I'm not sure what you mean by that, but I think thats what I'm doing right now. Its not the respawning I'm having trouble with, its the fact that neural parasite is changing the "triggering player" for when "a unit dies". I've pasted the respawn trigger
Events
Unit - Any Unit dies
Local Variables
p = 0 <Integer>
Random Integer = 0 <Integer>
Random Unit = No Game Link <Game Link - Unit>
Conditions
Racing Unit[(Triggering player)] == (Triggering unit)
Actions
Variable - Set Random Integer = (Random integer between 1 and 59)
General - Switch (Actions) depending on Current Sprint[(Triggering player)]
Cases
General - If (1)
Actions
Unit - Create 1 Unit Bank[Random Integer] for player (Triggering player) at Spawn 1 using default facing (No Options)
Etc
Etc
Default
Variable - Set Racing Unit[(Triggering player)] = (Last created unit)
Basically Racing Unit [*] is a saved variable of the current unit owned by each player, and the unit that dies has to match that stored unit in order for a respawn. Then the new unit is set to Racing Unit [*]. But when your unit gets neural parasited, it fails the "Racing Unit[(Triggering player)] == (Triggering unit)" condition.
Haha okay looks like I didn't explain it well enough.
So for each player, they're assigned one unit. Whenever a unit dies, if that unit matches the assigned unit for the triggering player, then it respawns a unit for the triggering player at a specified point on the map. The new respawned unit then replaces the assigned unit for the triggering player.
But when a unit gets neural parasited and it dies during that time, theres no respawn.
I had a look at your thread and I'm not sure if its applicable, since the respawn unit is a random unit chosen from 50, rather than a set unit. That, and I still haven't gotten my head around the data editor, so everything there about validators confused me haha.
Currently, I'm using a trigger that runs when a unit dies, and if the unit matches the last created unit for the triggering player, then another unit respawns.
However, this is failing when the unit dies is neural parasited, probably because the "triggering player" has now changed to the infestor owner (and so the unit that dies doesn't match up to the last created unit for that player).
I've tried a couple of things like checking for neural parasite buff on death, but that isn't working (maybe because since the unit's dead when the trigger activates, theres no unit to have the buff anymore).
Anyway, is there a way to get around this? I've been messing around with the function "old unit owner" but that isn't doing anything
Beta version now available on NA and SEA servers! Map is published under the name "SC2 Sprint"
Gameplay Intro:
This video provides a basic overview of the basic features of the map. Of course, as this map is heavily focused on multiplayer, the video is a bit dull. I'll put up another soon of some actual bits of game footage to show how things come together.
Overview
This map is inspired by Birth.BuzZ, and based off Blood Pressure Marathon by VerB. If you miss that map like I do, then this map is a must. And if you have no idea what that is, this map is a must =)
Gameplay
Race over 50 units around the track and be the first player or team to finish the required number of laps to win! Be warned, some units are quite different from what you might expect!
At the end of each sprint, you'll receive a new random unit to race with.
Use 9 abilities to help your racer along, whether it be making your racer invulnerable, or killing enemies
Simple and easy to learn, and great fun (especially in teams!)
Game Options
Game options can all be selected in game. Team allocation is currently random.
Laps to Victory: 6 - 10.
Teams: Supports FFA and teams of 2, 3 or 4.
In team mode, only one player from the team needs to finish in order to win, so help your allies and stall your enemies!
Racetracks: Classic (outside) and X-Treme (center track)
Unfortunately, you probably won't find this map on the join game lists (nor will you find any players). Grab some friends, and play a team game amongst yourself, and maybe you'll also discover how fun this map can be like I did with its predecessor =)
Please let me know if you enjoyed the map, and if you have any suggestions, put them here or comment on the map development page!
Thanks!
Coming in future versions:
Fixing tooltips
Unit hints and descriptions
Some rebalancing
Adding abilities to the high templar and ghost summons
Well, as long as its not a breach of any sort of privacy I'd be happy to keep trying to contact the author. But if that fails, is there no other way aside from starting a new project?
I sent a PM to the original author about a week ago but they haven't replied yet. There's been no updates to it since June so I'm not confident I'll get a reply
I'm not sure if I've put this in the right forum area or not, but I was just wondering where I'm meant to put up a request to take over an inactive project?
0
@obliviron: Go
I'm not sure what you mean by that, but I think thats what I'm doing right now. Its not the respawning I'm having trouble with, its the fact that neural parasite is changing the "triggering player" for when "a unit dies". I've pasted the respawn trigger
Events
Unit - Any Unit dies
Local Variables
p = 0 <Integer>
Random Integer = 0 <Integer>
Random Unit = No Game Link <Game Link - Unit>
Conditions
Racing Unit[(Triggering player)] == (Triggering unit)
Actions
Variable - Set Random Integer = (Random integer between 1 and 59)
General - Switch (Actions) depending on Current Sprint[(Triggering player)]
Cases
General - If (1)
Actions
Unit - Create 1 Unit Bank[Random Integer] for player (Triggering player) at Spawn 1 using default facing (No Options)
Etc Etc
Default
Variable - Set Racing Unit[(Triggering player)] = (Last created unit)
Basically Racing Unit [*] is a saved variable of the current unit owned by each player, and the unit that dies has to match that stored unit in order for a respawn. Then the new unit is set to Racing Unit [*]. But when your unit gets neural parasited, it fails the "Racing Unit[(Triggering player)] == (Triggering unit)" condition.
0
Bump for the video I put up!
Once again, I know it looks boring from the video, but I can assure you it gets better when you have some people playing with you =)
0
Haha okay looks like I didn't explain it well enough.
So for each player, they're assigned one unit. Whenever a unit dies, if that unit matches the assigned unit for the triggering player, then it respawns a unit for the triggering player at a specified point on the map. The new respawned unit then replaces the assigned unit for the triggering player.
But when a unit gets neural parasited and it dies during that time, theres no respawn.
I had a look at your thread and I'm not sure if its applicable, since the respawn unit is a random unit chosen from 50, rather than a set unit. That, and I still haven't gotten my head around the data editor, so everything there about validators confused me haha.
0
Currently, I'm using a trigger that runs when a unit dies, and if the unit matches the last created unit for the triggering player, then another unit respawns.
However, this is failing when the unit dies is neural parasited, probably because the "triggering player" has now changed to the infestor owner (and so the unit that dies doesn't match up to the last created unit for that player).
I've tried a couple of things like checking for neural parasite buff on death, but that isn't working (maybe because since the unit's dead when the trigger activates, theres no unit to have the buff anymore).
Anyway, is there a way to get around this? I've been messing around with the function "old unit owner" but that isn't doing anything
0
STARCRAFT 2 SPRINT Map Status:
Beta version now available on NA and SEA servers! Map is published under the name "SC2 Sprint"
Gameplay Intro:
This video provides a basic overview of the basic features of the map. Of course, as this map is heavily focused on multiplayer, the video is a bit dull. I'll put up another soon of some actual bits of game footage to show how things come together.
Overview
This map is inspired by Birth.BuzZ, and based off Blood Pressure Marathon by VerB. If you miss that map like I do, then this map is a must. And if you have no idea what that is, this map is a must =)
Gameplay
Game Options
Game options can all be selected in game. Team allocation is currently random.
Laps to Victory: 6 - 10.
Teams: Supports FFA and teams of 2, 3 or 4. In team mode, only one player from the team needs to finish in order to win, so help your allies and stall your enemies!
Racetracks: Classic (outside) and X-Treme (center track)
Unfortunately, you probably won't find this map on the join game lists (nor will you find any players). Grab some friends, and play a team game amongst yourself, and maybe you'll also discover how fun this map can be like I did with its predecessor =)
Please let me know if you enjoyed the map, and if you have any suggestions, put them here or comment on the map development page!
Thanks!
Coming in future versions:
0
I'm having trouble publishing a map I made. I've tried publishing another map and it seemed to work fine, but this one seems to be stuck at 0%
In the Size column its appearing as 0 bytes, which I think may be why its not uploading. Has anyone come across this before?
I'm fairly new to the editor so I could be missing something simple
EDIT: Nevermind, I think I found another thread which covered this.
0
Well, as long as its not a breach of any sort of privacy I'd be happy to keep trying to contact the author. But if that fails, is there no other way aside from starting a new project?
0
@Sixen: Go
I sent a PM to the original author about a week ago but they haven't replied yet. There's been no updates to it since June so I'm not confident I'll get a reply
0
I'm not sure if I've put this in the right forum area or not, but I was just wondering where I'm meant to put up a request to take over an inactive project?