are inefficient, just fyi. Ill look into the debugging for now though and ill send you my map here soon.
So when i spawn 50 units on top of each other and they all die at once it counts all the kills, but when i spawn the units close to each other like .1 seconds apart ill start to miss kills - using a tank with 10000 dmg. I have a trigger that removes the units but only when the timer expires, as well as a kill triggering unit command in my start trigger It should only be affecting my starter though. Then i have Kill picked unit but those should only kill units in certain small regions nowhere near where the units are dying. I am sure by this point that it doesn't have anything to do with your triggers it seems to be working like a charm.
I also have a Wait for conditions in my start trigger checking every 0.01 seconds to see if any units in a players region owned by player 15 are alive, but after that i just modify a variable. Im really not sure about behaviors i took most behaviors off my units. I cant seem to think of anything else that could be doing it. Shouldnt it be because of a trigger? because i used the normal non modified (Besides DMG) tank to kill the units. Thanks for the help by the way
Yes i am having that same problem, well i have a 3 player Defense map spawning 50 Creeps each wave. It happens a lot more often when i use my roach (Short Range) class they only have a 3.42 range so they only attack 1 unit at a time, This results in a couple kills at the same time. Id say on average I'm losing 1 kill per 100 kills maybe a bit less. Is 50 Creeps just to many? I'm planning on using splash units so that is why I'm spawning so many creeps.
I'm just using a simple trigger for this and it seems to be skipping some when creeps die at the same time or close to the same time. here is how i have it set up
Events
Unit - Any Unit dies
Local Variables
Conditions
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Owner of (Killing unit)) == 1
Then
Variable - Modify P1 Kills: + 1
Leaderboard - Set Leaderboard item text at column 4 and row 2 to (Text(P1 Kills))
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Owner of (Killing unit)) == 2
Then
Variable - Modify P2 Kills: + 1
Leaderboard - Set Leaderboard item text at column 4 and row 3 to (Text(P2 Kills))
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Owner of (Killing unit)) == 3
Then
Variable - Modify P3 Kills: + 1
Leaderboard - Set Leaderboard item text at column 4 and row 4 to (Text(P3 Kills))
Else
So I'm basically looking for a way to speed up the trigger. Any input is appreciated
There is Push Priority just above Movement - Radius. Im not sure if it works how you want it to or not but i would try setting that to 0 on all your units.
Thank you so much! Yeah the second method does seem a bit easier but the first method seems to have more customization, I'm probably going to try out both ways just because I'm still new to the editor and need practice :) Thanks again for the well explained answer.
0
Keep in mind this scenery is only for a defense map so I'm trying not to go into major detail but i was kind of neutral on these giant rocks in the 3d and 4th pic i kind of like them, but is it realistic enough? maybe more of them? I'm not sure. I'm trying to go for a rain forest look, the first picture is the only area that is complete by the way. Any input is appreciated.
0
@Jinxxx123: Go
http://forums.sc2mapster.com/development/triggers/13847-how-to-spawn-a-random-number-of-units-at-a-location/#p3
Not sure if this is exactly what you need but this guy helped me out with spawning a random number of units. I used the first method he explains, so yours would end up looking something like: (I named my random real to randomization)
Event: (Your event)
Condition:
Action: General - If (Conditions) then do (Actions) else do (Actions)
If Randomization < 25.0
Then Unit - Create Your Hero 1 blah blah
Else General - If (Conditions) then do (Actions) else do (Actions)
If Randomization >= 25.0
And
Conditions Randomization < 100.0
Then Unit - Create Your hero 2 blah blah Else
And just adjust the random (real) to your needs if you have 10 heros set it to 1000 and your first IF would be Random < 100 and so on like stated above. Well i hope you get my drift, and i hope it works out for you.
0
Any one know of a way to make units hold still while they attack? Normally when a unit attacks they will chase their target a little bit, this is what i want to remove. Ive checked everything i could think of : /
Edit: I found it! who would have though it would be under Weapon - Chase Filters >.<
0
@Rushhour: Go
In the data editor click on the unit you want to remove collision from and look for Movement - Radius just below Push Priority. set that to 0 and and that unit will be able to walk through any other unit regardless of collision tags. If you need them to move through buildings as well modify Movement - Inner Radius to 0.
0
Bump, all i really need are my upgrades to go passed lvl 125 anyone know of a way to do this besides just having all the upgrades on the command card at once? that seems a bit cheesy to me.
0
So i need my upgrades to go passed lvl 125, therefore i need to link more than one. I basically need say 5 upgrades each with a max lvl of 100 (max lvl of 100 instead of the max 125 because constants only go up to 100 in requirements) all on my command card but only upgrade # 1 showing until it hits lvl 100, then upgrade #2 show up and upgrade # 1 will disappear, and so on. I don't necessarily need 5 upgrades i just need to know how to set up the requirements to do what i explained above. Any help is greatly appreciated
0
Yeah i actually ran into the same problem and messed around a bit after jinxxx mentioned that trigger until i found Set Alliance Aspect which does what maverck is saying which works! thank you jinxxx :D
0
I definitely wouldn't mind giving you access keep in mind this is my first map and I'm still a complete noob :D I'm using a lot of simple stuff and there's probably a couple of areas that are inefficient, just fyi. Ill look into the debugging for now though and ill send you my map here soon.
0
So when i spawn 50 units on top of each other and they all die at once it counts all the kills, but when i spawn the units close to each other like .1 seconds apart ill start to miss kills - using a tank with 10000 dmg. I have a trigger that removes the units but only when the timer expires, as well as a kill triggering unit command in my start trigger It should only be affecting my starter though. Then i have Kill picked unit but those should only kill units in certain small regions nowhere near where the units are dying. I am sure by this point that it doesn't have anything to do with your triggers it seems to be working like a charm.
I also have a Wait for conditions in my start trigger checking every 0.01 seconds to see if any units in a players region owned by player 15 are alive, but after that i just modify a variable. Im really not sure about behaviors i took most behaviors off my units. I cant seem to think of anything else that could be doing it. Shouldnt it be because of a trigger? because i used the normal non modified (Besides DMG) tank to kill the units. Thanks for the help by the way
0
@SouLCarveRR: Go
Yes i am having that same problem, well i have a 3 player Defense map spawning 50 Creeps each wave. It happens a lot more often when i use my roach (Short Range) class they only have a 3.42 range so they only attack 1 unit at a time, This results in a couple kills at the same time. Id say on average I'm losing 1 kill per 100 kills maybe a bit less. Is 50 Creeps just to many? I'm planning on using splash units so that is why I'm spawning so many creeps.
0
@SouLCarveRR: Go
Seems it does still happen a lot less often though. i also added another variable in track kills.
0
@SouLCarveRR: Go
Awesome thanks! ill let ya know when i get it up and running
0
I'm just using a simple trigger for this and it seems to be skipping some when creeps die at the same time or close to the same time. here is how i have it set up
Events Unit - Any Unit dies
Local Variables
Conditions
Actions General - If (Conditions) then do (Actions) else do (Actions)
If (Owner of (Killing unit)) == 1
Then Variable - Modify P1 Kills: + 1
Leaderboard - Set Leaderboard item text at column 4 and row 2 to (Text(P1 Kills))
Else General - If (Conditions) then do (Actions) else do (Actions)
If (Owner of (Killing unit)) == 2
Then Variable - Modify P2 Kills: + 1
Leaderboard - Set Leaderboard item text at column 4 and row 3 to (Text(P2 Kills))
Else General - If (Conditions) then do (Actions) else do (Actions)
If (Owner of (Killing unit)) == 3
Then Variable - Modify P3 Kills: + 1
Leaderboard - Set Leaderboard item text at column 4 and row 4 to (Text(P3 Kills))
Else
So I'm basically looking for a way to speed up the trigger. Any input is appreciated
0
@maverck: Go
There is Push Priority just above Movement - Radius. Im not sure if it works how you want it to or not but i would try setting that to 0 on all your units.
0
@XGDragon: Go
Thank you so much! Yeah the second method does seem a bit easier but the first method seems to have more customization, I'm probably going to try out both ways just because I'm still new to the editor and need practice :) Thanks again for the well explained answer.