• 0

    posted a message on Do these giant rocks fit my environment?

    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.

    Posted in: Terrain
  • 0

    posted a message on How to do "Random Hero"

    @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.

    Posted in: Triggers
  • 0

    posted a message on keep units from chasing target

    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 >.<

    Posted in: Data
  • 0

    posted a message on Removing a unit's ground collision

    @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.

    Posted in: Data
  • 0

    posted a message on How to link upgrades via requirements

    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.

    Posted in: Data
  • 0

    posted a message on How to link upgrades via requirements

    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

    Posted in: Data
  • 0

    posted a message on Completely disabling Push

    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

    Posted in: Data
  • 0

    posted a message on Unit Dies trigger not counting every death

    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.

    Posted in: Triggers
  • 0

    posted a message on Unit Dies trigger not counting every death

    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

    Posted in: Triggers
  • 0

    posted a message on Unit Dies trigger not counting every death

    @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.

    Posted in: Triggers
  • 0

    posted a message on Unit Dies trigger not counting every death

    @SouLCarveRR: Go

    Seems it does still happen a lot less often though. i also added another variable in track kills.

    Posted in: Triggers
  • 0

    posted a message on Unit Dies trigger not counting every death

    @SouLCarveRR: Go

    Awesome thanks! ill let ya know when i get it up and running

    Posted in: Triggers
  • 0

    posted a message on Unit Dies trigger not counting every death

    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

    Posted in: Triggers
  • 0

    posted a message on Completely disabling Push

    @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.

    Posted in: Data
  • 0

    posted a message on How to spawn a random number of units at a location

    @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.

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