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    posted a message on Find out whether the message was sent to all or allies?

    Subject. How to find out what group of players a player sent a message to, if at all possible?

    Game - Player Any Player types a chat message containing "", matching Partially

    I have a custom chat and I only want to display the message to the allied players whenever somebody types into the [Allied] chat.

    Posted in: Triggers
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    posted a message on BOGO & Ordering a unit to move to the Rally Point

    @Quelex: Go Use "Order Targeting Unit", not point.

    For unit that you need to target you can make a variable:

        Events
    
            Unit - (Last created unit) uses Probe - Gather at Generic1 - Any stage (Ignore shared abilities)
    
        Local Variables
    
        Conditions
    
           
        Actions
    
            Variable - Set Target = (Triggering ability target unit)
    
    Posted in: Triggers
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    posted a message on [Solved]Something wrong with actors!

    Yeah, It was event

    Quote from Kueken531: Go

    Unit Birth
    create

    Huge thanks, guys!

    Posted in: Data
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    posted a message on [Solved]Something wrong with actors!
    Quote from Hobrow: Go

    Did you try to attach something to it?

    Quote from Kueken531: Go

    Then you probably added an actor message like this to an actor of yours:
    Unit Birth
    create

    This creates this particular actor at every single unit. The sphere is an indicator, that said actor uses no or an invalid model.

    Ok, thanks for a fast answer, I'll try to find this event.

    Posted in: Data
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    posted a message on [Solved]Something wrong with actors!

    @Hobrow: Go

    Marauders actor is default! I didn't change anything.

    Posted in: Data
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    posted a message on [Solved]Something wrong with actors!

    I really don't know what happened... All of my unit's actors are messed up.

    Here're errors that I get when i place a unit
    [8/17/2011 12:43:46 AM] Warning: Got NULL model when trying to set CModel[].
    [8/17/2011 12:43:49 AM] Warning: More than one CActorUnit persisting in the same unit scope:

    And here's screenshot
    http://img33.imageshack.us/img33/5730/unledph.jpg

    Does anybody knows what happened and how to solve that?

    Posted in: Data
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    posted a message on (Solved) How does attack range work?

    Ok, nvm problem is solved

    Posted in: Data
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    posted a message on (Solved) How does attack range work?

    @peranzormal: Go

    Oops, I described it not properly. I meant I want them to attack it a bit onwards from unit, outside the model.

    About radius: I found that unit doesn't use its radius at all if it has a footprint. I would like to delete the footprint, but if buildings use its radius, it messes up paths for units.

    Posted in: Data
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    posted a message on (Solved) How does attack range work?

    I was wondering if attack range is a distance between center of an attacked unit and attacking unit, or is it between some unit's radius/footprint and attacking unit. If so, how to change "vulnerable" radius?
    For example: I have a building with 2x2 footprint, and I don't want melee units to attack it straight in the actor(model), but to attack it a bit onwards. And I don't want to expand footprint.

    Hope you understand the idea. Thanks.

    Posted in: Data
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    posted a message on What's wrong with condition?

    @Hobrow: Go

    Thanks a lot!

    Posted in: Triggers
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    posted a message on What's wrong with condition?

    http://puu.sh/4q19

                                Then
                                    Unit - Order (Picked unit) to ( Attack targeting (Closest unit to (Position of (Picked unit)) in Survivors)) (Replace Existing Orders)
                                    UI - Display "a" for (All players) to Subtitle area
    

    Doesn't start even though

                            UI - Display (Text((Pathing cost for unit (Picked unit) to point (Position of (Closest unit to (Position of (Picked unit)) in Barricades)), considering buildings of type Include All Buildings))) for (All players) to Subtitle area
    

    shows -1. :O

    What's wrong with that?

    Thanks in advance.

    Posted in: Triggers
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    posted a message on Need help with unit ordering.
    Quote from Kueken531: Go

    Try an if/then/else action ;)

    thanks!

    Posted in: Triggers
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    posted a message on Need help with unit ordering.

    Ok, I solved a problem, but now i stuck with another problem.

    attackifpossible
        Events
            Timer - Every 0.1 seconds of Game Time
        Local Variables
        Conditions
            (Pathing cost for unit (Picked unit) to point (Position of (Closest unit to (Position of (Triggering unit)) in Survivors)), considering buildings of type Ignore Enemy Buildings) != -1
        Actions
            Unit Group - Pick each unit in ursadakGroup and do (Actions)
                Actions
                    Unit - Order (Picked unit) to ( Attack targeting (Closest unit to (Position of (Triggering unit)) in Survivors)) (Replace Existing Orders)
    

    It shows an error because of "picked unit" in condition. Can I somehow apply a condition to a loop?

    Posted in: Triggers
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    posted a message on Need help with unit ordering.

    I figured it out. So, if I block the path FULLY then it'll show 65536. But if there is a small space (to small for this units to walk through) It will count like a path fot them.

    Fully blocked (65536)
    http://puu.sh/4lzh

    Not fully blocked (<65536)
    http://puu.sh/4lzO

    Any ideas how to deal with that? I need this space for smaller units.

    Posted in: Triggers
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    posted a message on Need help with unit ordering.

    Ok, rad a thread that littlefury916 showed. As I understand (correct me if i'm wrong) if unit's way is blocked somehow then pathing cost between unit and point will be 65536. So I made a trigger:

    gogoattack
        Events
            Timer - Every 0.1 seconds of Game Time
        Local Variables
        Conditions
            (Pathing cost between (Position of (Picked unit)) and (Position of (Closest unit to (Position of (Picked unit)) in Survivors))) != 65536
        Actions
            Unit Group - Pick each unit in ursadakGroup and do (Actions)
                Actions
                    Unit - Order (Picked unit) to ( Attack targeting (Closest unit to (Position of (Picked unit)) in Survivors)) (Replace Existing Orders)
    

    and

    gogoattack 2
        Events
            Timer - Every 0.1 seconds of Game Time
        Local Variables
        Conditions
            (Pathing cost between (Position of (Picked unit)) and (Position of (Closest unit to (Position of (Picked unit)) in Survivors))) == 65536
        Actions
            Unit Group - Pick each unit in ursadakGroup and do (Actions)
                Actions
                    Unit - Order (Picked unit) to ( Attack targeting (Closest unit to (Position of (Picked unit)) in (Units in (Entire map) having alliance Enemy with player 15 matching Excluded: Missile, Dead, Hidden, with at most Any Amount))) (Replace Existing Orders)
    

    But 2nd event desn't fire because pathing cost is less than 65536 even if way is blocked.

    About blockers:

    Building that I use to block doesn't have its own pathing footprint. I spawn a pathing blocker on top of it using trigger. Pathing blocker has both 2x2 footprints, so i think everything is ok with those.

    So what did I do wrong?

    Posted in: Triggers
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