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    posted a message on Charges of an ability. String?

    So I gave reapers the G4 clusterbomb ability that they can get in the campaign, but I gave it charges. I'm trying to make a pickup item restore the charges of the clusterbombs. Everything works fine except I dont know what value to enter for the string part.

    Unit - Add -3.0 charges used for charge "" on unit (triggering unit)

    how do I find out what to put in the quotation marks for it to restore charges to the reapers clusterbombs?

    Posted in: Triggers
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    posted a message on Trigger Not Firing. Help please.

    @stevehammon: Go

    I've tried different variations of the events/conditions but nothing seems to work so far, and I can't understand why. It looks like it all makes sense and it works in the Blizzard map.. The big problem is that there are other triggers depending on the value of the SCV, and since this trigger won't fire and give the value, the other triggers will not work.

    Posted in: Triggers
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    posted a message on Trigger Not Firing. Help please.

    Hi, I'm making a map where the objective is to take Terrazine Canisters, that spawn one at a time, back to your base before your opponent does. In the campaign when your SCV that was carrying the Terrazine died, the Terrazine remained for you to pick up again, but this doesn't happen normally. I looked at the blizzard map triggers involving terrazine and figured out that they give the SCVs carrying terrazine a value so that when a unit with this value dies, a terrazine canister is created in their place. I copied Blizzard's trigger that gives them this value after harvesting the terrazine and that many other triggers revolve around and changed it slightly to suit my map, but it won't fire for some reason. Here it is:

    EVENTS

    unit - any unit uses scv - return cargo at harvest4 - wait to return stage (include shared abilities)

    unit - any unit uses scv - gather at generic6 - complete stage (include shared abilities)

    CONDITIONS

    ((Triggering unit) has Carry Terrazine Node) == true

    ACTIONS

    variable - modify gasharvestingcount: -1

    unit - set (triggering unit) custom value 1 to (custom value 0 of (triggering unit))

    variable - set scvgoinghome = triggering unit

    ping - create a ping for (play group(P1_USER)) at (position of (triggering unit)) (using point facing), using model ping simple and colour (0% 100% 0% 0%) lasting 0.0 seconds

    ping - attach (last created ping) to (triggering unit)

    ping - set (last created ping) tooltip to "SCV with Terrazine"

    variable - set playerharvesterpings[(integer((custom value 1 of (triggering unit))))] = (last created ping)

    Any help on how to get this to work properly? Why isn't it firing when the SCV finishes harvesting the terrazine canister?

    Posted in: Triggers
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    posted a message on Terrazine Canisters

    @humbrol2: Go

    Thanks, this helped a lot. I figured out that they give the SCVs carrying terrazine a value so that when a unit with this value dies, a terrazine canister is created in their place. But I copied Blizzards trigger that gives them this value after harvesting the terrazine and it won't fire for some reason. Here it is:

    EVENTS

    unit - any unit uses scv - return cargo at harvest4 - wait to return stage (false shared abilities)

    unit - any unit uses scv - gather at generic6 - complete stage (ignore shared abilities)

    >>CONDITIONS

    ((Triggering unit) has Carry Terrazine Node) == true

    (unit type of (triggering unit)) == SCV

    ACTIONS

    variable - modify gasharvestingcount: -1

    unit - remove 1 SCV - harvesting terrazine from (triggering unit)

    unit - set (triggering unit) custom value 1 to (custom value 0 of (triggering unit))

    variable - set scvgoinghome = triggering unit

    ping - create a ping for (play group(P1_USER)) at (position of (triggering unit)) (using point facing), using model ping simple and colour (0% 100% 0% 0%) lasting 0.0 seconds

    ping - attach (last created ping) to (triggering unit)

    ping - set (last created ping) tooltip to "SCV with Terrazine"

    variable - set playerharvesterpings[(integer((custom value 1 of (triggering unit))))] = (last created ping)

    Any help on how to get this to work properly?

    Posted in: Miscellaneous Development
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    posted a message on Removing Units and Creating Respawn Timer

    bump

    Posted in: Triggers
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    posted a message on Terrazine Canisters

    Hi, I'm making a map where the objective is to take Terrazine Canisters, that spawn one at a time, back to your base before your opponent does. I believe in the campaign when your SCV that was carrying the Terrazine died, the Terrazine remained for you to pick up again, but this doesn't happen normally. How do I make it so that when the miner carrying the Terrazine dies, the Terrazine stays on the floor and can still be picked back up?

    Posted in: Miscellaneous Development
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    posted a message on Removing Units and Creating Respawn Timer

    @user_877009: Go

    It's currently in my triggers so that after you click on the new class you wish to be, all of your current men are killed and then your new men are created. I'm guessing there's a better way to set this up and add in the timer. And how would I trigger it so that while the timer is up there is a delay on your men being created?

    Posted in: Triggers
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    posted a message on Removing Units and Creating Respawn Timer

    @ZealNaga: Go

    Hmm, well I guess my main problem is that I'm not sure how to stop the player from picking a class again after his units have died and the timer is up. Is there some sort of delay trigger that I can used combined with a condition where if the timer is up for the player, the next class he picks will be delayed until the timer is done? Ideas?

    Posted in: Triggers
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    posted a message on Selection Radius?

    I created an ability similar to the guardian shield that the sentry normally uses, but every time the unit uses the ability, the whole shield becomes the selection radius for the unit. Basically, I don't want the shield to be selectable. How do I fix this?

    Posted in: Data
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    posted a message on Removing Units and Creating Respawn Timer

    @user_877009: Go

    bump.

    Posted in: Triggers
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    posted a message on Removing Units and Creating Respawn Timer

    @Feithless: Go

    All units are created are created through triggers. Basically you pick from a menu, but you can reopen the menu at any time to change your class, in which case I want it to remove all of your previous units. What I'm saying about the timer is that I want it so that whenever you run out of units, whether it's from picking a different class, or from your units being killed, I want a penalty timer for losing your units where you have to wait a certain period of time (say 20 seconds) before you can obtain units again. Also, being new to the editor, I'm having trouble finding the trigger to remove units.. What trigger is it exactly?

    Posted in: Triggers
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    posted a message on Monolith Light Bridge Doodad - Not woking...

    @user_877009: Go

    I figured it out. You have to use a trigger to make it appear ingame: Actor - Send message "AnimBracketStart {} Work,Birth,Stand Work Death" to actor (Actor for Zhakul'Das Light Bridge 45 Left [118.41, 51.27])

    Posted in: Terrain
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    posted a message on Removing Units and Creating Respawn Timer

    Hi, I'm trying to make a map where you can choose a class, similar to Storm of the Imperial Sands, but I want the player to be able to change the class at any given time. BUT the problem I'm having is that upon changing class I want it to remove all units that the player previously had, AND I also want there to be a respawn timer for every time someone loses all of their units. Any help would be appreciated, thanks.

    Posted in: Triggers
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    posted a message on Monolith Light Bridge Doodad - Not woking...

    I'm having the same problem, but with the Zhakul'Das light bridge. The doodad shows up in the map editor, but in game it isn't there. Is there a trigger or something you have to use to activate it?

    Posted in: Terrain
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