You can use player groups or unit groups. i forget which one. Basically, when each unit steps on a beacon, add it to the unit group. if the number of units in unit group >= 3, ban player
it may require 2 triggers but thats how i would do it.
I had problems with this too. Yeah, i believe its cause of the AI. I just made a trigger that spawns zerglings, puts them in a group, then tells the group to burrow.
Events
Timer - Every 30.0 seconds of Game Time
Local Variables
Conditions
Counter == playercount
Actions
Animation - Turn animation properties Stand Work on for (Actor for Bullhorn Lights [77.50, 52.50])
Sound - Play UI_TerranKlaxonAlert for (All players) (at 100.0% volume, skip the first 0.0 seconds)
General - Wait 10.0 Real Time seconds
Animation - Clear all animation properties for (Actor for Bullhorn Lights [77.50, 52.50])
Trigger - Turn Counter Off
Trigger - Turn (Current trigger) Off
Sorry for the annoyance. I hope this post helps others having troubles with Doodad animations.
Animation - Play Stand Work animation on Bullhorn Lights doodads in the region BaseATTACK as Default, using Play Forever options and Default Time blend time
Sound - Play UI_TerranKlaxonAlert for (All players) (at 100.0% volume, skip the first 0.0 seconds)
General - Wait 10.0 Real Time seconds
Animation - Clear the Default animation for Bullhorn Lights doodads in the region BaseATTACK
Trigger - Turn Counter Off
Trigger - Turn (Current trigger) Off
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I desperately need the initial load period of the medivac to be non-instant. How come it doesn't work? Someone test this please.
Nevermind, i just used triggers in combination with Load Validators.
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@Mesden: Go
You can use player groups or unit groups. i forget which one. Basically, when each unit steps on a beacon, add it to the unit group. if the number of units in unit group >= 3, ban player
it may require 2 triggers but thats how i would do it.
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My gate isn't listening to commands either. hmmm.
meh, guess i can just use animations.
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@ace1177: Go
Shouldn't there be a way in the data editor to do that? maybe edit the pathing for the raised version?
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@Jihaut: Go
So...is there a way to raise the gate? D:
and also, is there a way to make it so units cant path through the gate?
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@AllWires: Go
I had problems with this too. Yeah, i believe its cause of the AI. I just made a trigger that spawns zerglings, puts them in a group, then tells the group to burrow.
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@Tolkfan: Go
Cool. I'll test this when i come back from work. Thanks guys.
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I've looked in the previewer, but there is nothing but destructible door. Are there any ways to make doors other than using supply depots?
Well i just switched the model of the supply depot to the valhalla base door, but i can't spin the door because its a structure...hmmm
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@wromania:
You need to use triggers in order to tell units what to do.
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@zzPop:
I got it. All i did was:
Sorry for the annoyance. I hope this post helps others having troubles with Doodad animations.
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<<reply 128343="">>
event-every 30 seconds
condition- none
thats what it looks like
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@zzPop: Go
I forgot to add in the OP that after the trigger completes it turns off, so it only plays once, but i'm reading your post thoroughly now.
edit: it's also a doodad, but i'm sure i can change things accordingly.
edit2: you did it in the GUI...that doesn't really help me. D:
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@ResolveHK: Go
i've been at this for hours and no progress has been made. blah. ive even edited the data of the doodad and it still loops infinitely.
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k i made the trigger turn off after one go, followed the "remove animation property" advice and its still looping infinitely.
I even set the animation completion to 100 and its still looping. bladmfkgadfghdghj
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@ResolveHK: Go
halp. nothing is working