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    posted a message on Need help with unit ordering.

    @BasharTeg: Go Doesn't seem like that

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

    Attack moving the point the player is at wont work, right?

    Actually there is no "atack move" in abilities when I give orders(prolly because I use targeting ability). There is only "Attack"

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

    So basicly what I want is to force some units to go attack another unit, and if he can't reach it, he will start destroying blocking buildings. Just like in any maze td or Kodo Tag(from wc3). So the question is: how to do that?

    I made a trigger
    http://puu.sh/4k13

    But it appears that the unit ignores blocking buildings and tries to walk through them.

    Thanks in advance.

    Posted in: Triggers
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    posted a message on Troubles with radius.

    Horay! That works perfectly! Thanks to everyone!

    Posted in: Data
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    posted a message on Troubles with radius.

    @xil_theMINISTER: Go

    ahh! Yes there is such option in the action. Thanks! Gonna try it now

    Posted in: Data
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    posted a message on Troubles with radius.

    I've got an idea. Is it possible to create unit on top of another unit? If so I can spawn pathing blocker (or any invisible unit). Tried to do that using

    Unit - Creat 1 Unit for player (owner of unit(triggering unit)) at (position of(triggering unit)).

    But then it doesn't spawn it on top of the unit, it spawns at nearest possible position (even if ground-no spawn is unchecked in the footprint).

    So, any ideas how to do that?

    Posted in: Data
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    posted a message on [Solved] Train Units While Moving

    @Andytang14: Go

    Your Ability->Stats->Flags

    Check if "Allow movement" box is checked.

    Posted in: Data
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    posted a message on Troubles with radius.

    @Ranakastrasz: Go

    No. If pathing footprint is filled, then building won't use its radius, so units will be able to walk through it.

    Posted in: Data
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    posted a message on Troubles with radius.
    Quote from grenegg: Go

    @Swifteg: Go

    Congrats, It appears "LIMIT IS FOR NOOBS" is the number one achievement on sc2pod.com

    Aww, thanks :D

    Posted in: Data
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    posted a message on Troubles with radius.

    @TheAlmaity: Go I'm not quite sure what do you mean.

    Thats how it looks without palcement footprint. (settings that i showed before)
    http://puu.sh/4h2m

    Here are settings that I use (to build on ramps) (No build is unchecked)
    http://puu.sh/4h2G

    Posted in: Data
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    posted a message on Troubles with radius.
    Quote from TheAlmaity: Go

    Make a new footprint that blocks pathing normally as the usual footprint, but leave the supply depots "Footprint (Placement)" field empty, I think that should work.

    Umm. Do you mean to do like that?
    http://puu.sh/4gY5

    If I do that, then I won't be even able to build a depot. :O

    Posted in: Data
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    posted a message on Troubles with radius.

    Hi.
    I needed a possibility to build on ramps, so I removed a pathing footprint, and now building is using its radius, not footprint squares(because units were able to walk through the building). Now everything is ok except now it messes up a path finding for big units.

    With Pathing Footprint
    http://puu.sh/4gWN
    Its ok

    Without Pathing Footprint (using radius)
    http://puu.sh/4gXl
    He is trying to walk between two supply depots. There is a space, but small, for smaller units.

    Any ideas how to deal with that? Thanks.

    Posted in: Data
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    posted a message on Help: Unit Spawning
    Quote from Forge_User_26451472: Go

    Player Group - Pick each player in Turtles and do (Actions) ->[create units and set variables for picked player]

    Thank you! Thats exactly what I needed.

    Quote from Forge_User_26451472: Go

    Little side-note:
    I don't think that not active players can press dialog buttons, thus your second condition would always return true, thus it's unneeded.

    Haha, yeah, I knew somebody will say that, but I was too lazy to delete it :D

    Posted in: Triggers
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    posted a message on Help: Unit Spawning

    Hi. Here's my problem:

    I have a character selection dialog(that lasts 20 seconds). When player chooses a character It creates a unit that belongs to the triggering player.

    Trigger

    What I want is that when timer expires It will make a character for each player who didn't select a character. For instance I can make a player group of those who didn't select a character, but how do I spawn a unit for each player in this group? Any ideas?

    Thanks.

    Posted in: Triggers
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    posted a message on What's wrong with my attack sound?

    @BorgDragon: Go

    That works, but there are too many sounds to change :( It will be very long that way

    Edit: And also sounds don't fade by X and Y.

    Posted in: Data
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