problem is not how to get them to go invisible, or when to get the trigger. its to get the unit to actually spawn at every original unit.
I've had this exactly:
unit grp: pick every unit of type x in entire map for all players and do
create 1 unit z at position of picked unit (ignore placement)
made a trigger that corresponds to this one, that when the original unit is made it enters x variable unit group.
The problem with picked unit, is it only creates at the last created unit of the unit group.
EDIT*
Thanks guys, turns out i had it set that the builder was being stored in the unit group, which was explaining why it was creating the 1 unit only at the last created unit, because thats where the builder was.
Im trying to do what Legion TD/Squadron TD does when the round starts. A unit is built during a build time, then once the timer runs out that unit goes invisible and another unit, replaces that unit at its exact same spot. Then when the attack is done, the new unit is removed and the original unit goes visible again.
I tried through regular triggering and cant figure it out, and im sure its done through actor events, but i cant figure it out there also.
Yeah, that's what i was worried about when making my map public. I did it seeking help creating it from others, it was a mistake as no one took the bait.
EDIT*
I just realized the old map name was posted up for those who actually were looking for it in BNET. I went ahead and changed my map back to private, If anyone is remotely interested in seeing it, send me a pm il show you over BNET.
Take the time to at least check out my map, i just uploaded my latest work. It's still not "playable", but a lot more has been done since it's last version.
i set starting gas to 80k so you can play around with the 4 new ways to summon.
2 months from now i'll have a playable beta map up. After that its a matter of polishing my map before its better than STD.
Seems to be an error with the texts values. It loads up as param/value/*randomnumbersandletters* for each header/rank.
i went to the texts in the trigger and litteraly just opening the value and closing it fixed the names, except it still messes up on the win/lose% section.
Hey thanks for the reply, I just got to that point in my map where it's time to implement this trigger. Problem is, I cant figure out how to do it.
I've been playing around with the Actors events, i've narrowed it down to "timer expires" and "unit birth" terms that i need. I've failed every attempt, I cant even get it to work with
.unit birth *fighter unit*
>create
Nothing happens.
Am i at least looking at the right terms?
What im trying to get it to do:
- (done) I make a unit during a timer, it has a footprint as a structure and units can pass threw it as if its not there.
- Once the timer is reaches 0, the round starts. The structural-unit's animation goes invisible, and a new unit is created in the exact same spot.
- When all monsters are dead, the fighting unit(s) that were recently created are removed (assuming they survived) building timer resets, and structural-unit's animation returns.
Testers isn't what im looking for, im looking for someone to actually have a copy of my map and work on it with me. I've put in long brutal hours and speeding up the process would be great.
I've been working on LEGION TD 2 for a few months now, i've gotten a lot done, but its far from finished. The map is up for people to check it out, but be advised you cant exactly play it.
Im looking for someone with creative and new ideas. Someone who loves Legion td and/or Squadron td.
My map isn't just a remake, it has completely new ideas.
I've been working on a LTD map since STD was removed from b.net due to advertisement.
I got a lot done, but sadly the map is not yet playable. I released this just now to the public in U.S bnet servers so hardcore LTD fans know whats coming.
Check out my map, Legion TD 2
Again, its not playable, but you can get a feel of whats to come - this is not just a remake, ive added tons of new features and tons more to come. If you dig the map, visit me on my Legion TD 2 Forum to help me out with testing and such.
I've been working on a LTD map since STD was removed from b.net due to advertisement.
I got a lot done, but sadly the map is not yet playable. I released this just now to the public in U.S bnet servers so hardcore LTD fans know whats coming.
Check out my map,
Legion TD 2
Again, its not playable, but you can get a feel of whats to come - this is not just a remake, ive added tons of new features and tons more to come. If you dig the map, visit me on my Legion TD 2 Forum to help me out with testing and such.
0
@SouLCarveRR: Go
problem is not how to get them to go invisible, or when to get the trigger. its to get the unit to actually spawn at every original unit.
I've had this exactly:
unit grp: pick every unit of type x in entire map for all players and do create 1 unit z at position of picked unit (ignore placement)
made a trigger that corresponds to this one, that when the original unit is made it enters x variable unit group.
The problem with picked unit, is it only creates at the last created unit of the unit group.
Much thanks guys! Credits will be given!
0
@Zytrug: Go
Thanks, but i've already tried this. The problem is it only creates one unit at the last created unit.
0
@Ahli634: Go
How would i go about making a trigger to place 1 x-unit at every 1 z-unit?
0
Let me explain properly.
Im trying to do what Legion TD/Squadron TD does when the round starts. A unit is built during a build time, then once the timer runs out that unit goes invisible and another unit, replaces that unit at its exact same spot. Then when the attack is done, the new unit is removed and the original unit goes visible again.
I tried through regular triggering and cant figure it out, and im sure its done through actor events, but i cant figure it out there also.
0
trying to create a unit on top of another unit through the original unit's actor events.
how can this be done?
0
@SkrowFunk: Go
Yeah, that's what i was worried about when making my map public. I did it seeking help creating it from others, it was a mistake as no one took the bait.
0
Take the time to at least check out my map, i just uploaded my latest work. It's still not "playable", but a lot more has been done since it's last version.
i set starting gas to 80k so you can play around with the 4 new ways to summon.
2 months from now i'll have a playable beta map up. After that its a matter of polishing my map before its better than STD.
0
Seems to be an error with the texts values. It loads up as param/value/*randomnumbersandletters* for each header/rank.
i went to the texts in the trigger and litteraly just opening the value and closing it fixed the names, except it still messes up on the win/lose% section.
There a fix to this?
0
@CSMakoInfused: Go
Hey thanks for the reply, I just got to that point in my map where it's time to implement this trigger. Problem is, I cant figure out how to do it.
I've been playing around with the Actors events, i've narrowed it down to "timer expires" and "unit birth" terms that i need. I've failed every attempt, I cant even get it to work with
.unit birth *fighter unit*
>create
Nothing happens.
Am i at least looking at the right terms?
What im trying to get it to do:
- (done) I make a unit during a timer, it has a footprint as a structure and units can pass threw it as if its not there.
- Once the timer is reaches 0, the round starts. The structural-unit's animation goes invisible, and a new unit is created in the exact same spot.
- When all monsters are dead, the fighting unit(s) that were recently created are removed (assuming they survived) building timer resets, and structural-unit's animation returns.
0
@Hookah604: Go
Im on US servers.
Testers isn't what im looking for, im looking for someone to actually have a copy of my map and work on it with me. I've put in long brutal hours and speeding up the process would be great.
0
@KorvinGump: Go
My map will be far from a measly remake. I have many new things in my map.
check it out, you can see that the creativity is there. In time, it WILL be more enjoyable then Squadron TD.
0
I've been working on LEGION TD 2 for a few months now, i've gotten a lot done, but its far from finished. The map is up for people to check it out, but be advised you cant exactly play it.
Im looking for someone with creative and new ideas. Someone who loves Legion td and/or Squadron td.
My map isn't just a remake, it has completely new ideas.
If interested, visit me at my forums.
www.legiontd2.forumotion.ca
0
My game just went public today, but its still in early alpha (its not playable, but i had to go public so people could give me feedback)
Its called "Legion TD 2". Think of Squadron TD - with more features.
I need custom loading screen for the map that looks great.
Map forum:
http://legiontd2.forumotion.ca/
Thanks.
0
I've been working on a LTD map since STD was removed from b.net due to advertisement.
I got a lot done, but sadly the map is not yet playable. I released this just now to the public in U.S bnet servers so hardcore LTD fans know whats coming.
Check out my map, Legion TD 2
Again, its not playable, but you can get a feel of whats to come - this is not just a remake, ive added tons of new features and tons more to come. If you dig the map, visit me on my Legion TD 2 Forum to help me out with testing and such.
http://legiontd2.forumotion.ca/
0
I've been working on a LTD map since STD was removed from b.net due to advertisement.
I got a lot done, but sadly the map is not yet playable. I released this just now to the public in U.S bnet servers so hardcore LTD fans know whats coming.
Check out my map, Legion TD 2
Again, its not playable, but you can get a feel of whats to come - this is not just a remake, ive added tons of new features and tons more to come. If you dig the map, visit me on my Legion TD 2 Forum to help me out with testing and such.
http://legiontd2.forumotion.ca/