I just wanted to say if anyone here makes a tree like map like the one above i will be very disapoint in you. As you all should know from prior experiance anyone in the middle gets screwed out of cash from because they don't get spawns.
If your gonna make a map make sure to make it balanced and fun for every person not dependent on where they are. If any of you have played eras zombie invasion from WC3 youll know what i mean, if your not red, blue, or orange in that game as good as dead.
right click on the if and then select add conditional
also i would suggest adding the units to a unit group when they enter and removing them from the group if they leave, then when you have the number of units you want in the group do the actoin.
ok so i have a chainlightning effect that is recursive. the ability fires a missle that does a search on impact and the search finds a new target and fires a missle at it. its recursive so it doesn't really stop after any period of time or number of people hit. The problem is that the lightning missle is HUGE as im using the archon attack beam.
Now if i scale the missle actor down it only scales down the initial missle that is fired from the ability, NOT the ones in the chain.
I wanted to use beams but i couldn't find a way to get the actors to work when i recursively shoot a beam from one person in the chain to the next. so if anyone knows how to do that I could certainly give it a try.
If anyone has any other ideas on how to fix this that would be great.
PS. the reason i'm doing this recursively is because I want the chain to chain like 10-15 times without having to make 10-15 seperate missles and all that. ie. how the mutalisk chain attack works. It seemed like just a ton of work that i didn't really want to do when i could just have a recusive way to chain it.
PPS. if anyone can think of a good way to stop the chain after 10-15 reiterations that would be great.
simply put you want the ability to do an effect - launch missle. On impact the missle should do a effect - search area. the search should do an effect - effect damage.
just give your building actor the one of the protoss building birth models.(set the model(Build) field for your building's actor to protoss building birth). Then make sure it has the building in progress ability and it should warp in like any other building.
I was just saying that even if i raise all the priority fields on my builder unit to 100 or lower them to 1 neither of those let me select the builder when highlighting an area. I will always end up selecting my raven tower(probably because its a caster).
Ok this was kind of tough to find (until i realised that the supply depot sounds alot like the take off and land sounds), anyway go to the actors tab and search "terran building". there will be two resaults with the sound type, terran building lift off and land. go the the events+ field of land and modify it. In the tab that pops up your gonna find the abilMorph.*.start event next to the red flag(notice how there is a condition under it for morphTo loweredsupplydepot). Right click on the event and select remove selection. Now go to the events+ field for lift off. This time you will notice that there are more events for all the terran buildings. Find the AbilMorph.*.Start event above the morphTo supplydepot conditional. Remove that event aswell. Now you should have supply depots that barely make a sound(they still let off a little steam noise when they lower/raise). I don't know how to get rid of that sound but as soon as i figure it out ill let you know. :P
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just make an effect with the type search area. then make the maximum count 3.
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I just wanted to say if anyone here makes a tree like map like the one above i will be very disapoint in you. As you all should know from prior experiance anyone in the middle gets screwed out of cash from because they don't get spawns.
If your gonna make a map make sure to make it balanced and fun for every person not dependent on where they are. If any of you have played eras zombie invasion from WC3 youll know what i mean, if your not red, blue, or orange in that game as good as dead.
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i would suggest makeing a seperate trigger for each explosion.
also, THERE IS NO SUCH THING AS A TRIGGER BEING TOO BIG!
edit: another idea have a trigger that every time the unit is created you wait a short time and kill it and do the explosion.
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right click on the if and then select add conditional
also i would suggest adding the units to a unit group when they enter and removing them from the group if they leave, then when you have the number of units you want in the group do the actoin.
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1. Cuz life is tough
2. go to the filters and uncheck ally
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try a space platform wall light that thing isn't as bulky as the floodlight, but it might not be as powerful aswell...
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ok so i have a chainlightning effect that is recursive. the ability fires a missle that does a search on impact and the search finds a new target and fires a missle at it. its recursive so it doesn't really stop after any period of time or number of people hit. The problem is that the lightning missle is HUGE as im using the archon attack beam.
Now if i scale the missle actor down it only scales down the initial missle that is fired from the ability, NOT the ones in the chain.
I wanted to use beams but i couldn't find a way to get the actors to work when i recursively shoot a beam from one person in the chain to the next. so if anyone knows how to do that I could certainly give it a try.
If anyone has any other ideas on how to fix this that would be great.
PS. the reason i'm doing this recursively is because I want the chain to chain like 10-15 times without having to make 10-15 seperate missles and all that. ie. how the mutalisk chain attack works. It seemed like just a ton of work that i didn't really want to do when i could just have a recusive way to chain it.
PPS. if anyone can think of a good way to stop the chain after 10-15 reiterations that would be great.
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simply put you want the ability to do an effect - launch missle. On impact the missle should do a effect - search area. the search should do an effect - effect damage.
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ya just use the import function (F9) and import your audio files. make sure their something compatable like .ogg
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I gotta give a lot of credit to bifuu for his lighting tutorial. thx man. anyway heres my Sundial.
Edit: I updated the sundial to include Cowboy Dan and some triggers just for fun :P
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Whoa sick animation dog... I like, i really like.
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theres an issue order trigger, make the order to nuke a point.
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just give your building actor the one of the protoss building birth models.(set the model(Build) field for your building's actor to protoss building birth). Then make sure it has the building in progress ability and it should warp in like any other building.
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I was just saying that even if i raise all the priority fields on my builder unit to 100 or lower them to 1 neither of those let me select the builder when highlighting an area. I will always end up selecting my raven tower(probably because its a caster).
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Ok this was kind of tough to find (until i realised that the supply depot sounds alot like the take off and land sounds), anyway go to the actors tab and search "terran building". there will be two resaults with the sound type, terran building lift off and land. go the the events+ field of land and modify it. In the tab that pops up your gonna find the abilMorph.*.start event next to the red flag(notice how there is a condition under it for morphTo loweredsupplydepot). Right click on the event and select remove selection. Now go to the events+ field for lift off. This time you will notice that there are more events for all the terran buildings. Find the AbilMorph.*.Start event above the morphTo supplydepot conditional. Remove that event aswell. Now you should have supply depots that barely make a sound(they still let off a little steam noise when they lower/raise). I don't know how to get rid of that sound but as soon as i figure it out ill let you know. :P