I want a trigger to activate if X unit, Y unit, Z unit, or W unit enters the region. ONLY W, X, Y, and Z, no other unit. I've looked in the triggers, but I've found nothing. 'Any unit' doesn't work because it allows any unit to activate the trigger, and I only want the WXYZ units to activate it. Any help is appreciated.
I'm trying to make a behavior that, when placed on a unit, lasts for 10 seconds and starts spawning X-units outside of the player's sight, which are forced to attack only the unit with the behavior and stop spawning after the behavior is gone. Any idea how to do this?
For those of you who play L4D or L4D2, think of the Boomer's bile attack. Any survivor that gets covered in it gets swarmed by infected. In a way, I'm trying to replicate that.
My searches turned up empty and I'm quite surprised that no one has done this yet.
I need a model of a door. Like, the everyday door. The ones that have hinges. It'll also need an animation for opening, because I'm going to be using it like a gate, open-able and close-able. A death animation would be a major bonus.
After a bit of thinking, I decided "Hey... my team idea is dumb. I want to change it."
Unfortunately, I went into the team management options and found that there was no way to quit the team or rename it. "Team Melee" sounds pretty dumb, and isn't related to my current projects anymore.
Is there any way to quit my 'team?' If there isn't, is there any way to rename it?
Where'd you get that trigger? I've looked around and I can't find it.
Anyway, I'm having trouble getting the dropship to unload at point 3. I don't know what I'm doing wrong... but then again, I'm just putting in triggers that sound right and tweaking them to sound even more right. What I've accomplished so far is getting the dropship to spawn at point 1, then go to point 2, and then to point 3. Here's the triggers below:
Unit - Create 1 Special Ops Dropship for player 0 at Point 001 facing Point 002 (No Options)
Unit Group - Add (Last created unit) to (Empty unit group)
Camera - Follow for player 1 (Last created units) with the camera and Keep Current Target
Camera - Follow for player 2 (Last created units) with the camera and Keep Current Target
Unit - Order (Last created unit) to ( Move targeting Point 002) (Replace Existing Orders)
Unit - Order (Last created unit) to ( Move targeting Point 003) (After Existing Orders)
And here's the second set:
Unit - Create 3 Marine as cargo in (Last created unit)
Unit - Create 1 Test Hero as cargo in (Last created unit)
Unit - Order all units in (Empty unit group) to (Special Ops Dropship - Unload All (Medivacs) targeting Point 003) (Replace Existing Orders)
Unit - Order (Unit 1 from (Empty unit group)) to ( Move targeting Point 002) (After Existing Orders)
Unit - Order (Unit 1 from (Empty unit group)) to ( Move targeting Point 001) (After Existing Orders)
Hm... one more thing. After the dropship drops of the marines, I want one of the marines to go to player 1's control and another marine to go to player 2's control. How can I do this?
The title explains some of what I want... I want to create a Special Ops Dropship for player 14 at point one, then make it move to point 2, then move to point 3. Then, I want it to create 3 marines and this hero unit inside its cargo, then drop them off. Then the dropship should go back to point 1 and then remove itself.
So... I've already searched the forums for some stuff about this, but I found nothing. What I want to do is make an ability that makes a dropship descend and drop off six marines, then fly back up. Any way to do this?
I'm trying to set a requirement for a custom building. I have to have this custom building to be able to build this other custom building... and thanks. That stuff you included helped.
Hm... I'm having requirement problems. I've made the requirements and have set them in my builder's command card. However, all it does is show the requirement in red text and make the mineral and vespene costs disappear. Also, I can still build the building. Anyone know what's wrong?
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I need a model of an Infested Civilian corpse and Infested Marine corpse. I'd do it myself but... I don't have any modeling software
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Oh, thanks! I probably should've checked Conditions first before asking, they work perfectly.
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I want a trigger to activate if X unit, Y unit, Z unit, or W unit enters the region. ONLY W, X, Y, and Z, no other unit. I've looked in the triggers, but I've found nothing. 'Any unit' doesn't work because it allows any unit to activate the trigger, and I only want the WXYZ units to activate it. Any help is appreciated.
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Bump.
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I'm trying to make a behavior that, when placed on a unit, lasts for 10 seconds and starts spawning X-units outside of the player's sight, which are forced to attack only the unit with the behavior and stop spawning after the behavior is gone. Any idea how to do this?
For those of you who play L4D or L4D2, think of the Boomer's bile attack. Any survivor that gets covered in it gets swarmed by infected. In a way, I'm trying to replicate that.
0
My searches turned up empty and I'm quite surprised that no one has done this yet.
I need a model of a door. Like, the everyday door. The ones that have hinges. It'll also need an animation for opening, because I'm going to be using it like a gate, open-able and close-able. A death animation would be a major bonus.
If anyone can do this, I'd REALLY appreciate it.
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After a bit of thinking, I decided "Hey... my team idea is dumb. I want to change it." Unfortunately, I went into the team management options and found that there was no way to quit the team or rename it. "Team Melee" sounds pretty dumb, and isn't related to my current projects anymore.
Is there any way to quit my 'team?' If there isn't, is there any way to rename it?
0
@deathtorn: Go
Could you tell me where I can find it? I've added all the dependencies... still no action like that. I've wasted at least an hour looking for it...
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@deathtorn: Go
Where'd you get that trigger? I've looked around and I can't find it.
Anyway, I'm having trouble getting the dropship to unload at point 3. I don't know what I'm doing wrong... but then again, I'm just putting in triggers that sound right and tweaking them to sound even more right. What I've accomplished so far is getting the dropship to spawn at point 1, then go to point 2, and then to point 3. Here's the triggers below:
Unit - Create 1 Special Ops Dropship for player 0 at Point 001 facing Point 002 (No Options) Unit Group - Add (Last created unit) to (Empty unit group) Camera - Follow for player 1 (Last created units) with the camera and Keep Current Target Camera - Follow for player 2 (Last created units) with the camera and Keep Current Target Unit - Order (Last created unit) to ( Move targeting Point 002) (Replace Existing Orders) Unit - Order (Last created unit) to ( Move targeting Point 003) (After Existing Orders)
And here's the second set:
Unit - Create 3 Marine as cargo in (Last created unit) Unit - Create 1 Test Hero as cargo in (Last created unit) Unit - Order all units in (Empty unit group) to (Special Ops Dropship - Unload All (Medivacs) targeting Point 003) (Replace Existing Orders) Unit - Order (Unit 1 from (Empty unit group)) to ( Move targeting Point 002) (After Existing Orders) Unit - Order (Unit 1 from (Empty unit group)) to ( Move targeting Point 001) (After Existing Orders)
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Hm... one more thing. After the dropship drops of the marines, I want one of the marines to go to player 1's control and another marine to go to player 2's control. How can I do this?
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The title explains some of what I want... I want to create a Special Ops Dropship for player 14 at point one, then make it move to point 2, then move to point 3. Then, I want it to create 3 marines and this hero unit inside its cargo, then drop them off. Then the dropship should go back to point 1 and then remove itself.
0
So... I've already searched the forums for some stuff about this, but I found nothing. What I want to do is make an ability that makes a dropship descend and drop off six marines, then fly back up. Any way to do this?
0
I'm trying to set a requirement for a custom building. I have to have this custom building to be able to build this other custom building... and thanks. That stuff you included helped.
0
Hm... I'm having requirement problems. I've made the requirements and have set them in my builder's command card. However, all it does is show the requirement in red text and make the mineral and vespene costs disappear. Also, I can still build the building. Anyone know what's wrong?
0
How do you change a unit's portrait? If there's a tutorial on this, I can't find it.