Its not a trigger, its a Action Defenition so everything happens when i want ti to happen :)
Yes S is fure sure more then one, else it would not build anything with thouse who have no order count but it does. it just fail to order units who already have order count to build more.
Yes, it can not detect the building because on that unit group only workers are.
Yes its available, tested to run many times and even spawn a overlord at the location to confirm that nothing is close and on plain ground. Spot is decided the same way the buildings that are build being built.
thats the issue, everything is fireing correctly :/
I did first check if the point was pathable and then i just created the building with trigger. The editor then place the building to the closest point when i can be to where i want it to be, adjusting the point it self. After it done that i just save the building location, remove the building and order the worker to build at that point :) So far it have not failed any time i tested.
After reading your code i see things i did not even know you could do in the game, things i can use :) thanks.
It seams like a combination of your and mine code things look very nice.
I want to order a scv to build a barrak at a random point in a region. However some point are ofc but possible to build on so is theer som way to check with and IF case to "test" the point if it possible to build on?
In short. how to check with trigger if i can build a barraks at a point?
I want to be able to change the push priority of a unit/unit type in any way possible. Triggers or data, either is fine. I tried to set the catalog field value but got error. I tried to find any field in a behavior that would change it but could not find any. This have to be possible somehow. Does anybody know how?
When a unit gains a behavior i tried this...
Catalog - Set value of Units Raynor01 PushPriority for player (Owner of (Triggering unit)) to "11"
I want to make a ability that autocast a persistent that issue order to train units but only if the hatchery has 3 or more larva. How do i make such a validator?
I made a hatchery with and hangar ability to spawn a queen and have it as its "defender". I get the queen outside and all but it's like it has 0 leash range, if i try to move it just a little then it just go back directly.
What can be causing this? i upload picture so u can see.
If i set the "info manage" to release then it will keep making more and more units endlessly.
This is driving me nuts, i dont know the requirement for using this function. If i for example place two points on the map and test distance between them then it works. Its works between two marines. It does not work between a commandcenter and a marine. It does not work between a random generated point and a real placed point.
Is this a bug or something i'm doing wrong here?
What i'm trying to do its have some units spawning in a region that has cliffs and i dont want them to spawn up on a cliff if the distance dont alow it.
How can i generate a point and then test if the point has the correct distance from another point?
So i want ahead and created a new map after along time away from sc2.
Now when i try and attack a zergling the ai burrows it and that must mean I'm using the zerglings from the campaign. How can i set it up so that i have all units using the default AI/stats from the multiplayer version?
In short, i want to have the multiplayer version but access to all campaign units.
or simply, how to just fix the AI that burrow the lings ? :D
Edit. it seams like i cant use both dependencies, then how do i fix the air so the zerglings dont burrow directly when i shot them :/?
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How do i add it to new buildings i make? I did copy the command center but the scorch marks under the building are missing.
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I dont know how but i solved it :)
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Its not a trigger, its a Action Defenition so everything happens when i want ti to happen :)
Yes S is fure sure more then one, else it would not build anything with thouse who have no order count but it does. it just fail to order units who already have order count to build more.
Yes, it can not detect the building because on that unit group only workers are.
Yes its available, tested to run many times and even spawn a overlord at the location to confirm that nothing is close and on plain ground. Spot is decided the same way the buildings that are build being built.
thats the issue, everything is fireing correctly :/
0
It does not accept/remember the second order its given. I tried to create a overlord at the target spot he is supposed to build but he never does it.
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I have a few scv's that i want to build some buildings with. I need em to queue up so all buildings will be built.
All scv build the first building they are orders to build. but they don't build the next building they have order to build.
How can i make them queue up to build?
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I did come up with another solution.
I did first check if the point was pathable and then i just created the building with trigger. The editor then place the building to the closest point when i can be to where i want it to be, adjusting the point it self. After it done that i just save the building location, remove the building and order the worker to build at that point :) So far it have not failed any time i tested.
After reading your code i see things i did not even know you could do in the game, things i can use :) thanks.
It seams like a combination of your and mine code things look very nice.
0
I want to order a scv to build a barrak at a random point in a region. However some point are ofc but possible to build on so is theer som way to check with and IF case to "test" the point if it possible to build on?
In short. how to check with trigger if i can build a barraks at a point?
0
I want to be able to change the push priority of a unit/unit type in any way possible. Triggers or data, either is fine. I tried to set the catalog field value but got error. I tried to find any field in a behavior that would change it but could not find any. This have to be possible somehow. Does anybody know how?
When a unit gains a behavior i tried this...
Catalog - Set value of Units Raynor01 PushPriority for player (Owner of (Triggering unit)) to "11"
But got an error
0
I want to make a ability that autocast a persistent that issue order to train units but only if the hatchery has 3 or more larva. How do i make such a validator?
0
Maybe i can just train a queen and then somehow tell it to order the hatchery to retrain it when it dies. I'm not sure at all how to do that tho :(
0
I made a hatchery with and hangar ability to spawn a queen and have it as its "defender". I get the queen outside and all but it's like it has 0 leash range, if i try to move it just a little then it just go back directly.
What can be causing this? i upload picture so u can see.
If i set the "info manage" to release then it will keep making more and more units endlessly.
0
This is driving me nuts, i dont know the requirement for using this function. If i for example place two points on the map and test distance between them then it works. Its works between two marines. It does not work between a commandcenter and a marine. It does not work between a random generated point and a real placed point.
Is this a bug or something i'm doing wrong here?
What i'm trying to do its have some units spawning in a region that has cliffs and i dont want them to spawn up on a cliff if the distance dont alow it.
How can i generate a point and then test if the point has the correct distance from another point?
0
I feel so noobish now, i was trying integer and present and all kinds of variables but not real :/
Thanks allot mate!
0
When i unit die i want his maximum life to be stored in a variable, how do i do that? I cant find a way to grab the info i need.
0
So i want ahead and created a new map after along time away from sc2.
Now when i try and attack a zergling the ai burrows it and that must mean I'm using the zerglings from the campaign. How can i set it up so that i have all units using the default AI/stats from the multiplayer version?
In short, i want to have the multiplayer version but access to all campaign units.
or simply, how to just fix the AI that burrow the lings ? :D
Edit. it seams like i cant use both dependencies, then how do i fix the air so the zerglings dont burrow directly when i shot them :/?