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    posted a message on Detecting if a unit is near a point

    I'm trying to see if a unit, in this case sandbags, is within .9 distance of 1 between two other units. This is what I have and for some reason its not working.

    Event: Unit - Any Unit acquires a target

    What I want is if a unit is about to attack another unit then execute this. I'm worried that if I do unit is attack it will be too late to add a behavior to the unit that reduces damage

    Conditions: ((Acquired Target) has Cover Unit) == True

    If the unit has the behavior "Cover Unit" then execute the rest

    Actions: General - If (Conditions) then do (Actions) else do (Actions) Conditions - (Sandbags Unit Type units within 0.9 of ((Position of (Acquired Target)) offset by 1.0 towards (Position of (Triggering unit))) where player Any Player matches filter No Unit Filter, with at most Any Amount) == (Units in Sandbags owned by player (Interger(Any Player)), with at most Any Amount

    What this does (theoretically) detect all sandbags within .9 range of 1.0 range between the unit being attacked and the attacker. The other side of the equal sign is what gets me. I tried just doing a unit group and then i tried this which takes the units in the group from any player and any amount. In the Initialization trigger I pick each unit of the entire map that is destructible and add it to the Sandbags unit group.

    Then - Unit - Add 1 Reduce Damage to (Acquired Target) from (Triggering Unit)

    Then this applies a behavior to the unit that will reduce incoming damage

    If you haven't noticed yet I am trying to make a directional cover system where it reduces damage when there is sandbags between the attacker and unit being attacked. If you have a better way to do it please tell me. This was just an idea I had. Thanks for the help.

    Thanks, Cowdog13

    Posted in: Triggers
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    posted a message on Problems Publishing w/ Dependencies

    Thanks for your help. That did it.

    Cowdog13

    Posted in: General Chat
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    posted a message on Problems Publishing w/ Dependencies

    I have a custom "mod" dependency in my "map". When I try to publish the "map" it has an error saying "Document dependency does not specify a Battle.net file (Mods\ItemShop.SC2Mod)".

    Does anybody know whats wrong and how to fix it. I tried publishing the mod but the same error.

    Thanks, Cowdog13

    Posted in: General Chat
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    posted a message on Cowdog's RPG (Name Work in Progress)

    I have a map in the testing phase. Each player controls a hero. The map is 3v3v3. The overall goal is to defend your base as long as possible. Gain experiance and money to improve your hero. Buy items, send units to your enemies, or build a turret to help defend or attack.

    There are 3 heroes. A Ranged Damage Hero, a Assassin Hero, and a Support Hero. Each hero has a 4 abilties and 1 passive.

    Items consist of 7 types: Max Health, Max Energy, Health Regen, Energy Regen, Damage, Attack Speed, and Movement. Each type has 4 varying strengths (except movement which has 2). You can store up to 8 items.

    The map has teams bases at the top center, bottom right, and bottom left. Every few seconds minions spawn from the middle and go to each base. Their goal is to eliminate each turret and then your main structure (Nexus). The nexus is invulnerble until all 3 turrets are destroyed. Everywhere else in the map is where creeps spawn. Kill a certain number of creeps and you get extra minerals. Every 4 minutes new creeps spawn and stronger. When this timer expires every 4 minutes the wave minions get stronger too.

    I need testers. People who will play the map with others and give feedback on how to improve it. If you are intrested or would like to know more post here or send me a PM.

    Here is a real basic video so you can see how it looks.

    Posted in: Project Workplace
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    posted a message on Spawning Units For Other Players Help

    @Abion47: Go

    So I found the trigger event "Unit - Any Unit construction progress is Completed". Is there a way to set "Any Unit" to a type of unit? I tried creating a variable of unit type. I also try unit filter. It won't accept those kind of variables. I dont want all units constructed to change players. Thanks for the help.

    Thanks, Cowdog13

    Edit: Also i ran it with any unit and it changed some units but not the marine. The marine would not change sides?! Any idea why? Thanks again.

    Edit 2: I figured out a way to not change the owner for every unit. The problem is it doesn't change the owner for the units (marines, zerglings, zealots, and marauders) but does for the turrets (missile turret, auto turret, photon cannon). I can't figure out why. Please help.

    Posted in: Triggers
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    posted a message on Spawning Units For Other Players Help

    Im trying to give a unit an ability to train a unit. The trick is to make it train a unit for a different player and then issue an order to go to a certain point. It may be easy but I can't seem to get it to work.

    Thanks, Cowdog13

    Posted in: Triggers
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    posted a message on Sniperz ProMod (CTF)

    You mean an email? I sent you a PM with my email. I would be willing to take care of the US version.

    Thanks, Cowdog13

    Posted in: Project Workplace
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    posted a message on Sniperz ProMod (CTF)

    Hello. If you want some help with this I would be willing to help. I can't seem to find the mod in the custom games in Stacraft 2 but I did download the version you had on curse. Its not completely up to date I can tell because of your previous posts. I think this mod has potential. I never played it in SC1 though. I am familiar with the tools in the editor. I wouldn't call me quite an expert but I can do a lot of things. Im more of the data editor and trigger editor kind of guy but I guess I can give the terrian editor a try sense you need one of those. I'll send you a PM of my Starcraft 2 user name and character code.

    Thanks, Cowdog13

    Edit: I realized that you are in EU and I'm in US. We may have trouble communicating, I'm not sure how it works. Its probably why I couldn't find the mod in custom games.

    Posted in: Project Workplace
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    posted a message on Having a Unit Move to a Location

    What I'm trying to do is make an ability that targets a location. Then the unit moves there quicker than normal and travels through other units. Also if the unit travels through enemies, then do damage to them. While in this state the unit becomes invincible. Does anybody know how to do something like this?

    Thanks, Cowdog13

    Posted in: Data
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    posted a message on Increasing Armor Problem

    @RileyStarcraft: Go

    I fixed that and still it doesnt work. The unit just freezes and cant move.

    Thanks, Cowdog13

    Posted in: Miscellaneous Development
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    posted a message on Increasing Armor Problem

    I can't get a ability to work that increases the units armor. I have a ability type: Effect-Instant. Edited the cost and Stats - Flags to Abort on Alliance, Allow Movement. Require Target Vision, and Transient. The Effect - Effect is an effect I made of type: Apply Behavior. The Behavior is type: Buff. The Unit - Unit + is Target. Then the Behavior - Behavior is a behavior I made. Now this is where I think an error is. The Only thing changed in Modification is Life Armor Bonus and Life Armor Multiplier. The Duration is 10. Buff Flags are Countdown and Remove Exhausted Damage Response. Those are the highlights. Now the problem is when I activate this ability the cooldown doesnt activate and the unit can not move. The armor increases though just cant move and lasts forever. Please help.

    Thanks, Cowdog

    Posted in: Miscellaneous Development
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    posted a message on Making a D8 Charge Spawn More

    Does anybody know how to make a D8 charge spawn more D8 charges moving away from the impact that then explode and do more damage? So it would make it like a cluster grenade. Maybe with an effect that spawns units. But how do I get it to move away from the impact place?

    Thanks, Cowdog13

    Posted in: Miscellaneous Development
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    posted a message on Deleting Terrain But Not Data and Triggers

    How do I clear the terrain and keep all the data and triggers? Also can I change the map size when clearing the terrain?

    Thanks, Cowdog13

    Posted in: Miscellaneous Development
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    posted a message on Anything that can get me started?

    Here are some really good tutorial videos that helped me "get the ball rolling".

    http://www.youtube.com/user/OneTwoSC#p/p

    Thanks, Cowdog13

    Posted in: Miscellaneous Development
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    posted a message on Getting a Marine to Shoot D8 Charges

    So here's my problem. I got the marine to have an ability to shoot a D8 charge and everything works fine except the damage. The D8 Charge does no damage! I dont know why. Basicly what i have is the marine have an ability. Then I use the default "Reaper - D-8 Charge (Launch Missle)" effect. That in turn uses the default "Reaper - D-8 Charge (Damage)" effect. In this effect there is a Field called "Combat - Amount". The description even says that it controls the damage. I have it set to any amount really and use it on a unit and there is no damage. In the game D8-Charges only work on buildings so I thought, maybe that could have to do something with it. I looked for some field that would change that but to no prevale. I even placed some supply depots in the map too and still no damage. Does anybody know how to fix this?

    Thanks, Cowdog13

    Posted in: Miscellaneous Development
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